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Pengembangan “Digital Interactive Storyteller” Berbasis Android Untuk Tunanetra Paramitha, Anak Agung Istri Ita; Kesiman, Made Windu Antara; Arthana, I Ketut Resika
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol 3, No 3 (2014)
Publisher : Jurusan Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (702.651 KB) | DOI: 10.23887/janapati.v3i3.9824

Abstract

Storytelling merupakan suatu kesenian yang dilakukan secara lisan dengan alat atau tanpa alat untuk menyampaikan sesuatu yang dapat berupa pesan, informasi ataupun cerita yang menghibur. Storytelling memiliki banyak manfaat dalam perkembangan anak, salah satunya adalah mengembangkan imajinasi anak. ?Digital Interactive Storyteller? merupakan  aplikasi storytelling dengan menggunakan perangkat Android yang ditujukan untuk pengguna tunanetra. Penelitian ini bertujuan untuk merancang dan mengimplementasikan rancangan aplikasi ?Digital Interactive Storyteller? Berbasis Android untuk Tunanetra. Pengembangan aplikasi ?Digital Interactive Storyteller? Berbasis Android untuk Tunanetra menggunakan siklus hidup pengembangan perangkat lunak SDLC (Software Development Life Cycle) dengan model waterfall atau model air terjun. Fitur utama dalam aplikasi ini adalah audio dongeng interaktif dengan menggunakan perangkat Android. Interaktif yang dimaksudkan adalah pengguna dapat memilih alur dongeng sendiri. Hasil dari penelitian ini yaitu perancangan dan implementasi dari aplikasi ?Digital Interactive Storyteller? Berbasis Android untuk Tunanetra yang telah berhasil dilakukan. Perancangan dilakukan dengan menggunakan model fungsional berupa UML (Unified Modeling Language). Diimplementasikan dalam bahasa pemrograman Java dengan menggunakan editor  Eclipse dan plug-ins ADT (Android Development Tools). Seluruh kebutuhan fungsional telah berhasil diimplementasikan sesuai dengan rancangan.
PENGEMBANGAN “DIGITAL INTERACTIVE STORYTELLER” BERBASIS ANDROID UNTUK TUNANETRA Ita Paramitha, Anak Agung Istri; Windu Antara Kesiman, Made; Resika Arthana, I Ketut
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19757

Abstract

Storytelling is an art which can be done either with tools or not to convey message, information or entertaining story. Storytelling has many benefits for child development; one of them is to increase child’s imagination. “Digital Interactive Storyteller” is an application using Android devices that intended for blind user. This research aims to design and implement “Digital Interactive Storyteller” an Android-based Application for Blind People.Development of the Digital Interactive Storyteller” an Android-based Application for Blind People is using the software development life cycle SDLC (Software Development Life Cycle) with the waterfall model. The main feature in this application is an interactive audio story using Android devices. Interactive here means the users can choose their own storyline.The result of this research is the design and implementation of the Digital Interactive Storyteller” an Android-based Application for Blind People that has been successfully carried out. The design is done by using a functional model of the UML (Unified Modeling Language). Implemented in Java programming language using the Eclipse editor and ADT (Android Development Tools). The entire functional requirements have been successfully implemented in accordance with the design.
Evaluasi Sistem Informasi Skripsi dan Tugas Akhir STMIK Primakara (PRISKA) Menggunakan Metode Usability Testing Gitajayanti, Ni Luh Dithiana; Satwika, I Putu; Paramitha, A.A. Istri Ita
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 10, No 1 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v10i1.31770

Abstract

Sistem Informasi Primakara Skripsi dan Tugas Akhir (PRISKA) is an information system that created to manage the final project of students in STMIK Primakara. Within the information system, students can manage the process of final project from the beginning until the end. This research is conduct to evaluate PRISKA as information system from the user experience perspectives. To evaluate the information system, researcher will use Retrospective Think Aloud (RTA) and User Experience Questionnaire (UEQ) as the usability testing methods.This research respondent are consist of third year students in STMIK Primakara. The results of this research shows PRISKA that used by students need to be upgraded and develop because student doesn’t give good impressions regarding to the user interface and the user experience
Perancangan Mobile Application untuk Startup Montirkeliling.com dengan Metode Design Sprint Ashshiddiqy, Nur Rohman; Astawa, Ni Luh Putu Ning Septyarini Putri; Nirmala, Bagus Putu Wahyu; Paramitha, A.A Istri Ita
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 10, No 3 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v10i3.38999

Abstract

The development of technology today is very influential in all fields. Including in the business field, information technology is very influential, for example, today many businesses depend on websites orapplications mobile in carrying out their business processes such as promotion and ordering of products or services offered. One example of a business that can use this business method is call vehicle service services. The problem found from initial observations is that online service orders are still very manual, namely still using thefeature chat (WhatsApp), which makes potential customers and mechanics find it difficult to find a mechanic or the location of the customer. Based on these problems, the researchers designed the user interface for the Montirkeliling.com application based on aapplication mobile that can help prospective customers and mechanics. The design method used is themethod sprint design. This method is a design method developed by Google Inc. which aims to solve problems by involving users through making, prototyping, designing and testing ideas quickly for 5 working days consisting of five stages. The result of this research is the design of the Montirkeliling.com User Interface which has been tested on prospective users using the System Usability Scale (SUS). The average SUS score obtained is 83.5, which is included in Grade B.Keywords—Planning, Startup Montirkeliling.com, Metode Design Sprint
Evaluasi Sistem Informasi Akademik STMIK Primakara Menggunakan Metode Usability Testing A.A. Istri Ita Paramitha; Nengah Widya Utami
JIIP - Jurnal Ilmiah Ilmu Pendidikan Vol. 3 No. 3 (2020): JIIP (Jurnal Ilmiah Ilmu Pendidikan)
Publisher : STKIP Yapis Dompu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (854.529 KB)

Abstract

Sistem Informasi Akademik merupakan suatu sistem yang dirancang untuk mendukung penyelenggaraan pendidikan sehingga dapat menyediakan layanan informasi yang lebih baik dan efektif. STMIK Primakara telah mengembangkan sistem informasi akademik yang disebut dengan SISKA. Dengan adanya SISKA diharapkan dapat memberikan kemudahan bagi mahasiswa dan dosen dalam mengakses informasi perkuliahan secara cepat dan akurat. Informasi yang dapat diakses seperti Kartu Rencana Studi (KRS), Kartu Hasil Studi (KHS), IP dan IPK, Jadwal Kuliah, Absensi, dan lainnya. Namun, hingga saat ini belum pernah dilakukan evaluasi SISKA yang dikaji dari tingkat usabilitynya, sehingga belum diketahui apakah SISKA telah efektif, efisien, dan memberikan kepuasan terhadap penggunanya. Penelitian ini bertujuan untuk mengevaluasi SISKA pada aspek usability menggunakan metode usability testing yaitu teknik Performance Measurement dan teknik Retrospective Think Aloud (RTA), serta dapat memberikan rekomendasi perbaikan atas sistem tersebut berdasarkan hasil evaluasi usability yang dilakukan.
Analisis Dan Perancangan Sistem Informasi E-Learning Berbasis Learning Management System (LMS) Moodle Di SMA Negeri 1 Sukawati Ni Luh Aristya Dewi; A.A. Istri Ita Paramitha; Eka Grana Aristyana Dewi
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 5, No 1 (2022): JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)
Publisher : JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The impact of the spread of the COVID-19 virus on educational institutions is changing the education system into online learning. One of the formal educational institutions affected by this change is SMA Negeri 1 Sukawati. This school previously developed a Moodle-based learning information system in early 2020 with the aim of helping the online learning process. Starting from UTBK activities that require a system to accommodate student scores and the need for online learning activities. However, based on the results of unstructured interviews obtained from the admin, teachers, and students, that there are still many shortcomings in Moodle E-Learning. The lack of a system that has been mentioned will have an impact on the performance of the Moodle system in supporting online learning activities. The method used is the SDLC research method with a prototype development model. The results of the study used the PSSUQ questionnaire which consisted of 4 categories, namely the SYSUSE category (usability) of 3.27, INFOQUAL (information) of 3.37, the INTQUAL category (display) of 3.40, and the OVERALL category of 3.18. The results of the PSSUQ score where the INTQUAL category gets the lowest score or close to a scale of 7 or is interpreted as less good so an interview is needed with the result that the Moodle Information System in terms of appearance is acceptable, but not yet attractive to users as a whole, then in terms of functionality, the Moodle Information System has several functions that have not run properly and tested using the Black Box method, and resulted in an average overall score of 100, which means that the overall function is very good.
Perancangan Pemetaan Destinasi Wisata Kabupaten Karangasem Berbasis Sistem Informasi Geografis I Wayan Merta Yoga; I Gede Juliana Eka Putra; A A Istri Ita Paramitha
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi JUTISI Vol. 8, No. 3, Desember 2019
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (579.228 KB) | DOI: 10.35889/jutisi.v8i3.386

Abstract

Abstrak. Tourism is one of the dominant income sectors for the island of Bali. Bali Island with a variety of tourist destinations spread across several regions, one of which is in Karangasem Regency. The lack of complete information makes several tourist destinations in Karangasem Regency not yet well known. By utilizing information technology such as a web-based geographical information system, it can provide complete tourist destination information to tourists and the public who want to know the tourist destinations around them. The existence of this geographical based information system is expected to be one of the solutions in developing and promoting tourist destinations in Karangasem Regency so that it is better known and attracts tourists to visit. This study begins by analyzing the system requirements obtained by interviewing to identify existing problems. From this data the system is designed and designed, in this study several tools for design and design are used, namely: Flowcharts (flow diagrams for documents or processes), Entity Relationship Diagrams (ERD) and Data Flow Diagrams (flow diagrams for data). User test results show that the developed Geographic Information System Model of the Karangasem regency tourist destination mapping is implemented to introduce further the tourist destinations in Karangasem Regency on the island of Bali. Keywords: Mapping of Tourist Destinations, Geographic Information Systems, Tourist Visits. Abstrak. Pariwisata merupakan salah satu sektor pendapatan yang sangat dominan untuk pulau Bali. Pulau Bali dengan berbagai destinasi wisata yang tersebar di beberapa daerah, salah satunya di Kabupaten Karangasem. Kurangnya informasi yang lengkap membuat beberapa destinasi wisata yang ada di Kabupaten Karangasem belum begitu dikenal. Dengan memanfaatan teknologi informasi seperti sistem informasi geografis berbasis web, dapat memberikan informasi destinasi wisata secara lengkap kepada wisatawan dan masyarakat yang ingin mengetahui destinasi wisata yang ada di sekitarnya. Adanya sistem informasi berbasis geografis ini diharapkan menjadi salah satu solusi dalam mengembangkan dan mempromosikan destinasi wisata yang ada di Kabupaten Karangasem agar lebih dikenal dan menarik perhatian wisatawan untuk berkunjung. Penelitian ini diawali dengan menganalisis kebutuhan system yang diperoleh dengan cara wawancara untuk mengidentifikasi permasalahan yang ada. Dari data tersebut kemudian dilakukan desain dan merancang sistem, pada penelitian ini digunakan beberapa alat bantu untuk desain dan perancangan yaitu: Flowchart (diagram alur untuk dokumen atau proses), Entity Relationship Diagram (ERD) dan Data Flow Diagram (diagram alur untuk data). Hasil uji user menunjukkan bahwa Model Sistem Informasi Geografis pemetaan destinasi wisata kabupaten Karangasem yang dikembangkan ini layak diterapkan untuk memperkenalkan lebih jauh destinasi wisata di Kabupaten Karangasem di pulau Bali. Kata Kunci: Pemetaan Destinasi Wisata, Sistem Informasi Geografis, Kunjungan Wisata.
Usability Testing pada Sistem CBT Exampatra dengan Use Questionnaire (Studi Kasus: SMA N 1 Petang) I Komang Suardiasa; I Putu Satwika; A A Istri Ita Paramitha
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 10, No 3: Desember 2021
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (333.165 KB) | DOI: 10.35889/jutisi.v10i3.706

Abstract

Abstrak. Terjadinya permasalahan teknis pada sistem Computer Base Test (CBT) Exampatra menuntut perlunya suatu bentuk evaluasi pada sistem yang telah berjalan untuk mengetahui tingkat kebergunaannya. Paper ini menyajikan analisis pada sistem Computer Base Test (CBT) Exampatra di SMA N 1 Petang untuk mengetahui tingkat usability sistem dan memberikan rekomendasi perbaikan kepada sekolah agar sistem berjalan dengan lancar. Proses Analisis menggunakan Model usability testing dengan use questionnaire dan wawancara untuk mendapatkan data yang dibutuhkan dalam memberikan rekomendasi. Sejumlah 258 siswa SMA N 1 Petang sebagai responden untuk memperoleh hasil pengukuran Usability yang dikategorikan dalam aspek yaitu Learnability, Memorability, Error, Efeciency, Satisfaction. Hasil analisis menghasilkan rekomendasi perbaikan terhadap sistem dan penunjang sistem, yaitu berkaitan dengan tampilan warna dan ikon, peningkatan kecepatan aksesbility pada jaringan internet, serta peningkatan spesifikasi teknis CPU.Kata Kunci: Pengukuran Usability, Computer Base Test, Use QuestionnaireAbstrack. The technical problems found in the Exampatra Computer Base Test (CBT) system require the need for an evaluation form of the system that has been running to determine the level of usability. This paper presents an analysis of the Exampatra Computer Base Test (CBT) system at SMA N 1 Petang to determine the level of system usability and provide recommendations for improvements to the school so that the system runs smoothly. The analysis process uses a usability testing model with a use questionnaire and interviews to obtain the data needed to provide recommendations. A total of 258 students of SMA N 1 Malam as respondents to obtain the results of the Usability measurement which are categorized into aspects namely Learnability, Memorability, Error, Efficiency, Satisfaction. The results of the analysis produce recommendations for improvements to the system and system support, which are related to the display of colors and icons, increasing the speed of accessibility on the internet network, as well as increasing the technical specifications of the CPU.Keywords: Usability Testing, Computer Base Test, Use Questionnaire
Rancang Bangun Aplikasi Elektronik Koperasi Indonesia (E-Koin) Berbasis Mobile I Made Agus Artawan; Ni Made Estiyanti; I Gusti Lanang Agung Raditya Putra; A.A.Istri Ita Paramitha
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi JUTISI Vol. 9, No. 1, April 2020
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (610.598 KB) | DOI: 10.35889/jutisi.v9i1.442

Abstract

Abstrak. Beberapa Koperasi yang ada di Bali saat ini belum maksimal mendata anggotanya secara sitematis, melaporkan arus kas, neraca, dan sisa hasil usaha, sehingga berpotensi membuat celah untuk beberapa oknum melakukan tindak penggelapan uang atau korupsi sehingga koperasi lambat laun akan mengalami kebangkrutan. Artikel ini menyajikan sebuah model aplikasi Elektronik Koperasi Indonesia berbasis mobile. Aplikasi ini memiliki beberapa fitur diantarnya, mengelola data anggota, data simpan pinjam pelaporan berupa alur Kas, Neraca dan Rugi-Laba, dengan tambahan laporan melalui aplikasi mobile untuk anggota. Pengembangan sistem dilakukan dengan mengadopsi beberapa tahapan pada model pengembangan waterfall. Hasil uji Fungsionalitas menunjukkan bahwa sistem yang dibangun dapat digunakan untuk memanipulasi data simpan pinjam, dan menyajikan laporan berupa arus kas, neraca, sisa hasil usaha dan laporan keuangan melalui aplikasi berbasis mobile kepada anggota secara real time. Kata Kunci: Aplikasi berbasis Mobile, Koperasi Simpan Pinjam, Laporan Keuangan Abstract. Some of the existing Koperasi in Bali are not yet optimally registering members, cash flow reports, transfers and residual operating results, making it easier to make excavations for a number of people conducting money or negotiations in order to increase Koperasi and eventually bankruptcy. This article presents a mobile-based Indonesian Electronic Koperasi application model. This application has several features that are delivered, manage member data, savings and loan reporting data containing Cash, Balance Sheet and income statement, with additional reports through the mobile application for members. System development is carried out with several stages in the waterfall development model. The test results of the functionality of the application system that was built showed that the system that was built could be used to manipulate savings and loan data, and present cash flow reports, manage, store operating results and financial reports through mobile-based applications to members in real time. Keywords: Mobile-based applications, Savings and Loans Koperasi, Financial Reports
Model Sistem Informasi Persediaan Dan Permintaan Barang Berbasis Website Pada Restoran Laba-Laba Bar & Grill Ni Nyoman Saptiari; Komang Tri Werthi; A.A.Istri Ita Paramitha
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 10, No 3: Desember 2021
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (677.04 KB) | DOI: 10.35889/jutisi.v10i3.728

Abstract

Abstrak. Sistem permintaan barang dari unit Dapur dan Bar ke Unit Gudang Persediaan pada Restoran Laba-Laba Bar & Grill masih dilakukan secara manual sehingga tidak efisien dari segi waktu proses. Artikel ini menyajikan model sistem informasi persediaan barang yang dapat digunakan untuk melakukan order barang, serta dapat menyajikan informasi persediaan barang serta menghasilkan laporan aktivitas manajemen secara cepat. Sistem berbasis Web dengan framework Laravel, dikembangkan menggunakan metode SDLC (System Development Life Cycle) dan bahasa pemrograman PHP dan basis data MySQL. Metode wawancara dengan melibatkan karyawan pada unit Dapur, unit Bar, unit Gudang Persediaan, serta Manager Perusahaan untuk mengkaji kebutuhan fungsional sistem, sedangkan desain sistem dikembangkan menggunakan teknik Prototyping. Hasil dari 3 kali uji fungsionalitas sistem dengan Blackbox Testing menunjukkan bahwa sistem aplikasi yang dikembangkan dapat digunakan oleh unit-unit dalam perusahaan untuk merekam dan menyajikan informasi persediaan barang, mengajukan permintaan barang, verifikasi dan persetujuan permintaan, serta dapat menyajikan laporan aktivitas permintaan barang kepada manajemen Perusahaan secara cepat.      Kata kunci: Persediaan dan Permintaan Barang, Sistem Informasi, Berbasis Web, Model Prototyping, Pengujian Blackbox Abstract. The system for requesting goods from the Kitchen and Bar unit to the Inventory Warehouse Unit at the Laba-Laba Bar & Grill Restaurant is still done manually so it is not efficient in terms of processing time. This article presents an inventory information system model that can be used to place orders for goods, and can provide inventory information and generate reports on management activities quickly. Web-based system with Laravel framework, developed using SDLC (System Development Life Cycle) method and PHP programming language and MySQL database. The interview method involved employees in the Kitchen unit, Bar unit, Inventory Warehouse unit, as well as the Company Manager to assess the functional requirements of the system, while the system design was developed using the Prototyping technique. The results of 3 times system functionality testing with Blackbox Testing show that the application system developed can be used by units within the company to record and present inventory information, submit requests for goods, verify and approve requests, and can present activity reports on demand for goods to management. company quickly.Keywords: Inventory and Demand for Goods, Information Systems, Web-Based, Prototyping Models, Blackbox Testing