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Kab. jember,
Jawa timur
INDONESIA
INFORMAL: Informatics Journal
Published by Universitas Jember
ISSN : 2503250X     EISSN : -     DOI : -
Core Subject : Science,
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Articles 5 Documents
Search results for , issue "Vol 6 No 1 (2021): Informatics Journal (INFORMAL)" : 5 Documents clear
Rancang Bangun Media Moblie Learning Mata KuliahTeknologi Multimedia Dan Internet Lativa Mursyida; Resmi Darni; Ika Parma Dewi
INFORMAL: Informatics Journal Vol 6 No 1 (2021): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v6i1.21041

Abstract

Projections of modern technology as one of the implementations of the industrial revolution 4.0. in the world of education, it can be used as a supporter of the concept of learning, thinking, and developing creative and innovative innovations from students, to make the Pencerah become the Golden Indonesia Generation 2045 who is superior and able to compete at the global level. The current situation in the midst of the Covid-19 outbreak, Industrial Revolution Education 4.0 adapts the new curriculum. The curriculum must be able to open a window to the world through digital information, for example: utilizing a smartphone / android in the midst of the Covid-19 outbreak. Educators with a lot of exploring learning techniques and lots of references will be able to implement learning activities effectively even though they are currently in the midst of Covid-19, but all of this is not free from challenges in its implementation, especially educators. Making mobile learning media applications aims to produce learning media that makes it easier for students to learn multimedia and internet courses wherever they are. The development of this application uses the Prototyping development method with Android-based Java programming with Android Studio application software (version 3.3) with Gradle 4.4. This research produces an Android-based mobile learning media application, the features in this interactive module application are RPS, learning materials, videos, and exercises that are in accordance with the Electronic Engineering curriculum learning material, Faculty of Engineering, UNP.
Aplikasi Pengenalan Organ Tubuh Manusia Berbasis Android Menggunakan App Inventor Di Jurusan Biologi Universitas Papua Hendra Muttu; Kristia Ky Yuliawan; Parmahadi Rantelinggi
INFORMAL: Informatics Journal Vol 6 No 1 (2021): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v6i1.23108

Abstract

Learning is a communication process between lecturers and students. Communication will not run without the help of means of conveying messages or media that support learning productivity. In modern times like today, more and more people, especially students, have Android smartphones as the main equipment for daily communication. In the biology department at the University of Papua at this time, learning still uses the lecture dictates as a teaching aid. If the lecture dictates are lost or wet due to waterlogging, the student must spend funds to buy a new lecture dictates. To overcome this problem, new alternatives are needed in learning aids. For this reason, android-based applications for the introduction of human organs can make it easier for lecturers to deliver the learning process material for the introduction of human organs so that learning outcomes for students become easy and interesting. This research was conducted by creating an application using the app inventor service. This application contains material about the description of the introduction of human organs. For testing the application testing uses the black box method and survey methods for application users so that the level of user satisfaction with the application can be seen.
Analisis Kinerja Fuzzy C-Means (FCM) dan Fuzzy Subtractive (FS) dalam Clustering Data Alumni STMIK STIKOM Indonesia I Kadek Dwi Gandika Supartha; Adi Panca Saputra Iskandar
INFORMAL: Informatics Journal Vol 6 No 1 (2021): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v6i1.22077

Abstract

In this study, clustering data on STMIK STIKOM Indonesia alumni using the Fuzzy C-Means and Fuzzy Subtractive methods. The method used to test the validity of the cluster is the Modified Partition Coefficient (MPC) and Classification Entropy (CE) index. Clustering is carried out with the aim of finding hidden patterns or information from a fairly large data set, considering that so far the alumni data at STMIK STIKOM Indonesia have not undergone a data mining process. The results of measuring cluster validity using the Modified Partition Coefficient (MPC) and Classification Entropy (CE) index, the Fuzzy C-Means Clustering algorithm has a higher level of validity than the Fuzzy Subtractive Clustering algorithm so it can be said that the Fuzzy C-Means algorithm performs the cluster process better than with the Fuzzy Subtractive method in clustering alumni data. The number of clusters that have the best fitness value / the most optimal number of clusters based on the CE and MPC validity index is 5 clusters. The cluster that has the best characteristics is the 1st cluster which has 514 members (36.82% of the total alumni). With the characteristics of having an average GPA of 3.3617, the average study period is 7.8102 semesters and an average TA work period of 4.9596 months.
Evaluasi Tata Kelola Teknologi Informasi Menggunakan Kerangka Kerja Cobit 5 Pada Gelato Secrets Ayu Manik Dirgayusari; Desak Made Dwi Utami Putra; Ni Wayan Rika Andini
INFORMAL: Informatics Journal Vol 6 No 1 (2021): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v6i1.23600

Abstract

Many people have benefited from the use of information technology, one of which is in the trade business sector. One company that is engaged in manufacture that utilizes information technology in its operational processes is Gelato Secrets. Its efforts to support business goals have been supported by an Information System (SI) which is still relatively new to be implemented in Gelato Secrets, namely the Odoo application that supports the sales process in each outlet. To evaluate the maturity level of information technology governance in the Odoo application, a framework is needed as a reference model to ensure the quality of IT governance in the application of the "Odoo" application. Control Objective for Information and related Technology (COBIT) is a best practice that provides an organization's entire business process and describes it in a logical structure of activities that can be managed and controlled effectively. The results of the research, measuring the average level of capability obtained, have only reached the Established Process level, which means that each sub-domain has been well defined and standardized. This shows that almost all processes meet the requirements, but there are still weaknesses on the side of system changes caused by the absence of an adequate documentation process. The company still has to fulfill the level 5 process, namely Optimizing Process by means of regular training to HR about existing Information Systems and also fulfilling user needs such as adding menus that can facilitate the smooth running of business processes in order to meet the expected company targets, as well as adding more technology devices. Information needed by the company in sufficient quantities.
Visualisasi Letak Geografis Provinsi Di Indonesia Berbasis Augmented Reality Untuk Siswa SD Suharsono Bantun; Jayanti Yusmah Sari; Qammaddin Qammaddin; Rahmat Karim
INFORMAL: Informatics Journal Vol 6 No 1 (2021): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v6i1.20282

Abstract

The learning implementation in the subject of ¬social science¬, especially the topic of Indonesia's geographical location at SD Negeri 99 Pongrakka is still carried out in a classical way, namely using the lecture method with learning media in the form of depictions on the blackboard or just observing pictures through textbooks. These methods make the learning process less interesting and seem passive because there is no direct interaction between the topic and the students. To create interactive learning, we propose the development of learning media by utilizing Augmented Reality technology. The system proposed in this study can display the geographical location of the province in 3 dimensions by means of the user pointing the marker at the camera then the camera detects the marker and the object will be displayed directly on the monitor screen according to the marker used. After testing the system based on the Software Requirement Specification, it was able to be concluded that the application of visualizing the geographical location of the province based on Augmented Reality could not only make learning more interactive but also more interesting, so that it could be used as an option for learning methods.

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