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Platform Berbasis Web untuk Usaha Kecil Menengah Lita Wulantika; Novita Melfiani; Siti Yolanda Rosalinda Ratuningrat; Febilia Anisa; Raiswati Untsa Mega
Journal of Information System, Applied, Management, Accounting and Research Vol 5 No 3 (2021): JISAMAR: Volume 5, Nomor 3, August 2021
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisamar.v5i3.472

Abstract

Penelitian ini bertujuan untuk membuat website untuk memperkenalkan produk mulai dari varian, keunggulan, dan lain-lain tentang produk tersebut melalui website. Penelitian ini menggunakan metode penelitian deskriptif kualitatif, penelitian kualitatif berdasarkan data dan prinsip analisis hubungan sosial, mendeskripsikan fakta atau pengalaman. Jenis penelitian yang digunakan adalah penelitian deskriptif dengan pendekatan studi kasus. Penelitian ini difokuskan untuk menganalisis website dan strategi komunikasi produk tersebut dengan melihat kekuatan dan kelemahan pemasaran melalui website dan menganalisis sistem komunikasi pemasaran yang dilakukan oleh penjual untuk mendukung strategi pemasaran toko. Penelitian ini bertujuan untuk mengetahui kekuatan dan kelemahan pemasaran melalui website dan menganalisis sistem komunikasi pemasaran yang dilakukan oleh penjual untuk mendukung strategi pemasaran. Hasil penelitian menunjukkan bahwa Kios (Toko Online) berbentuk website merupakan salah satu media penjual untuk memasarkan produknya guna meningkatkan hasil dan kualitas penjualan.
E-commerce dalam usaha kecil dan menengah Tatik Fidowaty; Rizki Ikhwan Insani; Andri Hadiansah; Raiswati Untsa Mega
Journal of Information System, Applied, Management, Accounting and Research Vol 5 No 3 (2021): JISAMAR: Volume 5, Nomor 3, August 2021
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisamar.v5i3.469

Abstract

Penelitian ini bertujuan untuk menjelaskan peran penting Electronic Commerce (E-commerce) dalam memasarkan suatu bisnis. Metode yang digunakan adalah metode deskriptif dengan analisis kualitatif. Dilakukan dengan mendeskripsikan jawaban responden untuk memperoleh informasi terkait investigasi, seperti jenis produk, proses bisnis, dan proses pemasaran yang telah dilakukan. Hasil penelitian menunjukkan bahwa penerapan sistem E-commerce dapat menjadi strategi yang akan meningkatkan daya saing Usaha Kecil Menengah (UKM). Kesimpulan yang diperoleh dalam penelitian ini adalah bahwa perkembangan teknologi pemanfaatan e-commerce menjadi penting dan dibutuhkan dalam proses bisnis.
Analisis Penerapan Pilkada Berbasis Global System for Mobile (GSM) Muhammad Donie Aulia; Devi Metria Dora; Raiswati Untsa Mega
Journal of Information System, Applied, Management, Accounting and Research Vol 5 No 3 (2021): JISAMAR: Volume 5, Nomor 3, August 2021
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisamar.v5i3.470

Abstract

Penelitian ini dilakukan untuk memudahkan pemantauan hasil calon kepala daerah dengan menerapkan aplikasi Sipitung dalam pemilihan kepala daerah serentak. Studi literatur, observasi, dan simulasi aplikasi dilakukan sebagai metode penelitian ini. Dengan cara ini, kita bisa mencegah terjadinya perpindahan suara di pilkada serentak secara real-time. Hasil dari penelitian ini berupa halaman lengkap informasi dan data komparatif untuk level set. Aplikasi ini sangat penting karena dapat memberikan informasi mengenai aplikasi sipitung. Penelitian ini menerapkan sistem informasi bagi pengguna aplikasi Sipitung untuk mengirimkan suara calon kepala daerah di setiap TPS
Teknologi E-Money di Era New Normal Linna Ismawati; Ashillah Arief Thufailah; Rizkina Denaty Utami; Fandy Pradana; Raiswati Untsa Mega
Journal of Information System, Applied, Management, Accounting and Research Vol 5 No 3 (2021): JISAMAR: Volume 5, Nomor 3, August 2021
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisamar.v5i3.471

Abstract

Penelitian ini bertujuan untuk mengetahui apakah perusahaan telah memiliki aplikasi transaksi ekonomi elektronik untuk efisiensi proses pembayaran. Seluruh pelaku ekonomi harus segera beradaptasi dengan transaksi ekonomi yang mengurangi penyebaran COVID-19. Salah satu budaya yang berubah adalah membayar melalui uang tunai, yang akan berubah menjadi transaksi elektronik. Para pelaku bisnis harus mampu beradaptasi dengan menciptakan alat pembayaran berbasis digital yaitu e-money. Saat ini banyak pelaku ekonomi yang melakukan transaksi pembayaran konvensional melalui pembayaran tunai dalam bentuk uang kertas dan koin. Ini menghasilkan banyak transaksi tatap muka antara konsumen dan perusahaan. Untuk alasan ini, sudah saatnya di era normal baru transaksi keuangan tunai diubah menjadi transaksi yang mengurangi pertemuan fisik antara pembeli dan penjual. Penelitian ini menggunakan metode penelitian deskriptif dengan melakukan survei untuk menyimpulkan kondisi umum metode transaksi perusahaan tersebut. Hasil penelitian menunjukkan bahwa beberapa sektor ekonomi menggunakan uang plastik alias e-money atau kartu debit, namun dalam jumlah yang sedikit. Gaya hidup New Normal nantinya akan memaksa para pelaku ekonomi untuk menggunakan e-money. Penelitian ini memberikan rekomendasi desain aplikasi transaksi pembayaran elektronik yang tepat bagi perusahaan untuk meningkatkan profitabilitasnya. Penggunaan uang elektronik dalam transaksi ekonomi berdampak pada kemudahan bertransaksi dan membantu mengurangi penyebaran Covid-19.
Multimedia Based Sign Language Learning Muhammad Rayhan Bustam; Raden Agustiawan; C N Albar; Raiswati Untsa Mega
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 2 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i2.444

Abstract

Having children with hearing impairment is a great concern for parents in teaching their children to communicate. However, parents tend to have trouble choosing the right approach in teaching children with hearing impairment to not feel lazy and bored quickly in learning. This research aims to create an interactive sign language learning application based on the BISINDO sign language system as an alternative learning media for children with hearing impairment to increase their learning motivation. The application was made to support children with hearing impairment in understanding sign language, starting from recognizing letters, numbers, basic and greeting words; the application was also made as an interactive software equipped with various supporting features such as videos, animations, to trivia quizzes. This research used descriptive methods with observation and interviews, as well as prototype methods in system development. This study indicates that the application can increase learning motivation for children with hearing impairment and provide supporting instruments for parents in teaching children to communicate. In conclusion, the application is beneficial and has a solution for parents to teach sign language to their children who have a hearing impairment and difficulty digesting learning and lack motivation
Educational Game Development Based on Role Play Games for Students with Special Needs Retno Purwani Sari; Iqbal Yusuf Fadillah; Riki Buldan Al Hariri; Muhammad Indra Habibi; Raiswati Untsa Mega
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 2 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v14i2.445

Abstract

The study aims to develop an educational game that can support students with special needs to learn and be experienced in life. The selection of the type of Role Play Game is expected to attract these students to participate in the learning process. To create fun learning, the Role Play Game itself provides animations, interactions, and challenges. This study applied the Luther-Sutopo method for game developments. Using this method, the developments cover game interfaces and gameplay. The results highlight interfaces and gameplay enhance game performances. They offer these students minimal difficulties in working on tasks. Therefore, this interactive and motivating game may stimulate them to learn independently. In response to current special education challenges, this educational game development has answered the demand for providing relevant learning technology for students with special needs. The gameplay of this Role-Playing Game initiates the students to learn and achieve daily living skills namely decision-making and problem solving. As one of the basic priorities of democratic societies, the principle of equal education and life opportunities operates through the use of the educational game as a learning-teaching method. This educational game development based on Role-Playing Game itself may better serve students with special needs to have better education and better life opportunities.
Design of Web-Based Futsal Field Rental Accounting Information System in Village-Owned Enterprises Hery Dwi Yulianto; Lilis Puspitawati; Raiswati Untsa Mega
AFRE (Accounting and Financial Review) Vol 4, No 2 (2021): December
Publisher : Postgraduate Program Merdeka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/afr.v4i2.5995

Abstract

The purpose of this research is to facilitate village-owned enterprises in developing newly initiated businesses, one of which is the rental of a futsal field. From the business process built, members, plan to accelerate the system by utilizing information system technology and comply with financial accounting standards for micro, small, and medium enterprises. To support the manufacture of this system, the method used is the prototype method with the stages of communication, planning, modelling, development, and deployment. Based on the research results by futsal field operators, the level of accounting knowledge is still low, especially accounting knowledge for micro, small and medium entities. To assist and facilitate operators in making financial reports according to standards, the development of a web-based futsal field rental application helps accelerate the business processes of Village-Owned Enterprises, digitally documenting processes, and making financial reports according to financial accounting standards for micro, small and medium enterprises.DOI: https://doi.org/10.26905/afr.v4i2.5995
Design of Rice Farming Monitor Information System Senny Luckyardi; S Hasya; I Fadhillah; M Azis; Raiswati Untsa Mega
International Journal of Education, Information Technology, and Others Vol 4 No 3 (2021): International Journal of Education, information technology and others
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (132.513 KB) | DOI: 10.5281/zenodo.5178791

Abstract

This study aims to design an information system that can monitor rice yields in each area in West Java. To support this research, the descriptive method was used through observation and supported by literature studies. The results showed that an information system for harvest monitoring can be the alternative solution for the government and farmers themselves. It helps the government to provide real solutions to farmers in case of a decrease in rice yields. In addition, the monitoring system may help the farmers to prevent loss. For the long-term purpose, it is expected that rice yields can always be stable in every harvest because an application information system monitors it. The website-based application to monitor agricultural products is considered effective. This research is expected to give the government input to shift from manual system to the utilization of information system.
Semiotic Analysis on Film Industry: Case Study Suspiria Movie Poster Raiswati Untsa Mega; Tatan Tawami
International Journal of Education, Information Technology, and Others Vol 5 No 4 (2022): International Journal of Education, information technology and others
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.6979222

Abstract

Movie poster often used as a medium of commercial purposes in advertising a movie as it delivers what the movie is all. This way, film making companies could attract more viewers to see a certain movie. Therefore, the goal of this study is to analyze the message contained in the verbal and non-verbal aspects in Suspiria movie poster using semiotic approach from Barthes. This research used descriptive qualitative and literature review to collect the data. This study discusses how a movie poster from Suspiria can create and deliver its meaning to the viewer through the verbal and non-verbal aspects, which resulted in gaining interest from the potential movie viewers. The results of this study suggest that each symbol and sign (verbal and non-verbal aspects) used in the movie can covey the meaning thoroughly through its meaning association. This study concludes that the signs and symbols used in the poster movie of Suspiria has its own meaning and could represent, portray, and convey the meaning of the movie poster well.