Novian Adi Prasetyo, Syahliana Iqbal Nurhidayat, Cepi Ramdani
Leather puppets represent a part of Javanese culture owned by the Javanese community that deserves to be preserved. The leather puppet module began to be introduced to third grade elementary school students. Leather puppet is one of the basic competencies that is poorly understood by the majority of students because it is considered not easy to learn from its name or form. Therefore, to overcome the above problems, an educational innovation is needed by utilizing augmented reality technology. With this application, it is hoped that students can be helped in mastering the leather puppet character module in Javanese language lessons. The leather puppet education application is made by utilizing the MDLC (Multimedia Development Life Cycle) method with augmented reality development is marker based tracking. The output of this application is that the application will show a video on the smartphone screen containing an educational module for introducing leather puppet characters. In the black box test results get a percentage of 96.7%, camera distance testing gets 64% results, camera angle testing gets 80% results, light intensity testing gets 100% results. On the results of usability testing, the kawanda
{"title":"PENERAPAN AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN WAYANG KULIT UNTUK SISWA SEKOLAH DASAR","authors":"Novian Adi Prasetyo, Syahliana Iqbal Nurhidayat, Cepi Ramdani","doi":"10.31000/jika.v7i3.7989","DOIUrl":"https://doi.org/10.31000/jika.v7i3.7989","url":null,"abstract":"Leather puppets represent a part of Javanese culture owned by the Javanese community that deserves to be preserved. The leather puppet module began to be introduced to third grade elementary school students. Leather puppet is one of the basic competencies that is poorly understood by the majority of students because it is considered not easy to learn from its name or form. Therefore, to overcome the above problems, an educational innovation is needed by utilizing augmented reality technology. With this application, it is hoped that students can be helped in mastering the leather puppet character module in Javanese language lessons. The leather puppet education application is made by utilizing the MDLC (Multimedia Development Life Cycle) method with augmented reality development is marker based tracking. The output of this application is that the application will show a video on the smartphone screen containing an educational module for introducing leather puppet characters. In the black box test results get a percentage of 96.7%, camera distance testing gets 64% results, camera angle testing gets 80% results, light intensity testing gets 100% results. On the results of usability testing, the kawanda","PeriodicalId":195557,"journal":{"name":"JIKA (Jurnal Informatika)","volume":"34 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139350559","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Raja Almas Ramadhani, Melani Defina Maharani, Nur Azizyah Putri Dewita, Siti Alnazwa Rivania Nanlohy, Syti Sarah Maesaroh
Penelitian ini dilakukan untuk melakukan proses analisa data menggunakan aplikasi SPSS V.26 dengan kasus mencari tahu pengaruh biaya pemasaran dan gaji karyawan terhadap pendapatan perusahaan telekomunikasi di Indonesia (studi kasus pada PT Telkom Indonesia Tbk. dan PT Indosat Tbk pengaruh biaya pemasaran dan gaji karyawan terhadap pendapatan perusahaan telekomunikasi di Indonesia (studi kasus pada PT Telkom Indonesia Tbk. dan PT Indosat Tbk. secara parsial dan secara simultan. Penelitian ini menggunakan jenis penelitian deskriptif melalui pendekatan kuantitatif. Teknik analisis yang digunakan adalah analisis regresi linear berganda untuk menguji hubungan antara variabel independen (biaya pemasaran dan gaji karyawan) dengan variabel dependen (pendapatan perusahaan). Serta melakukan Uji Normalitas, Multikolinearitas, Autokorelasi, dan Heteroskedastisitas untuk mengetahui terdapatnya gejala pada variabel yang digunakan dengan memanfaatkan penggunaan aplikasi SPSS V.26. Hasil penelitian menunjukkan secara parsial, variabel biaya pemasaran berpengaruh signifikan terhadap variabel pendapatan dengan nilai signifikan sebesar 0,041, dan variabel biaya gaji karyawan berpengaruh signifikan terhadap variabel pendapatan dengan nilai signifikan sebesar 0,000. Sedangkan secara simultan variabel biaya pemasaran dan biaya gaji karyawan berpengaruh signifikan secara bersama terhadap pendapatan karena nilai signifikansi 0,000. Sehingga hipotesis yang diajukan pada penelitian ini diterima.
{"title":"PEMANFAATAN APLIKASI SPSS DALAM ANALISIS PENGARUH BIAYA PEMASARAN DAN GAJI PADA PENDAPATAN PERUSAHAAN TELEKOMUNIKASI","authors":"Raja Almas Ramadhani, Melani Defina Maharani, Nur Azizyah Putri Dewita, Siti Alnazwa Rivania Nanlohy, Syti Sarah Maesaroh","doi":"10.31000/jika.v7i3.8328","DOIUrl":"https://doi.org/10.31000/jika.v7i3.8328","url":null,"abstract":"Penelitian ini dilakukan untuk melakukan proses analisa data menggunakan aplikasi SPSS V.26 dengan kasus mencari tahu pengaruh biaya pemasaran dan gaji karyawan terhadap pendapatan perusahaan telekomunikasi di Indonesia (studi kasus pada PT Telkom Indonesia Tbk. dan PT Indosat Tbk pengaruh biaya pemasaran dan gaji karyawan terhadap pendapatan perusahaan telekomunikasi di Indonesia (studi kasus pada PT Telkom Indonesia Tbk. dan PT Indosat Tbk. secara parsial dan secara simultan. Penelitian ini menggunakan jenis penelitian deskriptif melalui pendekatan kuantitatif. Teknik analisis yang digunakan adalah analisis regresi linear berganda untuk menguji hubungan antara variabel independen (biaya pemasaran dan gaji karyawan) dengan variabel dependen (pendapatan perusahaan). Serta melakukan Uji Normalitas, Multikolinearitas, Autokorelasi, dan Heteroskedastisitas untuk mengetahui terdapatnya gejala pada variabel yang digunakan dengan memanfaatkan penggunaan aplikasi SPSS V.26. Hasil penelitian menunjukkan secara parsial, variabel biaya pemasaran berpengaruh signifikan terhadap variabel pendapatan dengan nilai signifikan sebesar 0,041, dan variabel biaya gaji karyawan berpengaruh signifikan terhadap variabel pendapatan dengan nilai signifikan sebesar 0,000. Sedangkan secara simultan variabel biaya pemasaran dan biaya gaji karyawan berpengaruh signifikan secara bersama terhadap pendapatan karena nilai signifikansi 0,000. Sehingga hipotesis yang diajukan pada penelitian ini diterima.","PeriodicalId":195557,"journal":{"name":"JIKA (Jurnal Informatika)","volume":"129 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139350575","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Street lighting plays a crucial role in enhancing the safety and security of the community as a whole, while providing adequate illumination for road users and the surrounding environment. However, the use of street lights installed and illuminated throughout the night also leads to wasteful electricity consumption. Therefore, the purpose of this research is to save electricity usage in street lighting. This research discusses the application of Fuzzy Logic method in the prototype of Arduino-based Smart Street Light System, which utilizes Light Dependent Resistor (LDR) sensor to detect brightness level and Ultrasonic sensor to detect objects around the light. Fuzzy Logic method requires two inputs, namely brightness level and distance. Each input has several predefined values or linguistic terms. The brightness input has three linguistic terms, namely bright, cloudy, and dark, while the distance input has three linguistic terms, namely near, medium, and far. The prototype testing results show that if the light level is detected as dark, the light will illuminate with different intensities based on the object's distance. If the object is far, the light intensity will be 40%, if the object is
{"title":"PROTOTYPE SMART STREET LIGHT SYSTEM BERBASIS ARDUINO MENGGUNAKAN METODE FUZZY LOGIC","authors":"Fajar Bimantoro, R. T. Subagio, M. Sulhan","doi":"10.31000/jika.v7i3.7651","DOIUrl":"https://doi.org/10.31000/jika.v7i3.7651","url":null,"abstract":"Street lighting plays a crucial role in enhancing the safety and security of the community as a whole, while providing adequate illumination for road users and the surrounding environment. However, the use of street lights installed and illuminated throughout the night also leads to wasteful electricity consumption. Therefore, the purpose of this research is to save electricity usage in street lighting. This research discusses the application of Fuzzy Logic method in the prototype of Arduino-based Smart Street Light System, which utilizes Light Dependent Resistor (LDR) sensor to detect brightness level and Ultrasonic sensor to detect objects around the light. Fuzzy Logic method requires two inputs, namely brightness level and distance. Each input has several predefined values or linguistic terms. The brightness input has three linguistic terms, namely bright, cloudy, and dark, while the distance input has three linguistic terms, namely near, medium, and far. The prototype testing results show that if the light level is detected as dark, the light will illuminate with different intensities based on the object's distance. If the object is far, the light intensity will be 40%, if the object is","PeriodicalId":195557,"journal":{"name":"JIKA (Jurnal Informatika)","volume":"23 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139350625","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
There are still many bowling sports enthusiasts in the city of Bandung, the lack of sports facilities is a concern in this study. conducted at the Siliwangi Bowling Center which has facilities of 18 rows and variants of the ball according to the needs and comfort of visitors while playing. This sports facility also provides playground equipment, instructors, and a bowling club for visitors who are active and passionate about the sport. Hobbies like this are quite expensive, so don't do it too often if you don't want to spend a lot of money. Problems for beginners, usually the fingers hurt from the weight of the bowling ball thrown. Then there was the problem of the sports center allowing waiting lists on the weekends. This makes the visitors feel bored while waiting to play. in the preparation of this thesis proposes a solution for making a bowling game application that is planned to be based on Android so that it uses Unity 3D. As a result, the bowling game application can provide a means for players who are still beginners, and can overcome the boredom of visitors during the waiting list on weekends to play bowling at the Siliwangi Bowling Center.
{"title":"APLIKASI PERMAINAN BOWLING MENGGUNAKAN UNITY 3D BERBASIS ANDROID","authors":"Savira Fidzatika Rajanah, M. Ary","doi":"10.31000/jika.v7i3.8121","DOIUrl":"https://doi.org/10.31000/jika.v7i3.8121","url":null,"abstract":"There are still many bowling sports enthusiasts in the city of Bandung, the lack of sports facilities is a concern in this study. conducted at the Siliwangi Bowling Center which has facilities of 18 rows and variants of the ball according to the needs and comfort of visitors while playing. This sports facility also provides playground equipment, instructors, and a bowling club for visitors who are active and passionate about the sport. Hobbies like this are quite expensive, so don't do it too often if you don't want to spend a lot of money. Problems for beginners, usually the fingers hurt from the weight of the bowling ball thrown. Then there was the problem of the sports center allowing waiting lists on the weekends. This makes the visitors feel bored while waiting to play. in the preparation of this thesis proposes a solution for making a bowling game application that is planned to be based on Android so that it uses Unity 3D. As a result, the bowling game application can provide a means for players who are still beginners, and can overcome the boredom of visitors during the waiting list on weekends to play bowling at the Siliwangi Bowling Center.","PeriodicalId":195557,"journal":{"name":"JIKA (Jurnal Informatika)","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139350524","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Fashion is very influential on the world trade market to continue to grow. Fashion can penetrate all communities from the upper, middle, to the lower class. There is adult women's party clothing influenced by the initial nature of the woman who tends to want to highlight the beauty that is in her, dynamic, free, and tends to follow the fashion cycle. In this study, the author discusses the importance of educational media for introducing early divine women's clothing to consumers according to their characteristics. This is poured into a dress-up simulation application created with Construct 2. The aim is to create a simulation application in attracting consumers to order adult clothing production, especially women on CV Cahaya Tunggal Sentosa, which requires multimedia and information technology expertise. In further analysis, education is needed on the introduction of early divine women's clothing to consumers according to their characteristics. Furthermore, Research and Development (R&D) research methods are used to be outlined in a dress-up simulation application made with Construct 2. As a result, the women's clothing simulation application with the concept of dress-up can meet the needs of CV Cahaya Tunggal Sentosa. By the tests that have been carried out, it will be able to increase consumer attractiveness from clothing production offerings in that category.
时尚对世界贸易市场的持续增长影响巨大。时尚可以渗透到从上层、中层到下层的所有社区。成年女性的聚会服装受到女性最初天性的影响,她们往往希望突出自己身上的美、活力、自由,并倾向于追随时尚周期。在本研究中,作者讨论了教育媒体根据女性特点向消费者介绍早期神性女性服装的重要性。这一点被融入到用 Construct 2 创建的装扮模拟应用程序中。目的是创建一个模拟应用程序,吸引消费者订购成人服装生产,尤其是 CV Cahaya Tunggal Sentosa 上的女性,这需要多媒体和信息技术专业知识。在进一步的分析中,需要根据消费者的特点向其介绍早期的神圣女装的教育。此外,研究与开发(R&D)的研究方法将在使用构造 2 制作的装扮模拟应用中进行概述。因此,以换装为概念的女装模拟应用能够满足 CV Cahaya Tunggal Sentosa 的需求。通过已进行的测试,它将能够提高该类别服装产品对消费者的吸引力。
{"title":"APLIKASI SIMULASI BUSANA PAKAIAN DENGAN CONSTRUCT 2 DI CV CAHAYA TUNGGAL SENTOSA","authors":"Avien Cornelia Sudarsono, M. Ary","doi":"10.31000/jika.v7i3.8009","DOIUrl":"https://doi.org/10.31000/jika.v7i3.8009","url":null,"abstract":"Fashion is very influential on the world trade market to continue to grow. Fashion can penetrate all communities from the upper, middle, to the lower class. There is adult women's party clothing influenced by the initial nature of the woman who tends to want to highlight the beauty that is in her, dynamic, free, and tends to follow the fashion cycle. In this study, the author discusses the importance of educational media for introducing early divine women's clothing to consumers according to their characteristics. This is poured into a dress-up simulation application created with Construct 2. The aim is to create a simulation application in attracting consumers to order adult clothing production, especially women on CV Cahaya Tunggal Sentosa, which requires multimedia and information technology expertise. In further analysis, education is needed on the introduction of early divine women's clothing to consumers according to their characteristics. Furthermore, Research and Development (R&D) research methods are used to be outlined in a dress-up simulation application made with Construct 2. As a result, the women's clothing simulation application with the concept of dress-up can meet the needs of CV Cahaya Tunggal Sentosa. By the tests that have been carried out, it will be able to increase consumer attractiveness from clothing production offerings in that category.","PeriodicalId":195557,"journal":{"name":"JIKA (Jurnal Informatika)","volume":"50 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139350611","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bonitalia Bonitalia, Sri Khaerawati Nur, Supardi Ngareng
Game development is growing rapidly around the world, including in Indonesia. The game development industry has also developed into a promising industry, as evidenced by the many learning process companies with the concept of "playing while learning". For some children, the word "study" is very scary. With the help of this interesting educational game, children will understand that learning is fun and will automatically start learning. The main objective of this research is to develop a mobile-based educational game application that can entertain children while expanding knowledge about arithmetic or math topics. This analysis uses descriptive analysis. The system testing method that researchers use is Research and Development (R&D). The sample of this research was fourth grade students in Palu City. Based on the results of the questionnaire, 24 respondents found that the total score of eligibility from the material aspect data and media eligibility aspect data was 1005 (83.75%) of the expected score of 1200 (100%). The total score is included in the category suitable for use for children aged 10 years.
{"title":"GAME MAINMATIKA BERBASIS ANDROID UNTUK MEMFASILITASI PEMBELAJARAN BERHITUNG ANAK","authors":"Bonitalia Bonitalia, Sri Khaerawati Nur, Supardi Ngareng","doi":"10.31000/jika.v7i3.7689","DOIUrl":"https://doi.org/10.31000/jika.v7i3.7689","url":null,"abstract":"Game development is growing rapidly around the world, including in Indonesia. The game development industry has also developed into a promising industry, as evidenced by the many learning process companies with the concept of \"playing while learning\". For some children, the word \"study\" is very scary. With the help of this interesting educational game, children will understand that learning is fun and will automatically start learning. The main objective of this research is to develop a mobile-based educational game application that can entertain children while expanding knowledge about arithmetic or math topics. This analysis uses descriptive analysis. The system testing method that researchers use is Research and Development (R&D). The sample of this research was fourth grade students in Palu City. Based on the results of the questionnaire, 24 respondents found that the total score of eligibility from the material aspect data and media eligibility aspect data was 1005 (83.75%) of the expected score of 1200 (100%). The total score is included in the category suitable for use for children aged 10 years.","PeriodicalId":195557,"journal":{"name":"JIKA (Jurnal Informatika)","volume":"66 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139350604","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Taufiq, Heriyanto Heriyanto, Rachmad Destriana, Faridi Faridi, Desi Nurnaningsih
The design of a web-based bread sales information system is a research that designs the process of selling bread in that place. ROTI KURNI BAKERY is a private business partner company engaged in the food production sector in the form of bread, there is still a manual and not computerized system. employees have difficulty when searching for data. To develop the system using the Unified Modeling Language (UML) for modeling while Waterfall is used as a system development method and PHP is chosen as a programming language with MySQL in it. The conclusion from this research is that it is necessary and there is an increase in quality and quality as well as information so that it can help improve the quality of the system and it is hoped that when designing the information system application for selling Roti Kurni Bakery a plan is made for web-based sales.
{"title":"PERANCANGAN SISTEM INFORMASI PENJUALAN ROTI KURNI BAKERY BERBASIS WEB MENGGUNAKAN METODE WATERFALL","authors":"R. Taufiq, Heriyanto Heriyanto, Rachmad Destriana, Faridi Faridi, Desi Nurnaningsih","doi":"10.31000/jika.v7i3.8298","DOIUrl":"https://doi.org/10.31000/jika.v7i3.8298","url":null,"abstract":"The design of a web-based bread sales information system is a research that designs the process of selling bread in that place. ROTI KURNI BAKERY is a private business partner company engaged in the food production sector in the form of bread, there is still a manual and not computerized system. employees have difficulty when searching for data. To develop the system using the Unified Modeling Language (UML) for modeling while Waterfall is used as a system development method and PHP is chosen as a programming language with MySQL in it. The conclusion from this research is that it is necessary and there is an increase in quality and quality as well as information so that it can help improve the quality of the system and it is hoped that when designing the information system application for selling Roti Kurni Bakery a plan is made for web-based sales.","PeriodicalId":195557,"journal":{"name":"JIKA (Jurnal Informatika)","volume":"7 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139350615","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Arief Herdiansah, Yani Sugiyani, Nora Fitriawati, Habib Nur Cholid
SMP Muhammadiyah 4 Tangerang adalah sebuah sekolah swasta yang terakreditasi A yang berada di kecamatan Cipondoh Kota Tangerang. Proses belajar mengajar di sekolah ini telah berjalan dengan baik akan tetapi saat ini proses administrasi pencatatan dan pemberian nilai hasil proses belajar-mengajar di SMP Muhammadiyah 4 Tangerang belum menggunakan sebuah aplikasi berbasis komputer yang mempermudah guru dalam melakukan penyusunan pelaporan hasil proses belajar mengajar. Berdasarkan hal tersebut peneliti berinisiatif untuk membuat penelitian untuk merancang dan membangun sebuah sstem informasi pencatatan hasil proses belajar mengajar. Proses pengumpulan data dalam penelitian ini menggunakan metode observasi dan wawancara. Proses analisa data menggunakan metode PIECES. Untuk perancangan sistem dilakukan denga UML meliputi: use case diagram, activity diagram, sequence diagram dan class diagram. Sistem yang dirancang dikembangkan menggunakan bahasa PHP dan diuji menggunakan metode pengujian black box. Sistem yang dihasilkan akan dapat membantu Guru mata pelajaran dan Wali kelas dalam menyusun serta mengkalkulasi hasil proses belajar mengajar yang telah diikuti siswa dengan cepat dan akurat.
{"title":"SISTEM INFORMASI AKADEMIK PENILAIAN HASIL KEGIATAN BELAJAR MENGAJAR SEKOLAH MENENGAH PERTAMA","authors":"Arief Herdiansah, Yani Sugiyani, Nora Fitriawati, Habib Nur Cholid","doi":"10.31000/jika.v7i3.8838","DOIUrl":"https://doi.org/10.31000/jika.v7i3.8838","url":null,"abstract":"SMP Muhammadiyah 4 Tangerang adalah sebuah sekolah swasta yang terakreditasi A yang berada di kecamatan Cipondoh Kota Tangerang. Proses belajar mengajar di sekolah ini telah berjalan dengan baik akan tetapi saat ini proses administrasi pencatatan dan pemberian nilai hasil proses belajar-mengajar di SMP Muhammadiyah 4 Tangerang belum menggunakan sebuah aplikasi berbasis komputer yang mempermudah guru dalam melakukan penyusunan pelaporan hasil proses belajar mengajar. Berdasarkan hal tersebut peneliti berinisiatif untuk membuat penelitian untuk merancang dan membangun sebuah sstem informasi pencatatan hasil proses belajar mengajar. Proses pengumpulan data dalam penelitian ini menggunakan metode observasi dan wawancara. Proses analisa data menggunakan metode PIECES. Untuk perancangan sistem dilakukan denga UML meliputi: use case diagram, activity diagram, sequence diagram dan class diagram. Sistem yang dirancang dikembangkan menggunakan bahasa PHP dan diuji menggunakan metode pengujian black box. Sistem yang dihasilkan akan dapat membantu Guru mata pelajaran dan Wali kelas dalam menyusun serta mengkalkulasi hasil proses belajar mengajar yang telah diikuti siswa dengan cepat dan akurat.","PeriodicalId":195557,"journal":{"name":"JIKA (Jurnal Informatika)","volume":"60 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139350502","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Wijayanti, A. Firdaus, Fauyhi Eko Nugroho, Muhamad Hafizd, Abdurrasyid Abdurrasyid
Abstract A survey conducted by Rakuten Insight Center stated that Indonesia is a cat lover, proven by 47% of cats to be the most pets, and the Persian cat breed is one of the most popular animals among people from various ages range. This advantage cannot be separated from the problem, where in 2021 the Indonesian Ministry of Health said that only 8 provinces in Indonesia were free from rabies, one of which was transmitted through cats, and other diseases that could certainly endanger the pet owner. In addition to the limited knowledge of animal owners about the types of diseases and treatment solutions, forcing animal owners to always take them to the vet at a considerable cost, the expert system created seeks to help animal owners to diagnose diseases experienced by Persian cats, namely Rabies, Kidney Failure, Panleukopenia, Feline Infection Peritonitis, and Feline Calici Virus. This study used a forward chaining approach, to validate disease and symptoms data in this study was conducted by direct interviews with veterinarians working in animal friendly clinics. The expected result of this study is how a forward chaining approach can be applied to help diagnose diseases in Persian cats. Abstrak Survei yang dilakukan oleh Rakuten Insight Center menyatakan bahwa Indonesia merupakan pencinta hewan kucing, terbukti 47% hewan kucing menjadi hewan peliharaan terbanyak, dan jenis kucing persia menjadi salah satu hewan yang populer dikalangan masyarakat dari berbagai kalangan dan usia. Kelebihan ini tidak lantas lepas dari permasalahan, dimana tahun 2021 Kementerian Kesehatan RI mengatakan hanya 8 propinsi di Indonesia yang bebas dari penyakit Rabies yang salah satunya ditularkan melalui hewan kucing, dan penyakit-penyakit lain yang tentu dapat membahayakan pemilik hewan piaraan tersebut. Disamping keterbatasan pengetahuan pemilik hewan mengenai jenis penyakit dan solusi perawatannya, memaksa pemilik hewan selalu membawa ke dokter hewan dengan biaya yang cukup besar, sistem pakar yang dibuat berusaha untuk membantu pemilik hewan untuk mendiagnosa penyakit yang dialami kucing jenis persia yaitu Rabies, Gagal Ginjal, Panleukopenia, Feline Infection Peritonitis, dan Feline Calici Virus. Penelitian ini menggunakan pendekatan Forward chaining untuk memvalidasi data penyakit dan gejala pada penelitian ini dilakukan dengan wawancara langsung dengan dokter hewan yang bekerja di klinik sahabat hewan. Pengujian dilakukan dengan menggunakan metode blackbox. Adapun hasil yang diharapkan dari penelitian ini adalah bagaimana pendekatan forward chaining dapat diterapkan untuk membantu mendiagnosa penyakit pada kucing jenis persia.
{"title":"DIAGNOSA PENYAKIT KUCING PERSIA DENGAN SISTEM PAKAR MENGGUNAKAN PENDEKATAN FORWARD CHAINING","authors":"R. Wijayanti, A. Firdaus, Fauyhi Eko Nugroho, Muhamad Hafizd, Abdurrasyid Abdurrasyid","doi":"10.31000/jika.v7i3.8612","DOIUrl":"https://doi.org/10.31000/jika.v7i3.8612","url":null,"abstract":"Abstract A survey conducted by Rakuten Insight Center stated that Indonesia is a cat lover, proven by 47% of cats to be the most pets, and the Persian cat breed is one of the most popular animals among people from various ages range. This advantage cannot be separated from the problem, where in 2021 the Indonesian Ministry of Health said that only 8 provinces in Indonesia were free from rabies, one of which was transmitted through cats, and other diseases that could certainly endanger the pet owner. In addition to the limited knowledge of animal owners about the types of diseases and treatment solutions, forcing animal owners to always take them to the vet at a considerable cost, the expert system created seeks to help animal owners to diagnose diseases experienced by Persian cats, namely Rabies, Kidney Failure, Panleukopenia, Feline Infection Peritonitis, and Feline Calici Virus. This study used a forward chaining approach, to validate disease and symptoms data in this study was conducted by direct interviews with veterinarians working in animal friendly clinics. The expected result of this study is how a forward chaining approach can be applied to help diagnose diseases in Persian cats. Abstrak Survei yang dilakukan oleh Rakuten Insight Center menyatakan bahwa Indonesia merupakan pencinta hewan kucing, terbukti 47% hewan kucing menjadi hewan peliharaan terbanyak, dan jenis kucing persia menjadi salah satu hewan yang populer dikalangan masyarakat dari berbagai kalangan dan usia. Kelebihan ini tidak lantas lepas dari permasalahan, dimana tahun 2021 Kementerian Kesehatan RI mengatakan hanya 8 propinsi di Indonesia yang bebas dari penyakit Rabies yang salah satunya ditularkan melalui hewan kucing, dan penyakit-penyakit lain yang tentu dapat membahayakan pemilik hewan piaraan tersebut. Disamping keterbatasan pengetahuan pemilik hewan mengenai jenis penyakit dan solusi perawatannya, memaksa pemilik hewan selalu membawa ke dokter hewan dengan biaya yang cukup besar, sistem pakar yang dibuat berusaha untuk membantu pemilik hewan untuk mendiagnosa penyakit yang dialami kucing jenis persia yaitu Rabies, Gagal Ginjal, Panleukopenia, Feline Infection Peritonitis, dan Feline Calici Virus. Penelitian ini menggunakan pendekatan Forward chaining untuk memvalidasi data penyakit dan gejala pada penelitian ini dilakukan dengan wawancara langsung dengan dokter hewan yang bekerja di klinik sahabat hewan. Pengujian dilakukan dengan menggunakan metode blackbox. Adapun hasil yang diharapkan dari penelitian ini adalah bagaimana pendekatan forward chaining dapat diterapkan untuk membantu mendiagnosa penyakit pada kucing jenis persia.","PeriodicalId":195557,"journal":{"name":"JIKA (Jurnal Informatika)","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139350534","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}