Rohayati Arifin
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Perancangan Aplikasi Hostelry Dengan Teknologi Location Based Service Berbasis Android Untuk Mendukung Sektor Pariwisata Di Bulukumba Nuraida Latif; Rohayati Arifin; Andi Diaunnajiyah
JURNAL ILMU KOMPUTER Vol 6 No 1 (2020): Edisi April
Publisher : LPPM Universitas Al Asyariah Mandar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35329/jiik.v6i1.106

Abstract

Penelitian ini bertujuan untuk Merancang aplikasi Hostelry dengan Teknologi Location Based Service (LBS) berbasis android untuk pendukung sektor pariwisata di Bulukumba, Mengimplementasikan aplikasi Hostelry berbasis android di Kabupaten Bulukumba. Data data diperoleh melalui penelitian lapangan berupa wawancara, dokumentasi dan penelitian pustaka. Jumlah sampel yang diambil dalam penelitian ini terbagi menjadi 3 kategori yaitu penginapan, wisata, dan pasar. Perhitungan pengambilan sampel dari populasi menggunakan rumus Slovin dengan jumlah sampel data 48 penginapan dari 93 data penginapan, 23 wisata dari 30 data wisata, dan 30 pasar dari 42 data pasar. Pengujian aplikasi menggunakan metode pengujian blackbox dan User Acceptance Testing (UAT). Hasil penelitian menunjukkan bahwa aplikasi Hostelry Bulukumba dapat memudahkan wisatawan dalam memilih dan melakukan pencarian lokasi penginapan dengan tingkat kelayakan rata-rata 95,2% dari 22 responden.
SISTEM INFORMASI GEOGRAFIS PEMETAAN DAN PENGELOLAAN BANK SAMPAH BERBASIS WEB Nuraida_Latif Ida; Ratnawati; Rohayati Arifin; Sri Rezki
JURNAL ILMU KOMPUTER Vol 9 No 1 (2023): Edisi April
Publisher : LPPM Universitas Al Asyariah Mandar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35329/jiik.v9i2.247

Abstract

Currently the existence of waste banks is not fully known by the public. Even though the community knows the existence of a waste bank, the location of the waste bank is very far from its location. In addition, data management for waste banks generally still uses the manual method by only using records in books and not yet utilizing information technology. This study aims to create a Web-Based Geographic and Waste Bank Management System that makes it easier for the waste bank to manage the incoming waste from customers and makes it easier for the public to find the location of the nearest waste bank from their location. The method used in this research is the RAD (Rapid Application Development) method. Research data obtained through field research, literature study. The results of this study are in the form of an information system that can be accessed by users (customers) to find the location of the nearest waste bank from its location, as well as a system that can manage waste storage data in each unit waste bank.
Android-Based Personal Hygiene Educational Game Application for Children Ida, Nuraida Latif; Ratnawati; Rohayati Arifin; Wisda; Nurmila
Ceddi Journal of Education Vol. 2 No. 2 (2023): December
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i2.46

Abstract

Presently, there remains a deficiency in educational games aimed at instilling in children an awareness of personal hygiene, and numerous health issues stem from a lack of adherence to good hygiene practices. This study seeks to develop an Android-based educational game catering to the hygiene needs of young children, with a focus on assessing the application's feasibility. The research collected system-building data through observations and interviews, employing the Black Box testing method to evaluate the application's usability. Field and library research contributed to the acquisition of comprehensive data. The study's outcome is the creation of an Android-based educational game dedicated to teaching personal hygiene to children. Utilizing the UML design method, the author constructed and integrated the game into the Unity 3D application, enabling children to grasp the significance of cleanliness and environmental hygiene through engaging gameplay. Evaluation results indicate the suitability of the personal hygiene education game, with a learning menu percentage of 78% and a play menu percentage of 77%, as determined by questionnaire-based tests, affirming the system's appropriateness for use.