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Contact Name
Risma Arta Juita ButarButar
Contact Email
risma.butarbutar@puterabatam.ac.id
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comasiejournal.upb@gmail.com
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FAKULTAS TEKNIK DAN KOMPUTER UNIVERSITAS PUTERA BATAM (Sistem Informasi, Teknik Informatika & Teknik Industri) Jl. R. Soeprapto – Tembesi – Batam – Kepulauan Riau
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INDONESIA
Computer & Science Industrial Engineering Journal
ISSN : -     EISSN : 27156265     DOI : -
Core Subject : Science,
Journal Comasie is a journal that combines 3 science namely informatics engineering, information systems and industrial engineering. The theme and scope can be seen in the scope section. This journal was created as a means of publicizing the results of research conducted by lecturers and students. This journal is published 3 times a year or every 4 months in a year. The main purpose of this journal is to facilitate students who want to publish their scientific work so that it will increase the profusion of knowledge. We on behalf of all the managers express gratitude for all efforts and support in the publication of this journal and our great hope that this journal can be a reference for the community in improving technology and to advance Indonesia (Amrizal, Andi, Welly, Rashid)
Articles 15 Documents
Search results for , issue "Vol 9 No 1 (2023): Comasie" : 15 Documents clear
PERANCANGAN GAME EDUKASI PEMBELAJARAN BAHASA PEMROGRAMAN JAVA BERBASIS ANDROID Windy, Windy; Fajrin, Alfannisa Annurrullah
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7393

Abstract

Digital education is currently very developed in the field of technology which has learning facilities with educational games so that lessons will be easier to understand and more interesting. while studying the Java programming language is known as learning that teaches the basics of programming languages based on android. while learning at BATAM ADVENT VOCATIONAL SCHOOL uses guidebooks that can be obtained by teachers from the internet using traditional methods making it difficult for students to learn Java, because the teacher only delivers lessons in front of the class and students only listen to the lessons delivered by the teacher. The method used to design educational games for learning the Java programming language based on Android is the Game Development Life Cycle (GDLC) and Unified Modeling Language (UML) methods, making games using Unity. The research is educational games for learning the Java programming language based on Android which can be used as learning media at ADVENT BATAM Vocational Schools, to add insight and knowledge to students about Java programming.
PERANCANGAN TATA LETAK PENYIMPANAN BAJU DI GUDANG BEHERO Supriono, Supriono; Sumantika, Arsyad
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7404

Abstract

One of the strategic operational choices that affects the long-term efficacy of the business's operations is layout. Finding the ideal balance between space expenses and material handling costs is the goal of warehouse planning. The class-based dedicated storage strategy is used in this study, which classifies products into three, four, or five categories depending on how frequently they are picked up. The suggested clothes layout adheres to the Class Based Storage approach, in which clothing is arranged according to popularity, similarity, size, and other factors.Fast moving products are stored on the first and second shelves, which are located in the front. The shelf has three levels, with the middle level being used for S and M sizes because they are the most popular and are therefore easier for staff to access. Because the bottom shelf is simpler to reach than the top shelf and can be picked up by employees without the use of tools, size L and XL have an average sales level there. Jumbo size products (XXL, XXXL, and XXXXL) are positioned on the third (top) shelf since they have the lowest sales rates.
RANCANGAN SISTEM ABSENSI SISWA OTOMATIS BERBASIS SMART QR CARD MENGGUNAKAN ALGORITMA BCRYPT Renaldi, Encik Yoega; Sitohang, Sunarsan
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7410

Abstract

Various problems due to shortages in attendance are still implementing the system manual method so that the teacher feels that it has reduced flexibility in attendance. Following up on the problem, system changes must occur in order to support the attendance program. The system that was built applies some of the technology (internet of things) with a combination of hardware that functions to scan student cards of the Smart Quik Response Card type and web-based software for processing machine data with a MySQL database. The method of choice for software design is to apply bcrypt as password security at login to overcome breaches in attendance data. The results of this study built an automatic attendance system based on a smart quik response card. Based on testing by applying the blackbox method to accurately assess the attendance system that has been built, it gets a compatible score or runs smoothly for each trial feature. After experimenting with the implementation at the research location, it can be concluded that the process of absenteeism that occurs at school aims to make teachers more efficient and facilitate administration in using the application system to become disciplined and timely students.
ANALISIS KUALITAS PELAYANAN PERPUSTAKAAN TERHADAP KEPUASAN PENGUNJUNG PADA PERPUSTAKAAN SEKOLAH KRISTEN BASIC Dachi, Markus Gunawan; Sugianto, Welly
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7415

Abstract

Competition in the field of educational services, one of which relies on the ability of school libraries to provide satisfactory service quality to library visitors as service users. To measure the tangible or intangible quality of service, the level of visitor satisfaction can be measured. Libraries should regularly measure visitor satisfaction as an evaluation material to improve the quality of their services. This study was conducted to determine the influence of tangible, reliability, responsiveness, assurance, and empathy dimensions of service quality provided by the Basic Christian School library on visitor satisfaction. This study is a quantitative research model using the Service Quality method and linear regression. Service Quality is one of the methods used to measure visitor satisfaction with the quality of school library services. The measurement in the Service Quality method is divided into 5 dimensions: tangible, reliability, responsiveness, assurance, and empathy. In addition, regression analysis is conducted to determine the level of relationship between independent and dependent variables in this study. The research instrument used consists of 30 items of service quality and visitor satisfaction questionnaires adapted from Basuki (2019). The respondents in this study were 154 students from Basic Christian Junior High School and High School. The results of the study showed that variables with positive coefficients had an impact on increasing visitor satisfaction.
PERANCANGAN GAME EDUKASI BAHASA INGGRIS DENGAN RPG MAKER MV MENGGUNAKAN ALGORITMA RULE BASED Sibarani, Yeremia Abednego; Hutabri, Ellbert
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7416

Abstract

Masalah sering ditemui adalah susahnya siswa dalam menghafal kosakata dan kesulitan dalam pelafalan bahasa Inggris, dan tidak memiliki teman untuk berlatih adalah dalam pembelajaran bahasa Inggris, Tujuan dari penelitian ini adalah untuk merancang game dengan unsur edukasi didalamnya dan juga mengimplementasikan algoritma Rule Based dalam pembuatan game ini guna meningkatkan semangat siswa dalam belajar kosakata bahasa Inggris dengan menggunakan media game didalamnya.Perancangan menggunakan metode GDLC (Game Development Life Cycle) yang memiliki 6 tahapan, yaitu inisialisasi, praproduksi, produksi,pengujian beta hingga rilis penuh, UML juga digunakan untuk melakukan desain pada use case, diagram sequence, dan activity diagram, Pengujian dilakukan dengan metode black box testing yang dilakukan oleh siswa dan guru. Hasil pengujian yang telah dilakukan yaitu dengan melakukan black box testing, pengujian kepada beberapa perangkat smartphone, dan wawancara yang telah dilakukan, telah berhasil mendapatkan hasil yang telah diharapkanDapat disimpulkan bahwa pengembangan game dapat dikatakan berhasil untuk meningkatkan minat dan motivasi siswa dalam belajar bahasa Inggris, dan metode GDLC juga dapat dikatakan berhasil diterapkan dalam game edukasi bahasa Inggris yaitu ” Can I – The Lost Ring”.
APLIKASI PENGENALAN OBJEK WISATA KEPULAUAN RIAU MENGGUNAKAN METODE SOFTWARE DEVELOPMENT LIFE CYCLE Rosmawati, Rosmawati; Hutabri, Ellbert
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7444

Abstract

The Riau Archipelago is a place that has many tourist objects, one of which is in Batam City. Batam City is one of the largest cities in the Riau Archipelago Province, strategically located very close to international waterways, direct widening with the Singapore Strait and the Malaysia Strait. Tourism object is everything that exists in a tourist destination area which is an attraction so that people want to come to visit that place, all places or natural conditions that have tourist resources that are built and developed so that they have an attraction and are cultivated as a place to visit. traveler. However, currently there is no application that helps the public to introduce tourist objects and forms of marketing or marketing tourism objects in Batam City for foreign tourists is very difficult. So with this Android-based application for recognizing tourist objects in the Riau Islands to make it easier or to get to know tourist objects in the Riau Islands, and to make it easier to find locations for tourist objects in the Riau Islands. Its creation in mobile form aims to make it easy to carry anywhere. with this an application will be created using Adobe Animate. This research method uses the SDLC (Software Development Life Cycle) method with the aim of introducing natural tourism objects in the Riau Archipelago and the design uses UML (Unified Modeling Language).
ANALISIS BAHAYA PADA AKTIVITAS PEKERJA KETINGGIAN PEMASANGAN KABEL INTERNET FIBER TO THE HOME Dermawan, Dedy; Sumantika, Arsyad
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7463

Abstract

Fiber to the Home (FTTH) is becoming more and more popular since it can offer a dependable and quick internet connection. Because they are frequently at a height, the field technician's cabling process calls for both physical and mental fortitude. In this study, the JSA approach was used to identify workplace hazards and suggest preventative strategies to reduce the risk of accidents and other negative work-related outcomes. There are 24 sources of danger listed at a very high level, making the first level of risk very high. Activities that cause hazards must be suspended until the risks may be reduced, according to the AS/NZS 4360:2004 standard semi-quantitative risk assessment guide. Priority 1 is the second degree of risk. Priority level 1 sources of danger include 10 different sources. Controlling it as quickly as feasible is the step that needs to be taken. There are four sources of risk that are categorized as considerable, the third risk level. The necessary course of action is to demand technical advancements. The third priority is the fourth danger level. At priority level 3, there are three sources of risk indicated. The actions that need to be conducted need to be closely watched and supervised. There are 11 sources of risk that are included in the fifth level of risk, which is tolerable.
EXPERT SYSTEM MENDIAGNOSA TINGKAT DEPRESI SISWA MENGGUNAKAN METODE CERTAINLY FACTOR Yulianti, Nadia; Fajrin, Alfannisa Annurullah
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7466

Abstract

Depression is a mood disorder characterized by symptoms such as moodiness, lethargy, lack of passion, feelings of worthlessness, deep frustration, hopelessness, thoughts of death and suicidal thoughts, depression is one of the mental health conditions, many students still have difficulty determining which stage and how severe the depression they are experiencing, Identifying factors that affect the level of depression experienced by students by applying the Certainty Factor (CF) method to the expert system to diagnose the level of student depression, Certainty Factor is a method for dealing with uncertainty in rule-based systems by performing calculations, after the system runs well, the implementation is carried out on students by registering first then logging in after that answering questions from data on symptoms that cause depression based on their respective levels.
PERANCANGAN APLIKASI GAME EDUKASI TENTANG MITOLOGI INDONESIA BERBASIS ANDROID Alvin, Alvin; Pangaribuan, Hotma
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7496

Abstract

The rapid development of technology has significantly impacted various aspects of human life, including education and entertainment. One emerging trend is the utilization of technology to create engaging and interactive educational games. With technological advancements, educational games have become effective tools to teach various concepts and skills to the younger generation. However, in the era of globalization, the role of mythology in the lives of the younger generation has been overshadowed by foreign cultures' influence and technological advancements. By combining technology, elements of mythology, and educational aspects, a game based on Indonesian mythology becomes an innovative and attractive solution to ignite the interest and awareness of the younger generation towards their cultural heritage and national history. In this research will developed a technology-based educational game with a focus on Indonesian mythology using Unity, Adobe Illustrator and Visual Studio. The game was designed to present information about Indonesian mythology in an engaging and interactive manner, captivating the interest of the younger generation in learning and getting acquainted with their cultural heritage.
RANCANG BANGUN SISTEM E-ADMINISTRASI BERBASIS CODEIGNITER FRAMEWORK DENGAN NOTIFIKASI WHATSAPP Prasetio, Devid; Silalahi, Mesri
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7511

Abstract

e-administration in citizens is a process that always exists in the administrative process using an electronic system, especially in the process of administering citizen data collection. With the development of technology that is growing rapidly from era to era which is increasingly sophisticated with its role in creating, storing, conveying, and disseminating information, therefore various jobs, especially in the administration of citizens, become easier and more efficient.The purpose of this research is to design an e-administration system based on the codeigniter framework with whatsapp notifications to be applied to Griya Pratama Housing. The final result that will be achieved by the author is the Design of an E-Administration System based on CodeIgniter Framework with Whatsapp Notification designed to facilitate the administration process, especially in the process of collecting data on residents, the relevant RT no longer has to visit residents' homes one by one and also in the procurement of activity agendas, one of which is mutual cooperation activities or other activity agendas, only need to notify them in the features that have been provided in the system on the website.

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