2021 · Thesis · Skripsi, Thesis, Disertasi, dan Tugas Akhir
Pengalamatan jaringan yang belum dilakukan secara baik, instalasi jaringan yang tidak teratur dan terkesan asal-asalan menyebabkan kesulitan dalam pengembangan dan peningkatan kualitas jaringan pada SMP Nathania Palangka Raya. Penelitian ini bertujuan untuk membuat perencanaan jaringan komputer yang meliputi pengalamatan jaringan, bentuk desain jaringan, perangkat yang dibutuhkan dalam proses implementasi, dan perkiraan biaya yang dibutuhkan dalam proses implementasi, monitoring dan management jaringan sebagai solusi dari permasalahan tersebut. Metode yang digunakan dalam penelitian ini adalah Network Development Life Cycle (NDLC) meliputi analysis, design, simulation prototype, implementation, monitoring dan management. Metode yang digunakan dalam pengumpulan data yaitu meliputi observasi, wawancara, dokumentasi dan kepustakaan. Hasil dari proses perancangan ini adalah sebuah rekomendasi jaringan komputer Local area Network (LAN) dan Wireless Fidelity (WiFi) yang dapat di implementasikan pada SMP Nathania dan penggunaan cable modem atau DSL Modem, serta cloud untuk kemudahan akses internet dan penyimpanan data yang aman. Addressing networks that have not been done properly, network installation that is not regular and seems careless causes difficulties in developing and improving network quality at Nathania Junior High School. This study aims to make computer network planning which includes network addressing, network design forms, devices needed in the implementation process, and estimated costs required in the process of implementation, monitoring and management network as a solution to these problems. The method used in this research is the Network Development Life Cycle (NDLC) which includes analysis, design, simulation prototype, implementation, monitoring and management. The method used in data collection includes observation, interviews, documentation and literature. The result of this design process is a recommendation for computers Local Area Network (LAN) and Wireless Fidelity (WiFi) that can be implemented at Nathania Junior High School and use a cable modem or DSL Modem, as well as the cloud for easy internet access and secure data storage.
2021 · Book ·
2021 · Thesis ·
Severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) better known as Covid-19 virus(Corona Virus Disease 2019)is a new type of coronavirus that is transmitted to humans. The virus can affect anyone, such as the elderly (elderly), adults, children,and infants,including pregnant women and nursing mothers. Educational games are games created to provide players with knowledge on a particular topic, expand concepts, strengthen development, understand a historical or cultural event, or assist them in learning skills as they play. The emergence of various kinds of games, including educational games is also influenced by the development of technology around the community. So an educational game focused on survival adventure was created to educate the public about the dangers of covid-19 virus transmission. In addition to entertaining the public, The Self-Rescue game from the Covid-19 Virus also has the knowledge to always maintain health by maintaining personal hygiene, using masks when out of the house, consuming healthy food, and keeping a distance in the crowd. In conducting this Final Task research there are two methods used by the authors that include library study methods, planning methods, and questionnaire methods. While the system development method that the author uses is the MDLC method (Multimedia Development Life Cycle). The final result of this study is in the form of Self-Rescue Education Game from Covid-19 Virus Based 3D Using Unity Engine Game that can be used by the public in the face of the Covid-19 virus pandemic.
2021 · Thesis ·
Vijai Muhammad, C1757201032, 2021. Information System Sales of the Keripik Ya!Ya! Web-Based, Advisor I Ferdiyani Haris, M.Kom., Advisor II Norhayati, M.Pd.
The website is an Information System site page that can be accessed quickly and is based on the development of technology and communication so that many people use this website as a medium for promoting a business. Keripik Ya!Ya! is an online store selling cassava chips, the ordering process is still done conventionally, the seller uses chat applications such as whatsapp, facebook to receive orders and carry out promotions. ordering has several weaknesses that may often be faced, the weaknesses that arise in this way are the unrecorded customer orders and the existence of duplicate orders. These problems can result in ineffective and efficient work. To overcome the problems that arise, a computerized sales system is needed.
The type of research used is research and development (Research and Development). Data collection methods used include observation, interviews, documentation, questionnaires, and literature. Making this information system is built with the PHP programming language, Xampp as a server, and MySQL as a database. The system development method used is waterfall and the system design tool used is Unified Modeling Language (UML).
This research resulted in an information system Keripik Ya!Ya! web based. Based on the results of the calculation of the questionnaire using the google form which was assessed from 15 respondents and 7 questions. Then the interpretation results obtained by 70% or with a value of 70 and it can be concluded that the results of this study "Agree" and are feasible to use.
2021 · Thesis ·
Semakin majunya perkembangan zaman dengan syarat pemanfaatan teknologi informasi seharusnya dapat menjadi solusi dalam masalah pelayanan publik. Teknologi informasi dapat dimanfaatkan untuk meningkatkan pelayanan menjadi lebih cepat, transparan sehingga pelayanan publik menjadi lebih efektif dan efisien. Dengan menggunakan sistem pakar para petani dapat dengan mudah mendiagnosa penyakit yang menyerang tanaman kacang panjang karena sistem pakar dapat digunakan untuk menyimpan pengetahuan dan keahlian pakar, selain itu sistem pakar dapat meningkatkan kapabilitas dalam menyelesaikan masalah sehingga menghemat waktu dalam pengambilan keputusan. Dengan adanya permasalahan ini, penulis mengadakan penelitian untuk membuat Sistem Pakar Diagnosa Penyakit Tanaman Kacang Panjang Dengan Metode Certainty Factor Berbasis Web. Sistem Pakar ini nantinya berguna untuk mendiagnosa penyakit yang menyerang tanaman kacang panjang. Hasil ahkir dari penelitian ini adalah Memberikan solusi dan mempermudah untuk mendeteksi penyakit yang ada pada tanaman kacang Panjang dan dapat meningkatkan hasil panen kacang panjang.
2021 · Book ·
2021 · Thesis · Skripsi, Thesis, Disertasi, dan Tugas Akhir
One of the computer technology that is currently developing is Android. Android is one of the smartphone operating systems whose number of users is very fast today. Android has developed into a smartphone operating system that has the ability to compete with a full PC computer. Android is based on the Linux operating system kernel, which is adapted for use in mobile device environments. This menu ordering application is limited to menu ordering activities that will be used by the service department and food product departmentcontrolled by the admin. This design will serve to replace the function of manual order notes which are commonly used in ordering menus.
Cafe Twofive is a hangout or gathering place that is often used by young people, Cafe Twofive is on Jalan Pangeran Samudra parent. The existing system at Cafe Twofive is still very manual, so based on these problems, the authors analyze and design a system that can help Cafe Twofive in overcoming problems that often occur.
In this study, the author uses qualitative research using 3 methods of data collection, namely observation, interviews and documentation. The analysis used is PIECES, next is to design a system created using Use Case Diagrams (UML), and the method used is the waterfall method.
2021 · Thesis · Skripsi, Thesis, Disertasi, dan Tugas Akhir
ABSTRAK
2021 · Thesis · Skripsi, Thesis, Disertasi, dan Tugas Akhir
ABSTRACT MAULIDA ANGGRIANI, C1555201061, 2021 Evaluation Of The Usability Website Of The Palangkaraya Stmik Library Using Hierarchical Task Analysis And Usability Scale System . Advisor I Elijah Zacharias , M,T. Advisor II Elok Faiqotul Himmah,S.S,M.Sc The website seems to have become a necessity for an organization, agency, commercial company, and so on , the library is one of those who feel the change. One example is the creation of a library website that makes it easier for STMIK Palangkaraya students to obtain information online without having to come directly to the library. A website is made so that students know the catalog of books or other information included in the library. Methods that is used in data collection by using a questionnaire or questionnaires, arranged on right questions that meet the standards of ISO 9241-151 . Shows that the results obtained in the usability test by measuring the effectiveness of getting the final result are 84%. Successfully carrying out the task that has been given, therefore the STMIK Palangkaraya library website can be said to be effective. According to ISO 9241-151 which states that "a system is said to be effective if the percentage of success when completing a task is 78% or more." While the efficiency measurement that the final result obtained is with a speed level of 0.024667 goals/sec or 0.024667 every second. Keywords: usability, efektivitas, efisiensi, SUS
2021 · Book ·
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2021 · Thesis · Skripsi, Thesis, Disertasi, dan Tugas Akhir
Irwan Susanto, C1755201032 Design of an Android-Based Handicraft SMEs Application in Timpah District, Advisor I Herkules, S.Kom., M.Cs. and Advisor II Rudini, M.Kom The world's trading activities are carried out through direct offerings but the drastic growth of the internet has changed that paradigm. Through the internet, merchants can offer their products online to buyers without the need to meet face-to-face. One of the products that are still offered by direct offer is traditional handicrafts in Central Kalimantan, especially rattan crafts, one of which is the Panunjung Tarung Shop owned by Mr. Bendang which facilitates the sale of community rattan handicraft products in Timah District, Kapuas Regency, Central Kalimantan. The problem faced in marketing this product is the difficulty in introducing rattan handicraft products from Central Kalimantan, especially Timah District. Therefore, along with the development of information technology, marketing of these handicraft products must be built and start using a computerized system and online marketing. This method is expected to facilitate the search for information about rattan handicraft products that have an impact on increasing sales. Online marketing can encourage the entry of traditional handicraft products into the international market. So that opportunities to export products to global markets can be maximized. Based on the background of the problem in the previous paragraph, the author tries to make a research "Designing an Android-Based Handicraft SMEs Application in Timah District". The methodology used in making this application is prototyping. The tools used are Adobe Dreamwever CS4 with PHP programming language and XAMPP with MySQL language as database tools and Android Studio. The methods used in data collection such as observation, interviews, documentation and literature. The system is expected to be able to overcome product marketing problems. From the results of the questionnaire using the Likert Scale method, the author can conclude about the opinions of users about the application made, that users accept the display design and presentation of the information presented well. This is based on the results of the questionnaire that has been calculated using the Likert scale method, with a value of 438 or 87.6% the value is included in the category of Agree (S) interval. Keywords: Design, Application, Craft, MSME, Android UMKM
2021 · Thesis · Skripsi, Thesis, Disertasi, dan Tugas Akhir
Permasalahan dalam penelitian ini adalah pencatatan transaksi pada sebuah tempat usaha rental sound system di Kota Palangkaraya yang sistemnya masih dilakukan secara manual. Tentu saja hal itu sangat tidak efektif karena bisa aja sewaktu – waktu catatan itu hilang dan berakibat fatal. Pelanggan atau penyewa juga tidak pernah diberikan bukti pembayaran, sehingga apabila catatan transaksi hilang, maka tidak ada bukti pemesanan. Dengan adanya permasalahan ini, penulis mengadakan penelitian untuk membuat aplikasi retail berbasis client server. Aplikasi ini nantinya berguna untuk penginputan data ketika pelanggan datang untuk memesan paket rental. Hasil akhir dari penelitian ini adalah berupa Aplikasi Retail Berbasis Client Server di Beta Audio Sound System agar transaksi pada usaha rental tersebut lebih teratur.
2021 · Thesis · Skripsi, Thesis, Disertasi, dan Tugas Akhir
ABSTRACT Ria Puspita, C1655201058, 2021. Pengembangan Aplikasi Pengelolaan Surat Pada Kantor Kejaksaan Tinggi Provinsi Kalimantan Tengah Berbasis Web Mobile, Advisor I, Hotmian Sitohang, M.Kom. and Advisor II Elok Faiqotul Himmah, S. Si, M. Sc. The problem in research and development of this system is how to make a mobile web-based mail management application that can help the work process of the Central Kalimantan Provincial High Prosecutor's Office so that the letter recording process can be done computerized. In conducting this thesis research proposal, there are several methods used by the author, which include the prototype system development method, data collection method, general review (object of research), analysis, and system design. The final result of this research is a web-based mobile web-based application for managing incoming and outgoing mail at the Central Kalimantan Provincial High Prosecutor's Office.
2021 · Book ·
2021 · Thesis · Skripsi, Thesis, Disertasi, dan Tugas Akhir
The problem in this study is that currentlythere are not few teachers who do not understand the personality of students, in the process of teaching and learning some teachers do not understand the personality of students, then the teacher will be difficult to convey learning materials that will attract students who have an impact on the process of transferring knowledge to be enthusedespecially at SDN 6 Saka Mangkahai. Therefore the writer offers a solution by creating an expert system application to identify students' personalities by designing and implementing the naïve bayes method based on mobile web. In conducting this Final Task research there are three methods used by the writer which include the data collection motto, system development methods and inference methods used on the system. The methods of collecting such data are observations, interviews and library studies. Metode development system that the author uses is rad method (Rapid Application Development). Is the inference method used in the system is the Naive Bayes method as the brain of the expert system that the author built. The final result ofthis research is in the form of Application Bimbingan Consultation for Personality Identification of Mobile Web-Based Students that can be used by SDN 6 Saka Mangkahai to help the process of character recognition and personality of the students.
2021 · Book ·
2021 · Thesis · Skripsi, Thesis, Disertasi, dan Tugas Akhir
Muhammad Farhan, 2021. Membangun Game COVID-19 : Save The World Dengan Menggunakan Gdevelop5, Pembimbing I Elia Zakaria, M.T, Pembimbing II Cathrina Elmayantie, M.Pd. Virus Corona adalah Virus yang mengakibatkan sindrom pernafasan akut parah dengan nama COVID-19. Kepanjangan dari COVID-19 adalah Corona Virus Dieases 2019. Virus ini berasal dari keluarga Virus yang sama dengan SARS-CoV (Severe Acute Respiratory Syndrome) dan MERS-CoV yang telah menewaskan ratusan orang. Saat dunia sedang mengalami wabah Pendemi COVID-19 yang menyebar keseluruh negara-negara. Penyebaran Virus COVID-19 ini diawali di negara China, pertama kali muncul dari kota Wuhan yaitu pada akhir Desember 2019 dan menyebar ke manusia. Masyarakat Palangka Raya agar dapat memahami Virus COVID-19 yaitu dengan adanya melalui aplikasi permainan atau game. COVID-19 yang bertujuan untuk sarana hiburan dengan latar belakang tentang COVID-19. Game ini merupakan game PC yang akan dibuat menggunakan menggunakan aplikasi engine Gdevelop 5 dibantu dengan pengolahan gambar CorelDRAW X7. Metode yang digunakan dalam penelitian ini adalah menggunakan metode Multimedia Development Life Cycle (MDLC) yang terdiri dari 6 tahap yaitu Concept, Design, Material collecting, Assembly, Testing, dan distribution. Pada penelitian ini telah berhasil diimplementasikan dan menjadi sebuah aplikasi game dengan menggunakan perangkat PC atau Laptop yang bergenre Adventure dengan mengangkat temawabah virus COVID-19. Berdasarkan responden yang berhasil mendapat nilai rata-rata 85,2% yang berarti lebih baik.
2021 · Thesis · Skripsi, Thesis, Disertasi, dan Tugas Akhir
AULIA RAHMAYANTI, C1555201057, 2021 Perbandingan Metode Algoritma C4.5 Dan Naïve Bayes Untuk Memprediksi Kelulusan Tepat Waktu Mahasiswa Stmik Palangkaraya. Pembimbing I Lili Rusdiana, M.Kom. Pembimbing II H. Suratno, S.Kom, M.Si Program Sarjana (S1) jurusan Teknik Informatika STMIK Palangkaraya adalah program pendidikan akademik setelah pendidikan menengah, yang memiliki beban studi ditentukan antara 145-149 SKS (Satuan Kredit Semester) yang ditempuh selama 8 (delapan) semester dengan masa studi paling lama 7 tahun akademik atau 14 semester. Jika masa studi mahasiswa dapat diketahui lebih dini, maka pihak program studi Teknik Informatika dapat melakukan tindakan yang diperlukan supaya mahasiswa dapat lulus tepat waktu. Berdasarkan masalah tersebut di atas, penulis melakukan penelitian untuk menganalisa dan membandingkan akurasi dua metode algoritma, yaitu algoritma C4.5 dan Naïve Bayes pada sejumlah datasets. Adapun sumber datasets adalah data mahasiswa program studi Teknik Informatika (STMIK Palangkaraya) yang mana setiap datasets memiliki jumlah data (instances) dan jumlah atribut (attributes) yang berbeda. Berdasarkan hasil penelitian Perbandingan Algoritma C4.5 Dan Naïve Bayes Untuk Memprediksi Kelulusan Tepat Waktu Mahasiswa STMIK Palangkaraya, diperoleh hasil akurasi dari kedua algoritma tersebut menunjukan tingkat akurasi Algoritma C4.5 sebesar 90% lebih baik dari pada algoritma Naïve Bayes sebesar 85%. Algoritma C4.5 juga memberikan nilai pada recall dan precision sebesar 92% dan 94% lebih baik dibandingkan algoritma Naïve Bayes dengan nilai 86% dan 93%.
2021 · Thesis ·
Raga Raja Nakalelu,C1957201022,2021. Analisis dan Perancangan Sistem Informasi Pemesanan Makanan dan Minuman Berbasis Web Mobile ( Studi Kasus : Adora Coffe Palangkaraya ), Pembimbing I Ferdiyani Haris, M.Kom, Pembimbing II Sherly Jayanti, S.I, M.Cs. Ada banyak media yang dapat memudahkan pengunjung untuk mengenal dan mengetahui produk yang terdapat di kedai diantaranya menggunakan media cetak dan media digital, Adora Coffe Shop disini hanya menggunakan media cetak. Media cetak sangat tidak efisien dikarenakan manajamen harus membuat media cetak yang besar atau selebaran yang banyak untuk mengenalkan berbagai macam produk terlebih media cetak memiliki umur yang tidak panjang dan tidak dapat di perbahaarui sesuai dengan strategi manajemen dalam memasarkan nya. Setelah pengunjung mengetahui dan mengenal produk dari Adora Coffe Shop dari media yang ada, pelanggan akan memesan produk berdasarkan menu yang ditampilkan. Dikarenakan media cetak yang tidak dapat diperbaharui mengakibatkan beberapa menu makan dan minuman tidak aktual. Karena media yang di gunakan sangat mahal, manajemen mempertimbangkan untuk mencetak ulang media untuk mengenalkan produk yang ada. Dalam kekurangan tersebut membuat pelayanan dari Adora Coffe Shop tidak maksimal. Pada penelitian ini penulis menggunakan jenis penelitian kualitatif dengan menggunakan 4 metode pengumpulan data yaitu observasi, wawancara, dokumentasi dan kuesioner. Dari perhitungan pada sebelumnya dapat dihitung nilai rata-rata dari responden adalah sebesar 88,82% untuk manajemen, 86,00% untuk kasir, dan 84,25% untuk pelanggan atau pengunjung dari pernyataan tersebut dapat ditarik keaimpulan bahwa Sistem Informasi Pemesanan Menu Makanan Dan Minuman Berbasis Webmobile dianggap sangat layak untuk di gunakan atau di implenetasikan untuk kebutuhan kedai Adora Coffe.
2021 · Book ·