cover
Contact Name
Titania Dwiandini
Contact Email
titania.andini@asia.ac.id
Phone
+6281333222399
Journal Mail Official
positif@poliban.ac.id
Editorial Address
Jl. Brig Jend. Hasan Basri, Pangeran, Kec. Banjarmasin Utara, Kota Banjarmasin, Kalimantan Selatan 70124
Location
Kota banjarmasin,
Kalimantan selatan
INDONESIA
POSITIF
ISSN : 26203227     EISSN : 24609552     DOI : https://doi.org/10.31961/positif.v9i2.1995
Core Subject : Science,
Since Volume 4, No. 2, 2018, the journal has been ACCREDITATED with grade "SINTA 4" by the Ministry of Research and Technology/National Research and Innovation Agency of Republic Indonesia (Kemenristek BRIN RI) of The Republic of Indonesia effective until 2023 .
Articles 283 Documents
(DITARIK) Aplikasi Sistem Billing pada Depo Kontainer: STUDY KASUS: PT. KAWASAN INDUSTRI MEDAN Eko Wahyudi; Denny Rahmadhany; Muhammad Adi Firdaus
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 6 No 1 (2020): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v6i1.779

Abstract

Following a rigorous, carefully concerns and communication between the publisher and the authors of the article published in Positif : Jurnal Sistem dan Teknologi Informasi to article entitled “APPLICATION OF BILLING SYSTEMS IN CONTAINER DEPOT” Vol 6, No 1, pp. 29-37, 2020. This paper has been withdrawn at the request of the author and has been retracted. The article contained redundant material, the author has informed editor that the paper was Accepted to published in another journal. The publisher apologizes to the authors and readers for the error and any inconvenience caused.
Internet Positif di Lingkup Perusahaan dengan Metode Response Policy Zone Dedi Irawan; Fatoni Fatoni; Suryayusra Suryayusra
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 2 (2019): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v5i2.787

Abstract

The internet is one form of sophistication of information and communication technology. Internet allows someone to to get the needed information easily. Therefore, the internet is a very important thing that must be mastered and utilized as well as possible. Given the dangers that exist on the internet, like a double-edged knife, on the one hand the internet can be used for positive activities and on the other hand the internet can also be used for negative things. The purpose of the author to do this research to build a positive internet network at PT. Pertamina Ubeb Adera by filtering negative contents based on a list of 773 thousand negative content blocked on the trust + â„¢ Positif website by the Ministry of Communication and Information therefore internet resources can be used effectively and efficiently, By using methods action research as well as the response policy zone method, the author can build a positive internet in the scope of PT. Pertamina Ubeb Adera company.
Analisis Kelayakan Proyek Sistem Informasi Persediaan Novi Shintia; Ronny Mantala
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 2 (2019): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v5i2.822

Abstract

Abstract - For profit-oriented and non-profit companies, the profit element is the main focus, it is understandable considering that the resources invested are not small. An information system developed must also take into account the costs and benefits for the organization. This article examines the level of feasibility of inventory information system projects in the Family Collection in terms of technical, operational, legal and economic aspects. From the feasibility test on the information system project it was found that the technical, operational and legal feasibility showed a positive thing. The economic feasibility test with a project length of 3 years on several quantitative testing methods also shows a positive thing; payback period = 1.6 years, ROI of 65%, NPV> 0, and IRR of 37. 44%. From this study it can be concluded that the inventory information system development project in the Family Collection has the feasibility to be carried out because it is supported by technical, operational, legal and economic feasibility factors. The contribution of this research can at least provide input for system analysts in analyzing the feasibility of information system projects on similar business objects. Keywords - Information System Feasibility Analysis, Cost-Benefit Analysis, Payback Period, ROI, NPV, IRR.
Evaluasi Tata Kelola Framework COBIT 5 pada Dinas Kependudukan dan Pencatatan Sipil Oki Liandi; Fitria Fitria
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 2 (2019): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v5i2.828

Abstract

IT governance is needed to organize all factors and dimensions of information system to become synchronize. IT governance is expected to give additional values to an institution. Civil registry office in Tanggamus, Lampung for instance, in its information technology application was sometimes found the asynchronous population data. Thus, this research aimed to evaluate the IT governance on civil registry office in Tanggamus, Lampung. The methodology used in this research is operational audit using COBIT 5 framework due to its function in helping an institution gain a good IT governance. The result showed that IT governance in civil registry office in Tanggamus, Lampung was categorized in level 4, that is manage and measurable, which meant that the business process already well monitored and measured.
ANALISIS PROSES BISNIS PADA SEKOLAH MUSIK MENGGUNAKAN ZACHMAN FRAMEWORK Berliana Glorya Liebe Imbing; Johanes Fernandes Andry
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 6 No 1 (2020): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v6i1.830

Abstract

More and more music school institutions are appearing in various places, there are also many offers that arise based on the excellence and uniqueness of each existing music school. Many school music business processes are primarily looking for as many students who are interested in music, there are also music schools whose main business is teaching techniques and how to play music as well as theories in music. Good marketing that is supported by teaching methods that are suitable for today's children, and the strengths of other music schools will be the customer's priority material and will register themselves as students if what is offered by the music course institution is in accordance with the level of customer interest. Management of a neat and organized music school, many achievements, many students, branches and partners make a Music School Institute a power for prospective customers. The application of SI / IT is needed in every field of the company including music schools. Therefore, this research is expected to provide input to companies to implement IS / IT in accordance with business processes. The results of this study are in the form of proposals for the formation of applications that will be applied in the company's business processes, both the main activities and supporting activities.
Penerapan Algoritma Backpropagation Pada Game Pengenalan Nahwu Di Mi Darul Falah Jepara R Hadapiningradja Kusumodestoni; Adi Sucipto; Sela Nur Ismiati; M Novailul Abid
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 2 (2019): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v5i2.831

Abstract

Nahwu is a science that studies Arabic grammar. Nevertheless, the interest of students in learning nahwu is currently decreasing. It happens because the technological advancement vastly develops but the way of learning it is still conventional and tends to be boring. Based on the school data for the academic year of 2017/2018 at MI Darul Falah Sirahan Cluwak Pati, there were only 20 students able to undestand nahwu well out of 60 students who started learning nahwu in class IV. Technological development has brought many changes to things around us. One of the most developed at the meantime is game. Lately games have become something very fast developing. Using the game to be used as a secondary learning media for students in learning nahwu is considered quite effective. The method used in designing this game was Backpropagation meaning an algorithm based on artificial neural networks which is used to determine and take decision that is used to determine scores and levels in the Nahwu Introduction Game. The tools used in this game-making are construct 2, an HTML5-based game maker specifically for the 2d platform. The results of this study were an Android-based Nahwu Introduction Game.
Audit Sistem Keamanan Informasi Menggunakan ISO 27001 pada SMKN 1 Pugung, Lampung: Audit Sistem Keamanan Informasi Pangky Februari; Fitria Fitria
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 2 (2019): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v5i2.833

Abstract

The implementation of information and communication technology management has become a necessary in every educational institution, especially in SMKN 1 Pugung, Lampung. Hence, in this research is tried to measure the information security standard in SMKN 1 Pugung using ISO 27001. The method used is audit operational which relates with economical and efficiency used of resource as well as the target aimed. Afterwards, the result shows that the analysis of quisionnaire has obtained averages value amounts 3,32 in a whole ISO 27001. It means that information security standard has performed well and written operational procedure standard. Then, the evaluation result which varies from 11 clause I categorized into level 4 (manage and measurable). It means that business process has well-monitored and measured. So therefore, it can be concluded that system audit of security information in SMKN 1 Pugung has been confirmed as good enough.
ANALISA PERILAKU PEMAIN VIDEO GAME ONLINE MELALUI PENGAMATAN MEDIA SOSIAL (Studi Kasus : Game Online PUBG) Dinda Dinda; Adellya Rizqy D; Luthfi Lazuardi; Yoel Dimas; Rihhadata Aisy; Nur Aini Rakhmawati
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 6 No 1 (2020): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v6i1.856

Abstract

Di zaman yang serba modern ini tidak dipungkiri lagi bahwa perkembangan teknologi semakin maju. Salah satu perkembangan yang bisa dilihat sangat pesat adalah teknologi jaringan komputer yaitu internet. Internet merupakan jaringan komputer yang saling terhubung secara global sehingga dapat menghubungkan perangkat di seluruh dunia. Sehingga dengan adanya internet segala sesuatu hal informasi dapat diakses dengan mudah dan cepat. Salah satu perkembangan yang mengikuti perkembangan teknologi lainnya adalah video games.
PENGEMBANGAN KONSEP E-GOVERNMENT BERBASIS CLOUD COMPUTING PADA KABUPATEN BANYUASIN Benny Wilson Saputra; Darius Antoni; Firdaus Firdaus; A Haidar Mirza
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 6 No 2 (2020): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v6i2.901

Abstract

Layanan yang berkualitas kepada masyarakat merupakan keharusan yang harus dipenuhi oleh pemerintahan saat ini. Terbukti dengan semakin banyaknya program e-government yang sudah jalankan oleh pemerintah Indonesia. Tetapi ini bukan merupakan hal yang mudah dilakukan oleh pemerintahan daerah untuk melaksanakan e-government sepenuhnya. Seperti pada pemerintah Kabupaten Banyuasin yang dalam mengembangkan layanan e-government masih banyak menghadapi tantangan, diantaranya adalah keterbatasan sumber daya manusia, infrastruktur yang belum memadai, kesulitan dalam migrasi pelayanan, integrasi, manajemen sofware dan hardware serta hal-hal lain yang sering menyebabkan kegagalan dalam pengembangan e-government yang berkualitas. Salah Satu Solusi yang dapat dilakukan untuk mengatasi masalah tersebut adalah dengan menerapkan Teknologi Cloud Computing yang dapat mendukung layanan e-government Kabupaten Banyuasin. Kata Kunci : e-Government, Cloud Computing, Kabupaten Banyuasin
APLIKASI GAME MEDIA PEMBELAJARAN BAHASA INGGRIS PADA ANAK - ANAK SDN MELAYU 2 BANJARMASIN MENGGUNAKAN ADOBE FLASH CS6 Said Muhammad; Rohayati Rohayati; Said Alwi Zulfikri Hairi
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 6 No 1 (2020): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v6i1.905

Abstract

This study is aimed to create an English learning media game application as an interesting alternative learning system in order to increase English knowledge and children's interest in learning. It is also to presents the English learning media game application quickly and precisely to the students of SDN Melayu 2 Banjarmasin. The research method used is Applied Research which also used primary data sources and secondary data. Data collection techniques used were interviews, observation, and literature. As for the system development method, the author used the Waterfall method by analyzing the system, functional and non-functional requirements and PIECES analysis by using the Adobe Flash CS6 application program to make English learning media for students. The results of this study are the formation of learning media game applications so that learning for users could make changes in mindset, have a learning spirit and increase the interest of students in learning and are more relevant. The installation could also be accessed easily just by using a computer device.

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