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Pengembangan Learning Management System Menggunakan Framework Codeigniter dan Angularjs di PT. Xyz
IF 0.7 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-04-30 DOI: 10.21609/jsi.v14i1.540
Denti Denita Putri
Teknologi informasi merupakan hal yang sangat umum pada era globalisasi ini. Teknologi informasi telah banyak digunakan oleh masyarakat khususnya di dalam Perusahaan untuk membantu kegiatan sesuai dengan proses bisnis yang diterapkan Perusahaan, salah satunya adalah PT. XYZ. PT. XYZ merupakan Perusahaan yang memiliki program utama yaitu penyelenggaran pendidikan dan pelatihan serta assessment kompetensi pegawai. PT. XYZ memanfaatkan teknologi untuk melakukan penyelenggaraan pendidikan dan pelatihan dengan menerapkan Learning Management System (LMS). Saat ini, LMS yang diterapkan Perusahaan hanya mengakomodasi sebagian dari proses bisnis Perusahaan sehingga perlu adanya pengembangan lebih lanjut untuk membantu dalam meningkatkan efektivitas dan efisiensi kinerja yang dilakukan sesuai dengan proses bisnis yang berjalan di Perusahaan. LMS ini digunakan untuk mempermudah dalam pengolahan data-data master yang dibutuhkan dalam menunjang kegiatan pelatihan dan pembelajaran salah satunya adalah data master materi. Metode pengembangan LMS yang digunakan adalah metode SDLC dengan model inkremental. Implementasi LMS menggunakan framework Bootstrap, AngularJS, dan Codeigniter, serta Database Management System (DBMS) MySQL. Hasil pengujian sistem menunjukan bahwa LMS telah berjalan sesuai dengan permintaan dan kebutuhan Perusahaan sehingga lebih efektif dan efisien dalam pelaksanaan kegiatan pembelajaran dan pelatihan para pegawainya.
在这个全球化时代,信息技术是非常普遍的。信息技术在社区中得到了广泛的应用,特别是在企业内部,以帮助企业开展业务进程,其中之一是PT. XYZ。PT. XYZ公司的主要项目是教育和培训安排以及员工资格评估。PT. XYZ利用技术通过学习管理系统(LMS)进行教育和培训。目前,公司实施的LMS只容纳公司业务流程的一部分,因此需要进一步开发,以帮助提高与企业经营过程相协调的绩效效率和效率。LMS被用来简化分析支持培训和学习活动所需的硕士数据,其中之一是硕士资料。使用的LMS开发方法是SDLC与增长型的方法。LMS的执行使用框架引导,AngularJS,编码器,以及MySQL管理数据库(DBMS)。系统测试结果表明,LMS符合公司的要求和需求,因此在管理员工的学习和培训活动方面更有效。
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引用次数: 7
Kategorisasi Jenis Interaksi antara Pemerintah dan Masyarakat dan Popularitas Media Sosial Pemerintah Daerah 将政府与社会互动的类型分类,以及地方政府社交媒体的受欢迎程度
IF 0.7 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-04-30 DOI: 10.21609/JSI.V14I1.567
Afifah Nurul Izzati, A. Pratama, I. M. Aristamy, Nina Fadilah Najwa, Nur Aini Rakhmawati
Keberhasilan kebijakan dan program yang di usulkan oleh pemerintah bergantung pada faktor komunikasi yang efektif. Aplikasi media sosial merupakan salah satu alternatif media komunikasi antara pemerintah dan masyarakat. Media sosial dapat menyediakan interaksi dua arah antara masyarakat dan pemerintah. Pemerintah saat ini mempunyai misi dalam penggunaan media sosial, yaitu melakukan interaksi one way push, two way pull dan Network co-design of service. Penelitian ini bertujuan untuk menganalisa jenis interaksi tersebut dan menentukkan popularitas dari media sosial pemerintah, dalam hal ini berupa fanpage facebook pemerintah daerah. Hasil dari penelitian ini menunjukkan bahwa tingkat popularitas dari fanpage facebook pemerintah daerah tergolong rendah, yaitu sebanyak 79% tergolong tidak populer. Hal ini juga berkaitan dengan jenis interaksi yang terjadi, dibuktikan dengan masih rendahnya partisipasi dan kolaborasi antara masyarakat dengan pemerintah.
政府提出的政策和计划的成功取决于有效的沟通因素。社交媒体应用是政府和社会之间另一种交流方式。社交媒体可以提供社区和政府之间的双向互动。政府目前在使用社交媒体方面有一个使命,那就是参与一种推,两种拉和网络联合设计服务。这项研究的目的是分析这种互动的类型,并确定政府社交媒体的受欢迎程度,在这种情况下,这是一个地方政府facebook的主页。这项研究的结果表明,地方政府facebook粉丝页面的受欢迎程度较低,即79%被认为不受欢迎。这也与公民与政府之间缺乏参与和合作的相互作用有关。
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引用次数: 0
Evaluation of User Satisfaction for Passer Border Information System the State of Indonesia and Timor-Leste 印度尼西亚和东帝汶过境信息系统用户满意度评价
IF 0.7 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-04-30 DOI: 10.21609/jsi.v14i1.579
F. M. H. Tjiptabudi, Skolastika Siba Igon, R. Bernardino
The administrative process that had previously applied to the cross border Post or ‘Pos Lintas Batas Negara (PLBN)' is integrated with the way of manuscript the passport data information or ‘Pas Lintas Batas (PLB)'-special card for habitants whereas living a long site of the both coutries border (Indonesia and Timor-Leste), information on a card and then do a recapitulation. This manuscript administration gave unfavourable result such as not have proper archiving in the filing cabinet and difficulty of the search data for the report purpose. To solve these problems, then it has been developed and implemented an application which called ‘Sistem Informasi Pelintas Batas Wilayah Negara (SINTASWIN).' This Sintaswin application is applied to the immigration authorities in order to record and control the border crosser (traveler). This system will support the national policies and strategies of the Government in managing boarder region. However, the implementation of any application system has it constraints; therefore it needs to be evaluated such as to evaluate end user satisfaction. This study aims to evaluate the satisfaction of users by applying End User Computing Satisfaction (EUCS) methods in order to produce recommendations for the improvement and system development in the future.
先前适用于跨境邮政(PLBN)的行政程序与护照数据信息或“Pas Lintas Batas (PLB)”(居住在两国边境较长地区(印度尼西亚和东帝汶)的居民专用卡)的手写方式相结合,将信息记录在卡上,然后进行重述。这种手稿管理方式造成了诸如在文件柜中没有适当的归档和难以为报告目的检索数据等不利结果。为了解决这些问题,我们开发并实施了一个名为“system Informasi Pelintas Batas Wilayah Negara (SINTASWIN)”的应用。这一辛塔斯温申请适用于移民当局,以便记录和控制越境者(旅行者)。该系统将支持政府管理边境地区的国家政策和战略。然而,任何应用系统的实现都有其局限性;因此,需要对其进行评估,例如评估最终用户满意度。本研究旨在应用终端用户计算满意度(eus)方法评估用户满意度,以便为未来系统的改进和发展提供建议。
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引用次数: 0
Graphic Design Of “Green Mission” Education Game Using Software Based On Vector 基于矢量软件的“绿色使命”教育游戏平面设计
IF 0.7 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-01-18 DOI: 10.24167/SISFORMA.V4I2.1297
N. Yanti, Ridwan Sanjaya, Fx. Hendra Prasetya
Educational game is a digital game in its design using the elements of education and in it support teaching and learning by using technology that is interactive media. Generally an educational game has a fun look, an easy-to-use menu, as well as color combinations that are used that are GUI-based (Graphic User Interface) so as to create appeal to users. Because it is undeniable that the human brain tends to more quickly capture learning through visual images rather than writings. Therefore, graphic design of an educational game becomes one of the important points. Software applications become one of the solutions in making game design, one of which is a vector-based software applications. There are various software that can be used in accordance with the function and usefulness of each. But in general the way the software works almost same.
教育游戏是一种数字游戏,其设计使用了教育元素,并通过使用互动媒体技术来支持教学。一般来说,教育类游戏具有有趣的外观,易于使用的菜单,以及基于gui(图形用户界面)的颜色组合,从而吸引用户。因为不可否认的是,人类的大脑倾向于通过视觉图像而不是文字来更快地捕捉学习。因此,教育类游戏的平面设计就成为教育类游戏设计的重点之一。软件应用成为制作游戏设计的解决方案之一,其中一种是基于矢量的软件应用。根据每个软件的功能和有用性,可以使用各种软件。但总的来说,软件的工作方式几乎是一样的。
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引用次数: 2
The Game Making Framework for Collaborative Learning 合作学习的游戏制作框架
IF 0.7 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-01-18 DOI: 10.24167/SISFORMA.V4I2.1295
A. Christanti, Ridwan Sanjaya, Erdhi Widyarto
Collaborative learning is a study group process that each member contributes their idea, information, experience, skill, and ability they have so it can be used on learning activity and improve members’ knowledge [1] . Digital game can become one of collaborative learning media that is not just for entertainment but also can be used as a unique and effective interactive learning media [2] . In conventional game making for collaborative learning, the research proves that it can improve excitement and contribution in learning activities [3] . But in game making, there are many technical issues for non-computer science students [3] . Based on many issues, designing framework is chosen to become a solution to help people in developing game as collaborative learning media by themselves. Because framework is  a basic form of system [4] , consist of various command, function, and benefit for developer in application development [5] [6] , so game making for collaborative learning is conducted again with support from framework designed by researcher. In order to know the effect from framework support in game making as collaborative learning media, this study is based on two subjects of non-computer science students and computer science students.
协作学习是一个学习小组的过程,每个成员贡献自己的想法、信息、经验、技能和能力,并将其用于学习活动,提高成员的知识水平[1]。数字游戏可以成为一种协作学习媒体,不仅是娱乐,而且可以作为一种独特而有效的互动学习媒体[2]。在传统的协作学习游戏制作中,研究证明它可以提高学习活动的兴奋度和贡献度[3]。但在游戏制作中,对于非计算机科学专业的学生来说,有许多技术问题[3]。基于诸多问题,选择设计框架,成为帮助人们自主开发游戏作为协作学习媒体的解决方案。因为框架是系统的基本形式[4],包含了开发者在应用开发中的各种命令、功能和利益[5][6],所以在研究者设计的框架的支持下,再次进行协作学习的游戏制作。为了了解框架支持对游戏制作作为协作学习媒介的影响,本研究以非计算机科学专业的学生和计算机科学专业的学生为研究对象。
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引用次数: 0
Game Design Jomblo Keren As a Startup Marketing Product 游戏设计是创业公司的营销产品
IF 0.7 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-01-18 DOI: 10.24167/SISFORMA.V4I2.1028
Celvin Laviano, Ridwan Sanjaya, Hendra Prasetya
The number of competitors makes the competition in the game industry more difficult if not able to read opportunities well. Because it takes the ability to be able to take advantage of opportunities with the best. Bill Gates once quoted a word from Don Corleone that we must keep our friend close but our enemies even closer. Because of these competitors we will see various types of opportunities and opportunities that exist. The creation of "Jomblo Keren" game design will look at different types of aspects that can be used to get the right predictions to make the games acceptable by the market. These aspects include themes, games platform, visuals, gameplay, and stories.
如果不能很好地把握机会,那么竞争对手的数量将使游戏行业的竞争变得更加困难。因为这需要有能力和最好的人一起利用机会。比尔·盖茨曾引用唐·柯里昂的话我们必须亲近朋友,但更要亲近敌人。因为这些竞争者,我们将看到各种各样的机会和存在的机会。《Jomblo Keren》游戏设计的创造将着眼于不同类型的元素,这些元素能够用于做出正确的预测,从而让游戏能够被市场所接受。这些方面包括主题、游戏平台、视觉效果、玩法和故事。
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引用次数: 0
Rare Animal Education Usingaugmented Reality 使用增强现实的稀有动物教育
IF 0.7 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-01-18 DOI: 10.24167/SISFORMA.V4I2.1033
Hening Artdias, Ridwan Sanjaya, Albertus Dwiyoga Widiantoro
Indonesia has a lot of the diversity on flora and fauna that can be assets and icon on this area. Unfortunately flora flora and fauna that exist in Indonesia is less reasing. The animals endangered in Indonesia are Javan Rhino , Sumatran Rhino, Sumatran Tiger, Sumatran Orangutan, Sumatran Elephant, Borneo Elephant, Bornean Orangutan and Turtle. They are extinction because destruction of forest habitats, a conflict between humans and animals, trade, hunting, the arrests beyond capacity. [1]. Is that the issue of the extinction of the animals is dominated by human behavior and nature of the wrath of them. For that, education game “Rare Animal” become formulations to raise awareness of endangered species.
印度尼西亚的动植物种类繁多,可以成为该地区的资产和标志。不幸的是,存在于印度尼西亚的动植物数量减少了。印度尼西亚濒临灭绝的动物有爪哇犀牛、苏门答腊犀牛、苏门答腊虎、苏门答腊猩猩、苏门答腊象、婆罗洲象、婆罗洲猩猩和海龟。它们的灭绝是因为森林栖息地的破坏,人类与动物之间的冲突,贸易,狩猎,超出能力的逮捕。[1]。人们认为动物灭绝的问题是由人类的行为和大自然对它们的愤怒所主导的。为此,教育游戏“珍稀动物”成为提高濒危物种意识的配方。
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引用次数: 2
Designing Game “Belajar Hanacaraka” As A Javanese Script Learning Media 游戏《Belajar Hanacaraka》作为爪哇文字学习媒介的设计
IF 0.7 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-01-18 DOI: 10.24167/SISFORMA.V4I2.1298
Yonathan Happy Setiawan
This paper discusses the design of games used as a medium of learning. The learning material is about Javanese script, which is taught from elementary to high school. Although it has been taught since elementary school, but not many students have mastered this material. The method of delivering the material used by the lecturers is usually by lecturing so that students become tired and bored, because they are forced to remember without understanding the basic concepts. The lack of an attractive and modern learning tool becomes another obstacle to the difficulty of studying the Javanese script. Games usually used as entertainment, now can be used for learning. Through the game, the learning process becomes more fun. Therefore it will be designed an educational game used for learning Javanese script. But to design the right educational game, research is needed. With the presence of this game is expected players can learn Javanese script material while playing.
本文将讨论作为学习媒介的游戏设计。学习材料是关于爪哇文字的,从小学到高中都教。虽然从小学开始就开始教,但是掌握这些材料的学生并不多。讲师传递材料的方法通常是通过讲课,这样学生就会感到疲倦和无聊,因为他们被迫在不理解基本概念的情况下记忆。缺乏有吸引力的现代学习工具成为学习爪哇文字困难的另一个障碍。游戏通常用作娱乐,现在可以用于学习。通过游戏,学习过程变得更加有趣。因此,本文将设计一款用于学习爪哇文字的教育类游戏。但要设计出正确的教育游戏,研究是必要的。有了这个游戏的存在,玩家可以在玩的同时学习爪哇文字材料。
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引用次数: 2
Wisata Budaya Jawa Tengah Games As A Means Of Preserving The Culture Of Central Java 维萨塔·布达亚·爪哇登加运动会作为一种保存中爪哇文化的手段
IF 0.7 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-01-18 DOI: 10.24167/SISFORMA.V4I2.1171
C. Wulandari
Indonesia has a cultural diversity in each area, one in Central Java as the existence of a tradition of Dugderan, Semarang and Ruwatan Rambut Gimbal,Wonosobo. But the growing globalization era resulted in the mindset of the society be affected which can have an impact such as forgetting the culture itself so that it can ignore the Indonesia cultural heritage asset. The result of the neglect of cultural relics is the claim that ever happened in Indonesia as Reog Ponorogo, Wayang Kulit.  See the importance of the efforts in heritage preservation then performed with a way that can be introduced and as a medium of instruction, will be a cultural heritage with the theme of cultural traditions through Central Java games mobile. Game not forever impacted negatife but can be used as an interesting learning media can be called Educational Games
印度尼西亚在每个地区都有文化多样性,在中爪哇,存在着Dugderan,三宝垄和Ruwatan Rambut Gimbal,Wonosobo的传统。但是,日益全球化的时代导致社会的心态受到影响,这可能会产生诸如忘记文化本身的影响,从而忽视印尼的文化遗产资产。忽视文化遗产的结果是曾经发生在印度尼西亚的Reog Ponorogo, Wayang Kulit。看到遗产保护工作的重要性,然后以一种可以引入的方式执行,作为一种教学媒介,将文化遗产与文化传统主题通过Central Java手机游戏。游戏并不总是消极的,但可以作为一种有趣的学习媒体,可以被称为教育游戏
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引用次数: 1
Investigating the Effect of NCS Information Capability on College Students' Career Readiness Behavior NCS信息能力对大学生职业准备行为的影响研究
IF 0.7 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2018-01-01 DOI: 10.5859/KAIS.2018.27.4.189
Sung Haengnam, 조동환
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引用次数: 0
期刊
African Journal of Information Systems
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