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Journal : Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi)

Rancang Bangun Media Pembelajaran Tenses English Berbasis Android menggunakan Algoritma Fisher-Yates Kiki Vebiant; M Iwan Wahyuddin; Ratih Titi Komala Sari
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 5 No 4 (2021): OCTOBER-DECEMBER 2021
Publisher : KITA Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v5i4.246

Abstract

English is a language that is widely used in various countries in the world. This makes english an international language and also must be studied in schools or even universities. In english, the verb used will be different at different times, places, and also events or it can be called a change in the verb (tense). So, learning and mastering tenses in english is the basis for learning or mastering english. This study aims to design and build an Android-based learning media for english tenses. The design applies a form of english tense quiz using the Fisher-Yates algorithm, which is a randomization algorithm that can randomize the order of the quiz questions so that the order of the quiz questions is not always the same and there are no repeated quizzes. The expected results will later become a learning medium for people who want to learn or master english and can understand the tenses in english.
Analisis Pengaruh Faktor Penggunaan Baju Baru (Fast fashion) ke Pengguna Baju Bekas (Thrifting) Menggunakan Metode K-Means Clustering (Studi Kasus: Toko Thriftboys.id) Raffi Dima Sampurno; Agung Triayudi; Ratih Titi Komala Sari
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 6 No 1 (2022): JANUARY-MARCH 2022
Publisher : KITA Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v6i1.394

Abstract

The emergence of a habit in Indonesia and even the world, namely the use of used clothes (thrifting) became the idea for this research. This new habit is known to be able to reduce the production of textile waste in the world. The purpose of this study was to obtain analysis results that affect the use of new clothes (fast fashion) on the use of used clothes (thrifting). Using the K-means Clustering method and using several parameters, including age, quality, price, and sustainability or awareness. The method of collecting data is through a questionnaire and the research material is the buyers found in the online store Instagram (thriftboys.id). From the results of the clustering process that researchers have done using the K-means algorithm with manual calculations and rapidminer applications, the conclusions consist of; 1) In clusters 1 and 2 the age factor shifting from fast fashion to thhirft is 23 years, while in cluster 3 it is 25 years, 2) In the three clusters the average income that shifts from fast fashion to thhirf is group 3 or the range of 200000 -500000, 3) In the third cluster, people switch from fast fashion to thrift because of the good quality of goods, and 4) In clusters 2 and 3 more people are aware of textile waste for the world. Meanwhile, cluster 1 has the same number of conscious and unconscious waste.
Implementasi Algoritma Shuffle Random dan Linear Congruent Method (LCM) pada Media Pembelajaran Pengenalan Icon Kota Anwar Anwar; Fauziah Fauziah; Ratih Titi Komala Sari
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 6 No 2 (2022): APRIL-JUNE 2022
Publisher : KITA Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v6i2.419

Abstract

The development of science and technology for electronic media that is used by everyone using a smartphone, for this smartphone device, early childhood only recognizes the existence of games on this device. There are many methods used in distance learning using smartphone devices. The purpose of this study is to design a learning application for children aged 7-12 years to recognize city icons in Indonesia by using the drag and drop method with the placement of controls on random questions. this game also applies the Shuffle Random algorithm and the Linear Congruent Method (LCM) algorithm for randomizing practice questions. The results of the study using LCM can generate random number values of 7,4,1,8,5,2,9,6,3,0,7 indicating the process of randomizing the questions on the city icon is appropriate and does not experience repetition, with the Shuffle Random method. randomization of questions on the city icon resulted in 3,7,5,8,1,6,4,2,10,9 were appropriate and did not experience repetition. The recommended algorithm in this study according to the characteristics of randomization of questions is LCM because the process is simpler, easier to understand and the time used is shorter and more efficient.
Rancang Bangun Aplikasi Toko Bunga Berbasis Web Menggunakan Waterfall dan Pieces Fikar Wahyu Tyas Tono; Agung Triayudi; Ratih Titi Komala Sari
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 6 No 2 (2022): APRIL-JUNE 2022
Publisher : KITA Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v6i2.421

Abstract

Along with the current development of digitalization technology, almost all aspects have adapted to these changes, including the Indonesian people, who are mostly traders, also take part in this development. The website is one of the digitalization models that is often used in promoting products, both goods and Services, in this case the author takes one example, namely the sale of a flower shop "Bunds Flowers" where in this case the flowers that are sold are not like flowers in general, but there are flowers in the type of paper, plastic, to imported and local flowers, making this flower shop very worthy of having more promotional value, both in terms of conventional (face-to-face) and modern (online/digitalized) sales. This study uses two methods where the waterfall method is applied to the system development process and the PIECES method to analyze the user's response to the system that has been built. In this journal the author aims to build a system where sales and ornamental plant enthusiasts still use traditional media, with the websites help consumers find what they need in an easy way by opening a website. In the analysis process, the respondents have produced several assessments related to the flower shop application, including 1) performance, respondents rated 3.73 (Satisfied) 2) Information, respondents rated 4.33 (Satisfied), 3) Economic, respondents rated 4.33 (Satisfied) , 4) Control and Security, respondents rated 4.10 (Satisfied) and 5 Efficiency, respondents rated 3.73 (Satisfied) and Service, respondents rated 3.73 (satisfied).