Articles
SISTEM PENDUKUNG KEPUTUSAN PEMBELIAN KENDARAAN OPERASIONAL MENGGUNAKAN METODE AHP
Dani Yusuf;
Dwi Budi Srisulistiowati
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 8, No 1 (2021): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma
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DOI: 10.35968/jsi.v8i1.614
ABSTRAKSistem Pendukung Keputusan merupakan implementasi teori – teori pengambilan keputusan yang telah diperkenalkan oleh ilmu – ilmu seperti Operation Research dan Management Science, hanya bedanya adalah bahwa jika dahulu untuk mencari penyelesaian masalah yang dihadapi harus dilakukan perhitungan iterasi secara manual (biasanya untuk mencari nilai minimum dan maksimum), saat ini komputer telah menawarkan kemampuannya untuk menyelesaikan persoalan yang sama dalam waktu yang relatif singkat. Sistem ini digunakan untuk membantu pengambilan keputusan dalam situasi semi terstruktur dan situasi yang tidak terstruktur, dimana tak seorangpun tahu secara pasti bagaimana keputusan seharusnya dibuat mengarahkan kepada pengguna informasi agar dapat melakukan pengambilan keputusan dengan lebih baik. Salah satu metode yang dapat digunakan dalam pengambilan keputusan adalah AHP. AHP suatu teori umum tentang pengukuran yang digunakan untuk menemukan skala rasio, baik dari perbandingan berpasangan yang diskrit maupun kontinyu. AHP menguraikan masalah multi faktor atau multi kriteria yang kompleks menjadi suatu hirarki. Aplikasi yang dibuat menggunakan berbasis web dengan bahasa pemrograman PHP serta penyimpanan menggunakan DBMS MySQL Kata Kunci : ahp. Pendukung keputusan, kendaraan operasional
STUDI AWAL IMPLEMENTASI E-LEARNING DI MATA KULIAH ALGORITMA DAN PEMROGRAMAN 2 SEBAGAI ALAT BANTU MEDIA PEMBELAJARAN
Dwi Budi Srisulistiowati;
Asep Ramdhani Mahbub
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 7, No 1 (2020): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma
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DOI: 10.35968/jsi.v7i1.379
E-learning as a learning media in education that provides a very important role and a great function for the education world which has been charged with many shortcomings and weaknesses of education such as the limitations of space and time in the teaching and learning process emphasizing the efficiency of learning in order to get full teaching even though not must be face to face can also be accessed anywhere, anytime, in accordance with the assignments given by instructors are usually scheduled with a specified deadline. The philosophy of the University of Bhayangkara Jakarta Raya in carrying out its function as a manager and organizer of higher education is essentially carrying out the function of public services. The motto of the University of Bhayangkara Jakarta Raya is: "Service that never knows the end for the development of the University of Bhayangkara Jakarta Raya in an effort to participate in educating and prospering the lives of the people, nation and state". The problem that arises is the limitations in the face-to-face traditional teaching process. Then comes e-learning as an alternative technology in learning. This research includes implementation research, which aims to produce e-learning media on the Algorithm and Programming 2 subject. The subject of this research is the second semester Inforrmatic Engineering students. The application used is Moodle. Keywords: E-Learning, Moodle, Learning Media.
PERANCANGAN SISTEM INFORMASI KURSUS DI SEKOLAH TINGGI ILMU KOMPUTER CIPTA KARYA INFORMATIKA
Dwi Budi Srisulistiowati
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 1, No 1 (2014): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma
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DOI: 10.35968/jsi.v1i1.35
Growth of information world in this time faster enter various good area in knowledge and science, at the moment experience of very technological to fast progress especially base on and computer of internet. Just as in course needing accurate data get information in each every it its. With media of Internet the expense of marketing for the promotion of Company Profile can be depressed as small as possible. And its goals can for society in general and wide from various existing heterogeneous coat.
GAME EDUKASI DENGAN MENGGUNAKAN UNITY 3D UNTUK MENUNJANG PROSES PEMBELAJARAN
Muhamad Khaerudin;
Dwi Budi Srisulistiowati;
Joni Warta
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 8, No 2 (2021): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma
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DOI: 10.35968/jsi.v8i2.741
AbstractOne form of development of interactive learning media is learning media using games. Because games are quite popular among teenagers, by building learning media using games, it is hoped that it can help increase learning motivation and attract interest in learning with a fun learning process. This educational game is called Hinterweltlern with the RPG (Role Playing Game) genre, where a story is presented based on the basic competency material at each level. Students will explore dungeons, and can access materials by completing objectives/missions, killing enemies, or reaching the checkpoint area. Each level session has a Boss that must be defeated by answering questions correctly about the material that has been given to advance to the next level. The research method used in this study is the Research and Development (P&P) method. This educational game is a hybrid game with the genres of Role Playing Game, Fighting, Fantasy, and Education using Unity 3D software, which replaces the Conventional Learning Activity method with a more interactive and interesting method, namely a Windows Platform educational game. The result of making this Educational Game of Appearance is in the form of a 3-dimensional Game, the player where the player will act as a certain character who runs the plot according to the storyboard that has been made. Players will be asked to explore dungeons/chapters to run quests or access materials. Keywords : Instructional Media; Games; RPGs; Unity 3D;
GIS UNTUK PEMETAAN KEBISINGAN MENGGUNAKAN CLASSIFIER MODEL
Joniwarta Joniwarta;
Dwi Budi Srisulistiowati
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 4, No 2 (2017): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma
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DOI: 10.35968/jsi.v4i2.6
Noise is an undesirable sound from a business or activity in a certain level and time that can cause public health problems and environmental comfort. Noise occurs because there is a noisy source, a material delivery medium or air. The impact of noise in an area is of great influence to the health and well-being of people, animals and wildlife and disturbance to the natural ecosystem. For human health, noise can cause disturbances in the system of hearing and digestion, stress, headache, increased blood pressure and can reduce performance. Equipment used to conduct this research one of them is the Sound Level Meter which is the main tool in noise research. This tool is downloaded from the playstore app. SLM is used to measure noise intensity. The SLM used is a digital SLM capable of measuring effective sound pressure levels in decibels (dB). This tool measures noise with a scale between 30 ~ 100 dB. This research used qualitative method by conducting survey to Jl KH. Noer Ali West Bekasi to Jl. Wisma Asri Park Bekasi Utara. In this study using GIS with data collection method using Data Mining in Hierarchical clustering.
SISTEM INFORMASI JASA PELAYANAN MOBIL PARIWISATA MENGGUNAKAN METODE RAD
Sri Rejeki;
Dwi Budi Srisulistiowati
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 8, No 1 (2021): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma
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DOI: 10.35968/jsi.v8i1.615
Transportasi mobil diIndonesia menjadi salah satu transportasi yang banyak diminati oleh masyarakat karena dapat menampung penumpang dengan kapasitas yang cukup banyak melalui jalur darat dan dapat secara langsung menuju lokasi objek wisata. Tujuan dari penelitian ini adalah penulis merancang sistem informasi jasa pelayanan mobil agar proses kegiatan transaksi dan pembuatan laporan penyewaan mobil dapat diproses kedalam sebuah sistem terkomputerisasi, serta mempermudah pelanggan dalam melakukan proses penyewaan tanpa harus datang ke tempat untuk melakukan pemesanan dan pelanggan dapat mengetahui informasi secara detail mengenai harga dan fasilitas yang tersedia. Sistem ini dibangun menggunakan metode RAD (Rappid Application Development) yang berfungsi sebagai pengembang sistem dengan waktu yang realtif singkat. Rappid Appliaction Development menggunakan metode iteratif (berulang) dalam mengembangkan sistem dimana working model (model bekerja) sistem dikonstuksikan diawal tahap pengembangan dengan tujuan menetapkan kebutuhan pengguna. Hasil dari penelitian ini adalah menghasilkan suatu sistem yang dapat membantu dan mempermudah pegawai dalam menjalankan bisnisnya serta membantu pelanggan dalam melakukan transaksi pemesanan mobil. Kata Kunci: Mobil, Jasa Pelayanan, RAD, Website
SISTEM INFORMASI PENJUALAN PADA UNIT TOKO KOPERASI PEGAWAI UBJ BERBASIS ANDROID
Dani Yusuf;
Dwi Budi Srisulistiowati
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 6, No 2 (2019): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma
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DOI: 10.35968/jsi.v6i2.321
UBJ Employee Cooperative or commonly referred to as KP UBJ is an employee cooperative owned by University of Bhayangkara Jakarta Raya that serves savings and loan services and consumption cooperative shop units for its members. As for savings and loan activities because the funds managed are not so large and with the imposition of interest of only 5% per 10 months or 0.5 percent per month, the nominal benefits are not so large. Likewise with shop units, which for the time being have only served aqua gallons to work units at University of Bhayangkara Jakarta Raya with the current turnover, the benefits have not been too large, because of this KP UBJ has taken the initiative to develop business breakthrough, both on the business / capital capabilities of UBJ employee's own cooperatives by selling various kinds of Office Stationery or ATK and basic needs through an Android- based application by applying the Rapid Application Development (RAD) method and the application designed using the PHP and Java programming languages while for the database the application uses MySQL which can process store data, UBJ cooperative member data and user data and storage media in the database. With the sales application in the UBJ employee cooperative unit, it can simplify the buying and selling transaction process between UBJ's admin and cooperative members as well as the computerization of buying and selling transactions at UBJ Employee Cooperative Stores, making it easier for future data storage and search as well as a media campaign for store products. Keywords: Application, Sales, Cooperatives, Android
SISTEM INFORMASI PREDIKSI PENJUALAN ALAT TULIS KANTOR DENGAN METODE FP-GROWTH (STUDI KASUS TOKO KOPERASI SEKOLAH BINA MULIA)
Dwi Budi Srisulistiowati;
Muhamad Khaerudin;
Sri Rejeki
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 8, No 2 (2021): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma
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DOI: 10.35968/jsi.v8i2.739
AbstractThe increase in sales transactions accompanied by the availability of goods sold is a reflection of the performance of a company's business (store). One of the business units in Bina Mulia School is a shop that sells a variety of office stationery equipment. Therefore, a computerized system is needed in order to solve all problems in the company and be able to ease the task of employees in analyzing and taking into account the inclusion and sale of office stationery for the future. So it is necessary to design a Data Mining Warehouse system for decision makers in determining policies quickly, efficiently, and effectively. One of the data mining warehouse methods is FP-Growth. The FP-Growth algorithm is used to determine which data sets appear most frequently in a data set. The method in frequent itemsset search using FP-Growth algorithm works very well in performing Frequent itemsset by generating rule from ATK sales data. In implementing the FP-Growth algorithm in the atk inventory prediction application can be seen from the number of items sold and to know the number of frequent itemset that occur. FP-Growth algorithm can be applied to support ATK sales strategy in Bina Mulia School Cooperative so that management can make decisions quickly. Keywords : Sales, Precipitation, FP Growth, ATK
PERANCANGAN SISTEM INFORMASI PERPUSTAKAAN DI SEKOLAH TINGGI ILMU KOMPUTER CIPTA KARYA INFORMATIKA
Dwi Budi Srisulistiowati
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 2, No 1 (2015): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma
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DOI: 10.35968/jsi.v2i1.41
STIKOM CKI Library is one of a small library in the environment STIKOM CKI. STIKOM CKI Library is a library that is used to support teaching and learning process conducted by STIKOM CKI. To facilitate and streamline tasks, STIKOM CKI has an Education Information System which can provide various kinds of knowledge that can be used as a basis for broad opening. However, in the passage of this Pendidikan Information system still has many shortcomings. Many process piping from a library that has not been executed. The purpose of this paper is to be able to run and streamline the process of borrowing in a library, among others, book online or ordering online.
ALGORITMA PRIM DAN KRUSKAL DALAM MENCARI MINIMUM SPANNING TREE PADA BAHASA PEMROGRAMAN C
Hendarman Lubis;
Dwi Budi Srisulistiowati
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 8, No 2 (2021): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma
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DOI: 10.35968/jsi.v8i2.711
AbstrakAlgoritma prim dan kruskal merupakan kedua jenis algoritma yang dapat digunakan untuk mencari minimum spanning tree (MST) pada sebuah graf. Dalam pencarian MST di sebuah graf, algoritma prim berorientasi pada titik atau vertex graf, sedangkan algoritma kruskal berorientasi pada bobot (weight) sisi graf. Walaupun perbedaan orientasi namun kedua algoritma tersebut mampu memberikan solusi yang sama. Algoritma prim mempunyai kompleksitas waktu (worst case) O(E Log V), sedangkan algoritma kruskal O( E Log E) dan O(E Log V). Kompleksitas waktu tersebut sangat berpengaruh pada kecepatan waktu eksekusi atau running time dalam menjalankan algoritma proses pencarian MST, dimana algoritma prim akan mempunyai running time tercepat ketika kompleksitas graf rumit sedangkan algoritma kruskal akan lebih cepat jika kompleksitas graf sederhana. Hal tersebut juga sudah terbukti ketika diimplementasikan menggunakan bahasa pemrograman C, sehingga keefisienan waktu masing-masing algoritma dapat ditentukan berdasarkan tingkat kompleksitas graf yang diberikan.Kata Kunci: Algoritma Kruskal, Algoritma Prim, Graf, Minimum Spanning Tree, Running Time.