cover
Contact Name
Ismail Arifin
Contact Email
journalsmartbengkulu@gmail.com
Phone
+628562911777
Journal Mail Official
journalsmartbengkulu@gmail.com
Editorial Address
Jalan Kalimantan RT 004 RW 001 Kelurahan Kampung Kelawi, Kecamatan Sungai Serut, Kota Bengkulu, Provinsi Bengkulu
Location
Kota bengkulu,
Bengkulu
INDONESIA
SMART : Jurnal Teknologi Informasi dan Komputer
Published by Gayaku Publisher
ISSN : -     EISSN : 29636388     DOI : https://doi.org/10.58222/sj.v1i1.818
SMART Jurnal Teknologi Informasi dan Komputer or SMART Journal of Information Technology and Computer Science is published by Gayaku Publisher. SMART publishes research papers in the fields of Information Technology and Computer Science. SMART is committed to publishing high quality articles in Indonesian and English that can serve as key references for researchers in the fields of Information Technology and Computer Science. The scope of this journal encompasses to study of Computer Science, Information Technology, Digital Media, Information System, Knowledge Management, System Management, Data Mining, Internet Of Things IOT, Artificial Intelligence AI, Robotic, Computer Networks, Cyber Security. The scope of SMART Journal of Information Technology and Computer Science is as follows: Domain Specific Frameworks and Applications IT Management dan IT Governance eGovernment eHealthcare, eLearning, eManufacturing, eCommerce ERP dan Supply Chain Management Business Process Management Smart Systems Smart City Smart Cloud Technology Smart Appliances and Wearable Computing Devices Robotic Systems Smart Sensor Networks Information Infrastructure for Smart Living Spaces Intelligent Transportation Systems Models, Methods and Techniques Conceptual Modeling, Languages and design Software Engineering Information centric Networking Human Computer Interaction Media, Game and Mobile Technologies Data Mining Information Retrievel Information Security Image Processing and Pattern Recognition Remote Sensing Natural Language Processing
Articles 32 Documents
Sistem Informasi Pemesanan Tiket Kapal Pada PT. Mentawai Fast Berbasis Web: Arman, Arman; Ratih Purwarsih; Rizki Rafif Sunni; Devi Yuliana
SMART : Jurnal Teknologi Informasi dan Komputer Vol. 2 No. 2 (2023): July-December
Publisher : Gayaku Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Mentawai Fast adalah perusahaan yang bergerak di bidang jasa transportasi. Permasalahannya adalah belum adanya sistem informasi pemesanan tiket kapal berbasis web, pembelian tiket masih manual dan penumpang harus ke agen untuk membeli tiket dan membutuhkan waktu yang lama. peneliti ingin membangun sistem informasi yang dapat memudahkan pihak perusahaan penjual tiket serta memudahkan pelanggan melihat informasi ketersedian tiket dan melakukan pemesanan barang secara online. Tahapan sistem ini dimulai dengan menganalisis sistem saat ini, yang dilakukan dengan desain keluaran, desain input, desain file. Metode penelitian yang digunakan adalah SDLC WaterFall (System Devolopment Life Cyle) dengan tahapan a). Perencanaan, b) Analisis, c) Perancangan Sistem dan Perangkat Lunak.Implementasi, menggunakan alat desain yaitu UML (Unified Bahasa Pemodelan). Dengan desain pemesanan ini sistem informasi dapat memberikan pelayanan yang maksimal kepada pelanggan dan meminimalkan kesalahan dalam pengolahan data. Itu Manfaat dari sistem informasi pemesanan ini diharapkan meningkatkan pelayanan kepada pelanggan dan mempermudah transaksi proses lebih cepat dan mudah.
Pemodelan Decision Modeling on Clothing Model Selection of Female Students of UIN Bukittinggi , Adryan; Hary Syahbana; M. Fahri Akbar; Marselino Syahputra; Liza Efriyanti
SMART : Jurnal Teknologi Informasi dan Komputer Vol. 2 No. 2 (2023): July-December
Publisher : Gayaku Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The selection of clothing styles is a complicated decision for individuals including female students at uin bukittinggi in making this kind of decision there are many factors to be considered such as the weather the event to be attended comfort and fit along with personal style in this experiment we bring the monte carlo simulation method to model and analyze the clothing model selection decision of female students of uin bukittinggi we identify various variables that influence the decision such as temperature We identify various variables affecting the decision such as temperature weather type of event and personal preferences We determine the range of values for each variable define the appropriate probability distribution and generate random data based on the probability distribution Next we evaluate the choice of clothing models based on the generated random data and analyze the results The results of this monte carlo simulation can provide important insights for uin bukittinggi female college students in choosing clothing models that match their conditions and personal preferences  
The Effect of Using the Quizizz Application to Improve Learning Achievement of Informatics Students Firmanda, Anggia; Yulifda Elin Yuspita; Misdar
SMART : Jurnal Teknologi Informasi dan Komputer Vol. 3 No. 1 (2024): January-June
Publisher : Gayaku Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Technological advances have succeeded in producing significant transformations in the educational structure, creating changes in the way students learn, their thinking patterns and creative abilities. One thing that attracts attention is the use of technology in learning, including the use of media and applications in informatics learning. This research aims to evaluate the extent to which the Quizizz application influences student learning outcomes in class XI SMAN 1 Candung. This research uses a quantitative approach with experimental methods. The research design used was Pre-Experimental with One-Group Pretest-Posttest Design. The experimental class in this research consisted of class XI fase F students at SMAN 1 Candung. The Quizizz application is used as a tool to evaluate student learning outcomes after each lesson. The research results showed that in the first test, the average pretest score was 58.81 and the posttest score was 85.05 and in the second test, the pretest average was 59.43 with a posttest score of 87.52. Utilizing the Quizizz application can improve the learning outcomes of class XI students at SMAN 1 Candung in the Informatics subject. These findings have an important impact on our understanding of how Quizizz is used as a learning tool in schools.
Design Of A Financial Information System Based On Embarcadero RAD STUDIO XE2 At Ino Motor Tanjungpandan Prabowo, Brama Wahyu; Reza Firdaus
SMART : Jurnal Teknologi Informasi dan Komputer Vol. 3 No. 1 (2024): January-June
Publisher : Gayaku Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to facilitate Ino Motor in entering, storing, and processing purchase, sales, and expenditure data, as well as printing financial reports. This research employed interview and observation methods. The research period spanned from May to July 2022, conducted at Dealer Ino Motor Tanjungpandan. The development of this financial information system used Embarcadero RAD Studio XE 2 as the application and Microsoft Access as the database. The development method used for this financial information system was the waterfall method, which consists of several stages: requirement, design, implementation, verification, and maintenance. To enter data into the financial information system, one must access the main menu and select the data menu. In the data menu, the administrator can input motorcycle data, supplier data, and customer data, then proceed to fill out the data and save it in the system. Afterward, the administrator can go to the transaction menu, where they can process and manage purchase, sales, and expenditure data. To print reports, the administrator can navigate to the report menu, select the desired report, and print it directly from the system.
The Effect of Combining Rig Joint and Blendshape Methods on Faces to Increase Efficiency in 3D Animation Imam Ainudin Pirmansah
SMART : Jurnal Teknologi Informasi dan Komputer Vol. 3 No. 1 (2024): January-June
Publisher : Gayaku Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Facial animation is an important aspect in 3D character animation, because emotional delivery involves more animation on the face, such as how to express and dialogue between characters. Therefore animators must have experience in facial expressions, how to understand anatomy, and how facial muscles react and connect with each other. Facial Action Coding System or (FACS) is one of the reference systems in this study. This study uses a combination of approaches between joint-based matches and mixed-based rigging (blendshape) models. The face animation parameters based on 6 common expressions are; smile, disgust, anger, fear, sadness, and shock.This research uses experimental trials involving 3 parameters in testing, namely rigging efficiency, memory usage efficiency, and time estimation efficiency when rendering
Measuring Contingency Factors in the Application of Knowledge Management in the XYZ College Session Management System Process Aulia Faradilla Jasmine; Ida Nurlela; Jenyta Primaranti; Satria Valerian Shari; Riya Widayanti
SMART : Jurnal Teknologi Informasi dan Komputer Vol. 3 No. 1 (2024): January-June
Publisher : Gayaku Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The phenomenon of knowledge management can be seen as a desire to restore the essence of "knowledge" and avoid the view that knowledge is an inanimate object. In organizational life, both for business and non-business, knowledge is always associated with the potential value that exists in various components or processes (flows) of the overall "capital" in the organization. In knowledge management, contingency factors refer to various conditions and situations that can influence the design and implementation of an organization's knowledge management system. By understanding these factors, an organization can adapt its knowledge management strategy to meet their unique needs and characteristics. The research method used by researchers in this study is a qualitative approach using descriptive methods, using descriptive-qualitative methods which can be used to measure contingency factors in the application of knowledge management in the trial management system process. Assessment of knowledge management for KM solutions has helped in creating, capturing, sharing, and apply knowledge and influence the 4 aspects of individual/person/employee, product, process, and overall organizational performance. The impact of knowledge management on organizations is also very important, which includes People, Product, Process, Over All Performance. KM processes can influence organizations at four levels in two ways. First, the process can help create knowledge, which can help improve organizational performance on all four measures. The terms "final project" and "thesis" are used in higher education to refer to scientific work which is a presentation of the results of Bachelor's Degree (S1) research which discusses a problem in a particular field using applicable rules.
Design and Build an Android-Based Student Attendance System Using LBS and Qrcode at IAIN Salatiga Ayub Dwi Saputra, Maulana
SMART : Jurnal Teknologi Informasi dan Komputer Vol. 1 No. 2 (2022): July-December
Publisher : Gayaku Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

IAIN Salatiga as an educational institution continues to strive to make improvements where there are still processes that are carried out manually which can be improved with a touch of existing technology. One of the activities that can be improved from this learning process is the student attendance and attendance process, which previously was still carried out manually using How to provide an attendance list signed by the student, then the data is entered into the IAIN Salatiga academic information system application by manual input into the system. This process has several problems, firstly, attendance data is invalid, the second problem is that lecturers often forget to verify the attendance list that has been signed by students, attendance data stored in the database does not display the actual data in real time and sometimes there are courses that are not recorded in the database. teaching journal. The technological media chosen in this research are Android-based mobile devices, LBS and QR Code. The system developed is integrated with IAIN Salatiga's SI-Mona and SIAKAD applications so that lecturer teaching journal data, lecture evidence and student attendance lists become one undivided data unit
Perancangan dan Pembuatan Media Pembelajaran Ragam Budaya Pulau Jawa untuk Sekolah Dasar Muhammadiyah Condongcatur Yogyakarta Anggraini, Irma; Parwanto Kurniawan, Mei
SMART : Jurnal Teknologi Informasi dan Komputer Vol. 1 No. 1 (2022): January-June
Publisher : Gayaku Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58222/sj.v1i1.818

Abstract

Tujuan yang ingin dicapai dalam Skripsi ini adalah membuat interaktif pembelajaran Mengenal Ragam Budaya Untuk Anak Sekolah Dasar Muhammadiyah Condongcatur. Hal ini dilatar belakangi oleh kurangnya informasi pengenalan terhadap ragam budaya Pulau Jawa seperti halnya rumah adat, pakaian adat, alat musik daerah, dan lagu daerah kepada anak Sekolah Dasar Muhammadiyah Condongcatur. Sekolah Dasar adalah awal jenjang pendidikan formal yang diterapkan di Indonesia yang ditempuh selama 6 tahun, yaitu mulai dari kelas 1 hingga kelas 6. Pelajar sekolah dasar pada umumnya berusia diantara 7-12 tahun, pada tahap ini ilmu yang diajarkan adalah dasar ilmu yang kemudian akan terus dikembangkan hingga sekolah menengah pertama dan sekolah menengah atas. Dalam usia inilah pendidikan mengenai ragam budaya diperkenalkan yaitu dalam cabang mata pelajaran Seni Budaya. Multimedia Interaktif adalah suatu media yang terdiri dari banyak komponen atau media yang terhubung satu sama lain dan mampu berinteraksi. Pengajaran media dalam bentuk multimedia interaktif memiliki kemampuan untuk menyimpan audio visual data, membuat multimedia interaktif khususnya interaktif pembelajaran sebagai pendukung metode pembelajaran konvensional yang dulu disampaikan melalui buku dan penjelasan langsung tanpa contoh dianggap kurang mudah dicerna oleh anak-anak, sehingga diharapkan pemanfaatan media CD interaktif yang bertujuan untuk meningkatkan hasil belajar dapat menjelaskan bahwa media pembelajaran interaktif mampu memberikan informasi dengan lebih menarik dan menyenangkan dari pada harus mendengarkan materi yang diberikan oleh pendidik.
Gambaran Penggunaan Aplikasi Primary Care BPJS di Puskesmas Lingkar Barat Nur Fadila, Raisya; Ramadani, Niska
SMART : Jurnal Teknologi Informasi dan Komputer Vol. 1 No. 1 (2022): January-June
Publisher : Gayaku Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Semakin meningkatnya jumlah peserta BPJS maka dibutuhkan sebuah sistem informasi yang dapat menunjang pelayanan di sebuah fasilitas kesehatan. Berdasarkan hasil wawancara kepada petugas pendaftaran diketahui, dalam penerapannya tidak semua fitur pada primary care digunakan atau dimanfaatkan. Sistem ini hanya digunakan untuk melakukan pendaftaran dan rujukan. Hal ini berdampak pada kegiatan pelaporan dimana dapat mengakibatkan terjadinya keterlambatan dalam pengiriman laporan dan proses pengklaiman dan pada saat pengajuan klaim di setiap akhir bulan petugas harus melakukan pengecekan kembali dengan menggunakan buku register secara manual sehingga dapat mempengaruhi kelengkapan data. penelitian ini dilakukan untuk Mengetahui kualitas sistem pelayanan dengan menggunakan aplikasi P-Care di Puskesmas Lingkar Barat. Berdasarkan penelitian yang telah dilakukan diketahui petugas yang berperan menginput data menggunakan Aplikasi P-Care Puskesmas Lingkar Barat berjumlah 4 orang, namun dengan latar belakang pendidikan non rekam medis (D3 Keperawatan). Untuk pengembangan sistem informasi puskesmas saat ini belum tersedia. Output yang dihasilkan dari Aplikasi P-Care berupa laporan jumlah kunjungan sakit, jumlah kunjungan sehat, jumlah rujukan, jumlah rujukan luar per wilayah, jumlah 10 penyakit terbanyak pada periode tertentu yang akan dilaporkan setiap bulannya ke BPJS
Rancang Bangun Jaringan Nirkabel dengan Metode Authentication Login Hotspot Mengunakan Router Mikrotik di Kantor Balai Desa Tamanan Bimantara, Satrya; , Ismail Arifin
SMART : Jurnal Teknologi Informasi dan Komputer Vol. 1 No. 1 (2022): January-June
Publisher : Gayaku Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Jaringan nirkabel merupakan salah satu alternatif terbaik dalam membangun sebuah jaringan komputer yang praktis. Teknologi ini adalah perkembangan dari teknologi jaringan komputer yang memungkinkan efisiensi dalam implementasi dan pengembangan jaringan komputer. Karena dapat meningkatkan mobilitas user dan keterbatasan dari teknologi jaringan komputer media kabel. Sebagai pusat layanan di Desa Tamanan, Balai Desa Tamanan di tuntut untuk selalu meningkatkan kualitas wireless hostpot yang sudah ada. Akan tetapi jaringan wireless hostpot sering di salah gunakan oleh beberapa user yang tidak berkepentingan. Maka dari itu di butuhkan sebuah sistem authetification user, untuk mengatasi masalah tersebut. Captive Portal merupakan infrastruktur pada wireless hostpot yang memberikan authetification bagi para penggunanya. Pada penelitian ini peneliti membangun jaringan wireless hostpot menggunakan mikrotik serial RB 951ui-2nd. Dengan ada nya sistem operasi ini di harapkan masalah masalah jaringan yang terdapat pada kantor Balai Desa Tamanan dapat teratasi.

Page 2 of 4 | Total Record : 32