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Journal : OKTAL : Jurnal Ilmu Komputer dan Sains

Implementasi Metode SMART Pada Sistem Pendukung Keputusan Dalam Seleksi Penerimaan Beasiswa Di SMA Negeri 6 Tangerang Selatan Chika Permata Putri; Fitri Yanti
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 08 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

In each period of the new school year, the student division selects students and students who have registered as scholarship recipients. At SMAN 6 South Tangerang, a computerized method has not been applied to help select scholarship recipients, and the selection process is still done manually so that it is still less effective and less efficient. The method that will be used in making this decision support system is the Simple Multi Attribute Rating Technique (SMART) method. The SMART method was chosen to solve problems in the selection of scholarship recipients because this method is able to provide the best alternative by giving weight to each criterion that describes how important these criteria are with other criteria. Based on the results of testing with blackbox and whitebox test cases, it can be concluded that the development of a decision support system in the selection of scholarship recipients using the SMART method is successful. There were no process errors and functionally managed to produce the expected results. This system was successfully built in a computerized manner to speed up the selection process and provide effective and efficient recommendation results.
Penerapan Metode Finite State Machine Dalam Game “Stories of Cursed Dungeon” Menggunakan RPG Maker MV Affan Jaeis Chaniago; Fitri Yanti
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 09 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

RPG Stories of Cursed Dungeon is an rpg-themed game where players will play a character in this game. This game tells of a teenager who wants to find a way to cure his father who is cursed, which makes him have to go to Dungeon City to find a cure for his father's curse. This game uses the RPG Maker MV game engine, by applying artificial intelligence, namely FSM (Finite State Machine). FSM (Finite State Machine) is used in every event created in the game Stories of Cursed Dungeon. Like the creation of missions in the game Stories of Cursed Dungeon which uses three things: Circumstances, Events, and Actions. From the tests that have been carried out from the results of the FSM (Finite State Machine) bolt intelligence in the RPG game "Stories of Cursed Dungeon" the existing mission will run if the player or character from the game has completed the previous mission or received an order from the system.
SISTEM INFORMASI PENCARIAN JUDUL SKRIPSI TEKNIK INFORMATIKA BERBASIS WEB (STUDI KASUS PRODI TI UNIVERSITAS PAMULANG) Sandi Hartawan; Fitri Yanti
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 10 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

Often students have difficulty in finding the theme of the thesis title and the final project and get into trouble by several times changing the thesis title and the final project. Submission of titles is sometimes accepted and sometimes rejected based on considerations, one of which is an existing title. The goal of the study was to create software that could search and check thesis titles and final tasks quickly and accurately. The method used in this research is the development method that is how the system is developed from a manual system to a computerized system. With this information system application, it is expected to facilitate checking, searching and managing thesis titles and student final assignments and avoid indications of similar titles and plagiarism.
Perancangan Aplikasi Point Of Sale Pada Toko Kang Udin Berbasis Web Bhakti Hanggoro; Fitri Yanti
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 2 No 02 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

In conducting sales transaction activities, recording goods and reporting sales transactions, Kang Udin Store is still done conventionally by handwriting. Difficulties in recording stock data of incoming goods and outgoing goods, as well as transaction calculations cause inaccurate data. In making a report is very time consuming because it has to find and collect the necessary data from the records in the report book. This can lead to human errors. Therefore, researchers built the Point of Sale (POS) application at Kang Udin Store is built using the waterfall method.The design of this POS application uses Unified Modeling Language (UML) to describe the processes that occur in the POS system. The diagrams used are use case diagrams, activity diagrams, sequence diagrams, and class diagrams. The programming languages used are PHP with codeigtniter framework, and MySQL as a database. The results of this Point of Sale application design make it easier for Kang Udin Stores to manage sales transactions, manage stock data and recapitulate sales transaction reports.
Rancang Bangun Sistem Informasi Transaksi Penjualan Pada Kedai Sompo Coffee Berbasis Web Mohammad Dzaky Risqullah; Fitri Yanti
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 2 No 04 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

Kedai Sompo Coffee is a shop that sells various kinds of food and beverages, which is located on Jl. Maulana Hasanudin No. 6 Rt 02 Rw 07 Poris Jaya, Tangerang City. This Sompo Coffee shop still encounters several problems, one of which is the sales system that still uses a manual system, from inputting products to making reports. Likewise, in examining sales transactions that occur every day, all sales notes must be collected according to the date of the transaction, because they have not used the facilities effectively and efficiently. By applying information technology is expected to facilitate the sales process both from the consumer and employees, especially in terms of calculations and report generation.
Sistem Informasi Penjualan Sembako Berbasis Web Menggunakan Motode Agile (Studi Kasus Toko Novi) Fitri Yanti; Jumrotul A Panggabean; Jaka Sutresna
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 2 No 11 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

Toko Novi merupakan toko yang bergerak dibidang sembako yang menjual bahan-bahan sembakoyang terdiri dari minyak sayur, gula, beras, telur dan lainnya. Dalam transaksi penjualannya masihmenggunakan transaksi manual. Tujuan penelitian ini adalah membangun sistem informasi di toko novi agarMengubah transaksi penjualan yang awalnya secara manual menjadi lebih otomatis. Metode penelitian yangdigunakan adalah dengan wawancara, dokumentasi dan observasi. Adapun metode pendekatan sistem yangdigunakan adalah Struktur dengan menggunakan Flowmap sebagai alat bantu untuk merancang sistem yangakan dibuat dengan metode pengembangan sistem ini adalah agile, dengan langkah-langkah meliputiperencanaan, implementasi, pengujian (test), dokumentasi, deployment dan pemeliharaan. PembangunanSistem Informasi Penjualan sembako ini menggunakan PHP sebagai Bahasa pemrograman dan XAMPPsebagai database. Hasil Penelitian ini adalah toko novi dapat melakukan transaksi penjualan serta mengeloladata dengan mudah dan terkomputerisasi. Dengan adanya Sistem Informasi penjualan berbasis Websitediharapkan dapat menjadikan referensi untuk penelitian berikutnya.