cover
Contact Name
Eko Sumartono
Contact Email
ekosumartono@relawanjurnal.id
Phone
+6281368950164
Journal Mail Official
jmi.filkom@unived.ac.id
Editorial Address
Jl. Meranti Raya No. 32 Sawah Lebar Kecamatan Ratu Agung Kota Bengkulu Kode Pos : 38228
Location
Kota bengkulu,
Bengkulu
INDONESIA
Jurnal Media Infotama
ISSN : 18582680     EISSN : 27234673     DOI : https://doi.org/10.37676/jmi.v15i2.866
Core Subject : Science,
Jurnal Media Infotama Fakultas Ilmu Komputer Universitas Dehasen Bengkulu memiliki ISSN: 1858-2680 dan e-ISSN : 2723-4673 merupakan jurnal ilmiah yang menerbitkan artikel ilmiah yang berhubungan dengan ilmu komputer dan ilmu yang berhubungan dengan komputer. Adapun topik artikel meliputi : Sistem Informasi, Teknologi Informasi, Pengolahan Citra, Robotika, Analisa Perangkat Keras dan Perangkat Lunak, Jaringan Komputer Data Mining, Clustering, Media Pembelajaran Berbasis Komputer, dan lain-lain. Jurnal Media infotama terbit dua kali dalam satu tahun, yaitu pada Bulan Februari dan September.
Articles 9 Documents
Search results for , issue "Vol 16 No 1 (2020)" : 9 Documents clear
Media Belajar Sejarah Di Sekolah Menengah Pertama Kelas IX Semester Ganjil Rahman, Abdul; Destiarini, Destiarini
Jurnal Media Infotama Vol 16 No 1 (2020)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (503.798 KB) | DOI: 10.37676/jmi.v16i1.1112

Abstract

Growing technological advances, special information technology, encourage people to develop media that can be used anytime and anywhere. Apart from that, classical learning methods require teachers to use media that is more relevant to the times, so that students are more motivated to learn history. Media is a learning medium that provides history for Interactive Media. Data collection techniques, which are adapted to the researchers' own needs. Survey analysis is used to verify the necessary data. The objectives of the research are: (a) to create a history of the development of interactive learning media, Interactive Media for class IX students at Odd Semester Middle Schools, (b) to use media-based learning steps for interactive learning media history for class IX students at Odd Semester Middle Schools, (c) to develop materials used in development using Interactive Media for class IX SMP Odd Semester students. The results of history learning media can be applied well in Odd Semester Middle Schools.
Pengamanan Data Teks Dengan Menggunakan Algoritma Zero-Knowledge Proof Toyib, Rozali; Darnita, Yulia
Jurnal Media Infotama Vol 16 No 1 (2020)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (577.723 KB) | DOI: 10.37676/jmi.v16i1.1114

Abstract

Data security is very important in maintaining the confidentiality of the information itself, especially if the information is only known to certain parties. Sending data or information without security will be at risk of eavesdropping. So that the information contained in it can easily be known by unauthorized parties, and something like that is very detrimental. Until now, cryptography is one solution to guarantee the security of information. Zero Knowledge Proof (ZKP) is a cryptographic protocol that can be used by someone to prove one's ownership (prover) of confidential information to another person (verifier), without the need to reveal the information or provide a way for other people to know the secret. The test result is that Zero Knowledge Proof divides a data stream into small blocks. Each of these blocks is encrypted separately. In a zero knowledge proof implementation, the key to encrypt will only be with the user, and with that, he will be able to encrypt and decrypt information. The zero knowledge proof algorithm is a unique method by which a user can prove to other users that he knows additional information.
Membangun Server VOIP berbasis Asterisk Berlian Berlian
Jurnal Media Infotama Vol 16 No 1 (2020)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (692.33 KB) | DOI: 10.37676/jmi.v16i1.1117

Abstract

Voice Over Internet Protocol (VOIP) merupakan teknologi yang memanfaatkan Internet Protocol untuk menyediakan komunikasi voice secara elektronis dan real-time. Teknologi VOIP merupakan teknologi telekomunikasi masa kini, dimana biaya yang dikeluarkan untuk infrastruktur teknologi ini jauh lebih murah dibanding teknologi telekomunikasi yang umumnya digunakan masyarakat saat ini. Asterisk merupakan softswicth untuk mengoperasikan proxy, yang berbasis session initiation protocol (SIP). Sistem operasi Ubuntu 11.04 sebagai server VOIP cukup fleksibel untuk mendukung kinerja paket Asterisk. Tujuan dari penelitian ini adalah membangun server VOIP berbasis Asterisk, agar dapat dikembangkan pada penelitian selanjutnya sesuai dengan kebutuhan. Metodologi penelitian yang dilakukan, secara garis besar terdiri dari dua alur. Yaitu studi literatur dan percobaan. Penelitian ini dilakukan pada jaringan intranet atau Local Area Network (LAN). Sehingga VOIP disini difungsikan sebagai pemaksimalan jaringan intranet yang sudah ada tersebut untuk menekan biaya pengeluaran kebutuhan komunikasi. Layanan yang disediakan pada penelitian ini berbentuk voice dan video dengan layanan call client to client, video call, conference dan mailbox/voicemail. Kata Kunci: VOIP, SIP, Asterisk, IP-PBX, Telephony.
Multimedia Interaktif Pengenalan Tatacara Sholat Berbasis Animasi 3D Untuk Siswa Tingkat Sekolah Dasar Sahputra, Eka; Reswan, Yuza; Baihaqi, Ikhwan
Jurnal Media Infotama Vol 16 No 1 (2020)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (685.992 KB) | DOI: 10.37676/jmi.v16i1.1118

Abstract

Life cannot be separated from the relationship between humans and God, one way is prayer as the 2nd pillar of Islam. Prayer is something that is mandatory for every Muslim starting from puberty and sanity. Due to foreign influences that have deeply entered into children's cultural thinking, material about prayer is highly recommended in the era of globalization. The current problem is that the media used is still conventional. Students can only listen to explanations from the teacher. This sometimes makes students feel bored and lazy to learn because there is no interaction that gives students an active role. This learning media uses picture learning books (which are used as markers to be saved by the smartphone, becoming 3-dimensional, 3D animation).
Perancangan Aplikasi Game Olahraga Tradisional Untuk Anak Sekolah Dasar Menggunakan Macromedia Flash Rizka Tri Alinse, Rizka Tri; Kalsum, Toibah Umi
Jurnal Media Infotama Vol 16 No 1 (2020)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (774.817 KB) | DOI: 10.37676/jmi.v16i1.1119

Abstract

Traditional sports games can be used to introduce elementary school students to better understand how to play and the concept of the origin of the game itself. So that traditional games, especially traditional sports games, will be preserved and remain known in society. The aim of this research is to design a traditional game application for elementary school children using Macromedia Flash 8. The method used in this research is a system development method that implements the design into a form of traditional sports game application design for elementary school children. This traditional sports game application can be further developed in terms of design and also in terms of function. With this traditional sports game application, elementary school students can better understand and comprehend what and how the traditional long jump sports game is played.
Pengembangan Aplikasi Penerimaan Peserta Didik Baru Berbabasis Zonasi Khairil, Khairil; Zulfiandry, Ricky
Jurnal Media Infotama Vol 16 No 1 (2020)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (738.087 KB) | DOI: 10.37676/jmi.v16i1.1120

Abstract

The zoning system implemented by the Ministry of Education and Culture in the process of Accepting New Students in schools aims to equalize the right to education for school-aged children. The aim of this research is to develop a Zoning-Based Application for Accepting New Students at State junior high school 6 Bengkulu City. The methods used in this research are interviews, literature study, analysis, system design, testing and implementation. The system presented is in the form of zoning data input, prospective new student scores, national exam score data, while the process menu is a process menu for determining the assessment of prospective new students. The output produced is a report on new student registration and a report on new students accepted
Perancangan Sistem Informasi Jadwal Dokter Menggunakan Framework Codeigniter Sallaby, Achmad Fikri; Kanedi, Indra
Jurnal Media Infotama Vol 16 No 1 (2020)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (560.718 KB) | DOI: 10.37676/jmi.v16i1.1121

Abstract

Hospitals and Community Health Centers or clinics are institutions that operate in the field of public health services. It is very important for hospitals, health centers and clinics to display doctor schedules. This is done so that patients know the Doctor's Practice Schedule at that time more accurately. An information system is a collection of unified data that is properly and correctly informed and the information conveyed can also be received well. The system development method used is the waterfall model. Design analysis includes Use Case Diagrams, Activity Diagrams, Class Diagrams, and Sequence Diagrams. Implementation uses tools such as the CodeIgniter Framework as interface design and MySQL as database processing.Keywords: Hospital, Community Health Center, Clinic, Information System, Waterfall, Use Case Diagram, Activity Diagram, Class Diagram, Sequence Diagram Framework CodeIgniter and MySQL.
Pemanfaatan Macromedia Flash 8 Sebagai Media Pembelajaran Mata Kuliah Bahasa Inggris Pada mahasiswa FKIP Universitas Dehasen Bengkulu Sari, Heni Kusnita; Yupianti, Yupianti
Jurnal Media Infotama Vol 16 No 1 (2020)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (950.554 KB) | DOI: 10.37676/jmi.v16i1.1122

Abstract

Technological developments are very supportive and needed to help things run smoothly in agencies, schools or universities, as well as in decision making. Current technological developments have influenced all areas of human life and are needed as a means of support that can support precise, precise and accurate information. The aim of writing this scientific work is to deliver a course at FKIP PTIK, Dehasen University, Bengkulu, so that it can provide a new atmosphere in teaching and learning precisely, quickly and accurately. So with this, multimedia is one of the means to convey material to each student so that students do not feel bored when receiving lessons given by Mr. and Mrs. Lecturer, which can create better results in delivering lessons because it combines text, graphics, audio, image. Based on the results of making learning media for English courses at FKIP, Dehasen University, Bengkulu using Macromedia Flash 8, it can be concluded that with the existence of learning media for English courses at FKIP, Dehasen University, Bengkulu using Macromedia Flash 8, we can help lecturers in conveying material better. easy and well understood by every student.
Implementasi Resource Assignement Algorithm Pada Aplikasi Bahasa Latin Flora Dan Fauna Untuk Pelajar Berbasis Android Wijaya, Ardi; Sahputra, Eka; Kornengsih, Resnita
Jurnal Media Infotama Vol 16 No 1 (2020)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (379.472 KB) | DOI: 10.37676/jmi.v16i1.1123

Abstract

Several studies state that there are problems that arise from excessive gaming activities, these problems are losing control over time and experiencing difficulties in academic matters. To foster students' enthusiasm for learning, teachers are required to make learning more interesting and innovative, efforts to achieve interesting and innovative learning are by using learning media. The difficulty of learning Latin makes children less interested because it uses language that is difficult to understand and pronounce. Utilizing mobile devices as a medium for learning makes it easy for students to learn practically anytime and anywhere using mobile. Resource Assignment Algorithm (RAA) has the ability to produce a value based on several existing values ​​sorted using a priority scale. In its application, the application of the introduction of Latin flora and fauna for junior high school students will produce a value for executing a decision for students in answering a question from learning Latin flora and fauna. Based on system testing with User Staticfaction Testing, the results showed 72% were very interesting, 21% were interesting and 7% were not interesting. These results show that the application design is good and suitable for use

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