cover
Contact Name
Panji novantara
Contact Email
panji@uniku.ac.id
Phone
+6283823234797
Journal Mail Official
jejaring@uniku.ac.id
Editorial Address
Program Studi Manajemen Informatika DIII Lantai 2 Gd. Fakultas Ilmu Komputer Universitas Kuningan Jl. Cut Nyak Dhien No.36 A, Cijoho, Kec. Kuningan, Kabupaten Kuningan, Jawa Barat 45513
Location
Kab. kuningan,
Jawa barat
INDONESIA
JEJARING
Published by Universitas Kuningan
ISSN : 25273930     EISSN : 26145448     DOI : -
Core Subject : Science,
JEJARING (Jurnal Teknologi dan Manajemen Informatika) adalah jurnal peer-review yang menyediakan makalah hasil penelitian, studi kasus, dan ulasan artikel di bidang teknologi informasi. JEJARING merupakan media komunikasi bagi akademisi, pakar dan praktisi teknologi informasi dalam menuangkan ide-ide pemikiran dan gagasan di bidang teknologi informasi. Topik makalah JEJARING berfokus pada bidang teknologi informasi, manajemen informatika, dan topik lain yang terkait dengan bidang teknologi informasi mencakup pemrograman, analisis sistem informasi, manajemen bisnis, jaringan komputer, rekayasa perangkat lunak, multimedia, technopreneurship, dan lain-lain. JEJARING diterbitkan oleh Program Studi Manajemen Informatika Diploma III Fakultas Ilmu Komputer Universitas Kuningan dengan frekuensi yang diterbitkan dua kali dalam setiap volume pada Mei dan November. Jurnal ini telah terdaftar di ISSN 2527-3930 (cetak) dan ISSN 2614-5448 (online).
Articles 5 Documents
Search results for , issue "Vol 7, No 1 (2022)" : 5 Documents clear
Rancang Bangun Game Edukasi Pengenalan Hewan Berbasis Android Menggunakan Unity 3D Fauziah Fauziah; Andy Kurnia Arrifqie
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 7, No 1 (2022)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v7i1.6744

Abstract

Today technology increases rapidl. It should be used in every side of human lifewhich aims to get information. It is useful, helpful and it facilitates human life. The role oftechnology is not only seen in an adult's life, but also children’s lifes, especially in education. The technology will be focused in this research is the technology insmart phones and android, in order to facilitate the child in learning animals introduction. In thedevelopment of this application, it is made as easy as possible in operational control on the gameplay. Education game assessed can add interest in learning according to the survey conducted with the results of the questionnaire from respondents. This game can be run on an android device onsome versions of the operating system, such as Jellybean, Kitkat and Lollipop.Education game is as a means of learning at the same time playing for children, especially children aged 4-6years in order to learn more about the names of the animals.Keywords: game, android, unity 3D, education.
Rancang Bangun Aplikasi Media Pembelajaran Interaktif Pengenalan Komputer Dan Kuis Pilihan Ganda Berbasis Web Nunu Nugraha; Intan Permatasari
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 7, No 1 (2022)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v7i1.6745

Abstract

This study aims to design and build the application of flash-based learning media on ICT subjects with the topic of computer introduction. This application was created as a learning medium for students of class XI MTs Al Ma'Mur Ciawigajah. Flash-based learning media applications can be used as an alternative learning media for students. The method used in designing and building applications using the waterfall method consists of five stages, namely Requirement Analysis, System Design, Implementation, Integration, Testing, and Operation Maintenance. Based on the results of implementation and application testing, the application can run well in accordance with the required specifications and can be used as a medium for student learning. The quiz feature found in the learning application can be used as an evaluation material for teachers in providing an assessment of student learning outcomes.Keywords: Media, Learning, Flash, Computer, Application
Penerapan Customer Relationship Management Analitycal Menggunakan Query analyzer pada penjualan berbasis Online Dede Irawan; Putri Maulin Merdekawati
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 7, No 1 (2022)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v7i1.6746

Abstract

Kehadiran teknologi berbasis komputer diberbagai bidang sangat banyak memberikan kemudahan yang berarti. Sehingga setiap kegiatan yang berhubungan dengan jalannya usaha akan lebih cepat dan tepat. OutVin Store merupakan toko online yang menjual segala jenis fashion wanita yang penjulannya masih melalui aplikasi BBM sehingga pembelian dan penjualan terbatas serta penyimpanan data yang masih manual menuntut untuk dirancang dan dibuatkan toko online berbasis website dan penyimpanan data yang terkomputerisasi. Oleh karena itu diperlukan suatu sistem komputerisasi yang dapat menanggulangi proses penjualan dan pembelian serta penyimpanan data sehingga penjualan dan pembelian bisa mencakup wilayah yang lebih luas serta data lebih aman. Maka digunakan metode customer relationship management yaitu manajemen hubungan pelanggan yang mengatur dan mencari cara bagaimana agar bisa memuaskan konsumen sehingga konsumen lebih luas dan menerapkannya ke website yang bisa membuat proses jual beli lebih luas. Sistem dirancang dengan menggunakan diagam konteks, flowmap, DFD level 0, DFD level 1 dan ERD. Sistem ini mengelola data barang, data jual beli, dan data konsumen. Di dalam sistem, CRM Analitycal diterapkan dalam laporan order, lapoan fashion mana yang paling banyak dibeli, laporan wilayah yang paling banyak melakukan transaksi dan laporan konsumen mana saja yang paling banyak melakukan transaksi. Hasil perancangan diimplementasikan ke dalam bahasa pemrograman PHP dan MySQL. Sistem ini dapat memudahkan konsumen untuk berbelanja barang-barang di OutVin Store serta memudahkan pemiliknya untuk menyimpan dan mengolah data-data yang ada.Kata kunci : Customer Relationship Management, Customer Relationship Management Analatycal Teknologi, Penerapan, Manajemen Hubungan Pelanggan, Sistem Informasi.
Aplikasi Perhitungan Biaya Pembuatan Bangunan Rumah Tinggal Pada CV. SANCITA Aji Permana; Heri Herwanto
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 7, No 1 (2022)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v7i1.6747

Abstract

Indonesia is a developing country with a large number of its Population and its fast growth each year. Therefore the needs of Houses and other public facility will simultaneously increase and become the most important needs. In addition, there are still a lot of Indonesian people that still can afford a decent place to live.The calculation of the budget plan (RAB) is needed both for its own architects and consumers who will build a place to live. With so architects can estimate the required budget plan in accordance with the type of House desired by consumers. Often in the execution of a job became inefficient, both in the use of labor and raw materials due to lack of preparation of the draft budget calculations of cost to make the dwelling. Thus we need to plan and determine the budget very carefully, to avoid wasteful expense, or even lack of funds. Key Words : The calculation of the budget plan (RAB)
The Application of Searching Closest Distance (Travelling Salesmen Problem) Using Ant Colony Optimizatiton Algorithm (ACO) (A Case Study: PT. Nusantara Abadi) Panji Novantara; Usep Sapari Septiana
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 7, No 1 (2022)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v7i1.6743

Abstract

Traveling from one place or city to another by considering the efficiency of time and costs requires accuracy in determining the path between the nearby cities. The results need speed and accuracy by using computers. Additionally the service application system is very supportive towards the mobility of users. This condition also happens in the distribution of mineral water. PT. Abadi Nusantara produces several sizes Nalala drinking water circulating in the community, including 19 liter gallon of bottled water, bottled water 500 milliliter, and bottled water 250 milliliter glass. The courier distributors that send the goods, have to consider the time and cost efficiencies when they conduct distribution activities, then sought the shortest distance from their distribution journey. There are various theories of algorithms that can be used to solve the problems of goods distribution or it is often called Travelling Salesmen Problem (TSP), such as brute force algorithm, greedy algorithm, ant colony algorithm, Djikstra, A *, etc. In this thesis, the author chooses one of the algorithms, it is ant colony algorithm to solve the problem of distribution.Keywords : Searching Closest Distance, Traveling Salesman Problem, Ant Colony Optimization Algorithm.

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