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
EVALUASI DAN PENGEMBANGAN ALTERNATIF DESAIN ANTARMUKA E-CAMPUS STIKOM AMBON Suatkab, Amran; Santoso, Harry B.
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 4 No 2 (2018): 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.v4i2.580

Abstract

E-Campus is a support media of administration and academic activities system that used to improve the effectiveness and efficiency of campus activities. However, e-Campus is created and developed by the public to meet the needs in general, which means it is not created to the specific needs of the campus that impact on campus administration and academic activities such as unused features or those that unrelated to campus activities. Furthermore, for students and lecturers, there are parts of the form that are not complete, and so forth. Evaluation with e-Campus system is done by multi method which consist of usability test, that is observing respondent difficulties in utilizing function / e-Campus feature specifically, and system usability scale to assess system as a whole. The results show that none of the scenarios were successfully resolved without help (hint). The completion rate for tasks 13 and 18 is 0% of all users and furthermore, not all tasks were completed on time. The main problem lies in the page view, toolbar, navigation system and incomplete pages. The e-campus prototype was built based on Shneiderman’s 8 Golden Rules of Interface Design with considerations on inputs from the evaluation process
RETRACTED (ditarik) : PENERAPAN SOFTWARE AKUNTANSI ONLINE SEBAGAI PENUNJANG PENCATATAN LAPORAN KEUANGAN Rahardja, Untung; Aini, Qurotul; Hardini, Marviola
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 4 No 2 (2018): POSITIF : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

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

Abstract

RETRACTED (ditarik) 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 “PENERAPAN SOFTWARE AKUNTANSI ONLINE SEBAGAI PENUNJANG PENCATATAN LAPORAN KEUANGAN” Vol 4, No 2, pp. 78-87, November 2018. 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 published in SISFOTENIKA, 8(2), pp.176-187. The publisher apologizes to the authors and readers for the error and any inconvenience caused.
Pembuatan Peta Portabel Berbasis Android Smart Phone Kampus Terakreditasi di Kota Banjarmasin Irawan, Faris Ade; Najwaini, Effan
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 1 (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.v5i1.665

Abstract

Geospatial or geographic space is a spatial aspect that shows the location, location, and position of an object or event that is below, on, or above the surface of the earth expressed in a particular coordinate system. Geospatial is widely used in various applications that aim to inform the map of a point or place to its users. Indonesia has a lot of universities both public and private. Each college has the value of Accreditation. Information on accreditation of a campus is very important to be published openly and accurately because it is related to the interests of prospective students. This study aims to create a geospatial-based application that informs the location of the college along with the accreditation value of the college. From this study a map can be installed on an Android smartphone. This map can provide geospatial information about campuses in the city of Banjarmasin accompanied by addresses and complete positions and information on accreditation status of BAN PT both the status of the Institution and the accreditation status of the study programs on the campus.
Analisis Hubungan Pemanfaatan Teknologi Informasi Sebagai Penunjang Prestasi Mahasiswa Fasilkom UNSRI melalui Metode Uji Chi-Square Yunus, Hedi; Barata, Gusti; Ibrahim, Ali
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 1 (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.v5i1.667

Abstract

The chi-square test is a hypothesis test of the comparison between the frequency of observation and the frequency of expectations based on a particular hypothesis in each case or the data taken to be observed. From the research test with the title "Testing the relationship between the use of IT on student achievement levels". In total 50 respondents from the scope of the Faculty of Computer Science, Sriwijaya University, and after spss test and significance test can be produced that t count = 0.867 <t table = 9,488 means that Ho is accepted so that the conclusion is there is a relationship between the use of IT to the level of student academic achievement
Dampak Penggunaan Instagram sebagai Media Pencitraan pada Kalangan Remaja di Palembang Ibrahim, Ali; Ananda, Dea Tri; Imani, Fadilah Nur; Napian, St Dhiah Raniah
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 1 (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.v5i1.669

Abstract

The rapid development of technology in this era has affected the development of communication technology. Most People in this era communicate through an online platform. Social media is a communication technology that utilizes the advanced development of technology. It has a variety of types depending on the features offered, for example, Instagram social media that offers a photo upload feature. Instagram is one of the most famous social media, because of its superiority which can display photo along with the description sentence which is known as caption. This feature distinguishes Instagram from other social media. The rise of the use of Instagram has encouraged us to conduct research on the Impact of Using Instagram as a Self-branding Media for Teenagers in Palembang City. The study was conducted using explanative research methods with data collected through observation and distribution of questionnaires conducted in two places, SMAN 11 and SMA Muhammadiyah 1 Palembang. The questionnaire was distributed to 150 teen respondents with ages ranging from 14 to 18 years. Through this research, it was found that the use of Instagram as self-branding media among teenagers in Palembang city had an impact. It has positive and negative impacts. The positive impact is that it can motivate teenagers to upload useful posts, for example, uploads about their achievements and the beneficial activities they lead. However, the research also shows the negative impact of using Instagram as a Teenage Imaging media, namely the emergence of envy towards the ownership or achievements of their peers.
Analisis Pengaruh Minat Belajar Siswa Terhadap Media Pembelajaran Berbasis Augmented Reality Monita, Tisa; Sari, Ratih Dewi; Randikai, Madyus; Ibrahim, Ali
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 1 (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.v5i1.675

Abstract

Teachers are required to package the subject matter to be more interesting, namely by developing interesting media and following technological developments, one of which is by utilizing Augmented Reality technology. Augmented Reality (AR) is a mixed concept of virtual reality and world reality. With augmented reality, we learn to use all aspects. Read, see and hear. With the hope that students can be interested in learning and can receive a good understanding of the lesson using AR. We here examine how much the influence of AR-based learning media to increase the interest in learning from these students.
Analisis Dampak Penggunaan Teknologi Terhadap Lingkungan Sosial Mahasiswa Fakultas Ilmu Komputer Pratiwi, Aris; Meytri, Devi Indra; Patriana, Orien
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 1 (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.v5i1.668

Abstract

Humans are social beings, because almost every day humans interact with other humans. This interaction raises tendency for communication media to be made directly or through communication devices. Seeing this, humans are increasingly skilled at creating a communicating such as gadget with the aim facilitating communication between humans. Gadget are communication tools that have many function. Where are the function has used different features. The gadget itself has become a necessity in communication in the era of the 21st century. The faculty of computer science, Sriwijaya University (Fasilkom Unsri) as a faculty engaged in information and communicatin technology in the world of technology that is not only a researcher as a user of the technology itself. This study using a qualitive descriptive method in which researcher attempt to describe the result of research using words or sentences in a logical structure, and explain the concept in relation to one another. A qualitive approach is also chosen because it can present the characteristics of the reaserch well, and the data obtained is more complete. This research was conducted to reveal the analys of the impact of using gadget technology on the social environment Inderalaya campus of Computer Science Faculty students from 2015 to 2018
Pengaruh Internet terhadap Interaksi Sosial pada Mahasiswa Universitas Sriwijaya Sofita, Yunia Ruwanna; Sartika, Sartika; Audya, Meitiana; Ibrahim, Ali
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 1 (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.v5i1.672

Abstract

This study aims to determine the effect of the internet on social interactions in students at Sriwijaya University. The thing that underlies the author doing the research is due to lack of direct communication between one student and another student. The influence of the internet has a major impact on the environment, especially in the campus environment, so many students who ignore a lot of things just because of the internet. In this case, many experts assess that communication is a very fundamental need for someone in a community life. Humans are social beings who still need other people in continuing their lives, the importance of direct communication should not be ignored by students today. Communication is a driver in interacting socially, in the absence of communication there can be no social life. Then it can be stated that social interaction is the foundation of all forms of social processes.
Analisis Pemanfaatan e-Goverment sebagai Media Pelayanan Publik di Indonesia Ramadhan, Dedi; Furgaan, Agil; Setiawan, Ifan; Ibrahim, Ali
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 1 (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.v5i1.673

Abstract

The development of E-Government in Indonesia shows a decrease and increase every year. The indices that influence include the Online Service Index, the Telecommunication Infrastructure Index, the Human Capital Index. This paper aims to analyze the application of E-Government in Indonesia. This research uses data from a UN survey through the UN E-Government Knowledgebase. Based on the results of this study, the index of E-Government implementation in Indonesia has decreased and increased 0.4949 in 2012, 0.4487 in 2014, 0.4478 in 2016 and 0.5258 in 2018, which shows that the implementation of E-Government in Indonesia has decreased in the period 2012-2016 and an increase in the 2016-2018 period, which means that the Indonesian government began to improve E-Government in Indonesia.
Aplikasi Android Lukisan Wayang Kamasan Menggunakan Qr Code Sebagai Media Promosi Interaktif ( Studi Kasus: Startup Way’K) Astawa, Gede Wira; Raditya Putra, I Gusti Lanang Agung; Juliharta, I Gede Putu Krisna
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 5 No 1 (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.v5i1.703

Abstract

Kamasan puppet painting is one of the handicrafts that is a Balinese cultural heritage. One of the startups, Way'K, innovates the Kamasan puppet painting into modern products such as wall clock paintings, LED light paintings, and souvenirs in the form of placards. However, this is not enough to increase the selling power of Kamasan puppet painting because based on the results of interviews with startup owners of Way'K tourists are less interested in buying because tourists do not know the meaning and stories contained in the painting, besides promotion and sales are still done conventional considering the development of the era entering the digital era. Therefore, the author makes an Android-based Kamasan puppet painting application that can display painting stories through scanned QR codes on paintings and there are information features and product purchases online through the application. In making the application using the waterfall software approach method and using Use Case modeling and Class Diagram in application design. The application was built using the React Native framework and Laravel framework and tested using the blackbox testing method and the application was successfully designed to wake up and successfully tested with the results as expected. To determine the level of ease of use of the system carried out by the Usability testing method and obtained very good results.

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