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PENERAPAN MODEL WATERFALL PADA APLIKASI BANK SAMPAH Nur Rofiq; Agung Perdananto; Nur Jaya
Infotech: Journal of Technology Information Vol 7, No 1 (2021): JUNI
Publisher : STMIK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v7i1.102

Abstract

The Waterfall Model is also very widely used by organizations and is developed with certain software whose results can overcome changes and weaknesses. This research is designed to manage the data of 'Jawara' customers because currently, they are still using a semi-computerized method that only writes them down in a book list. This study uses a qualitative approach with descriptive analysis with stages, namely system engineering, analysis, design, code generation, and the Waste Bank application testing. The application of the waterfall model in the Waste Bank information system application is a solution in the use of previously still recording customer waste deposits in Excel files, making quick and detailed waste price list reports, simplifying customer data processing, accelerating the search for required information and making it easier for customers to view a history of withdrawal and deposit transactions that previously still used semi-computerized methods. The result of this research is an application that has been made into a solution in making quick and detailed waste price list reports, simplifying customer data processing and speeding up information search, viewing withdrawal and deposit transaction history.
Sistem Pemilihan Lokasi Tower Bts (Base Tranciever Station) Menggunakan Metode Weighted Product (WP) Saprudin Saprudin; Sholihin Sholihin; Nur Rofiq
Journal of Artificial Intelligence and Innovative Applications (JOAIIA) Vol 1, No 4 (2020): November
Publisher : Journal of Artificial Intelligence and Innovative Applications (JOAIIA)

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Abstract

Tower is a tower made of a series of iron or pipes with either a rectangular or triangular shape. In the early 1970s, scientist Michael S. Scott Morton introduced the concept of a decision support system with the term Management Decision System (Tampubolon, 2010). The purpose of this computer-based system is to assist decision making without eliminating the decision maker who utilizes existing data and models. The weighted product (WP) method was chosen in this open study because this method has the concept of improving weight in each of its criteria. This research will implement the weighted product (WP) method in the tower construction site selection system so that the location chosen for the construction of a BTS tower (Base Transcever Station) is more precise and in accordance with predetermined criteria, and so that the data reporting process and location information for development tower be fast.
SOSIALISASI APLIKASI ZOOM SEBAGAI MEDIA PEMBELAJARAN ONLINE DI SMP IT AL-MUSTOFA Nur Rofiq; Shandi Noris; Nurjaya Nurjaya; Maulana Ardhiansyah; Samsoni Samsoni
KOMMAS: Jurnal Pengabdian Kepada Masyarakat Vol 3, No 1 (2022): KOMMAS: JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : KOMMAS: Jurnal Pengabdian Kepada Masyarakat

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Abstract

Sekolah dan kampus dipaksa untuk melakukan kegiatan belajar dan mengajar secara daring. Pemaparan diatas mengindikasikan bahwa SMP IT AL Mustofa merupakan salah satu sekolah yang terkena dampak langsung pandemi Covid-19. Pada era teknologi informasi seperti saat ini, maka sudah menjadi keharusan sekolah untuk mampu menerapkan media elearning sebagai alternatif dalam menghadapi kondisi-kondisi tertentu yang mengharuskan kegiatan belajar mengajar tetap berjalan walaupun tidak diruang kelas. Karena belum seluruh guru dan siswa melakukan proses elearning yang sesuai dengan ketentuan yang ada. Maka diperlukan suatu pelatihan yang terjadwal dan guna meningkatkan produktifitan kegiatan elearning tersebut. Agar tujuan dari pembelajaran yang ada dapat tersampaikan dengan baik walaupun menggunakan media online. Tim pengusul yang terdiri dari dosen dan mahasiswa teknik informatika universitas pamulang bermaksud memberikan pelatihan menggunakan media Aplikasi Zoom sebagai pembelajran online akibat pandemi Covid-19 untuk mampu melaksanakan kegiatan belajar mengajar secara daring di smp it al mustofa. 
PERANCANGAN SISTEM INFORMASI REKAM MEDIS RAWAT JALAN PADA RUMAH SAKIT MAYAPADA TANGERANG MENGGUNAKAN METODE PROTOTYPE BERBASIS WEB Tangkas Prassetio; Nur Rofiq
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 04 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

Mayapada Hospital is one of the best private hospitals that requires an information system that is accurate, reliable, and sufficient to improve its services to patients.So far, the recording and processing of existing medical record data is still using a simple system. Simple data management, has many drawbacks besides taking a long time, its accuracy is also not acceptable. This can reduce the quality and quality of the services provided by the clinic. Meanwhile, with the activities of patients and doctors who are quite a lot, it has caused various problems from daily services, especially in handling patient medical record data. For this reason, applying the Medical Record Application Using the WEBBased Prototype Method which is expected to provide convenience in managing patient medical record data to support improving health services to patients. And in the application of medical record applications, the benefits can be felt by many parties, both in terms of users (admins), doctors, and patients.
PERANCANGAN GAME EDUKASI PETUALANGAN ANAK PRAMUKA DENGAN MENGGUNAAN SCIRRA CONSTRUCT 3 Myju Anisa; Nur Rofiq
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

Scouting is one of the activities carried out outside the school environment with the aim of forming personality, skills, intelligence, strength, social science and love for the homeland. Carrying out scout activities requires patience for every teacher / coach. Game is one of the means of entertainment media that is played during free time to relieve boredom, apart from being a means of entertainment, games can also be a means of learning media. Educational games are very appropriate to be used as learning media for elementary school age children when compared to conventional learning, educational games excel in several aspects. One of the advantages is that animation can improve memory so that children store subject matter for a longer time compared to conventional teaching methods. The author makes an Android-based educational game using game engine construct 3 and applies the waterfall method with the expectation that teachers and elementary school children can take advantage of games designed as learning media so that they are not bored in learning. With the Android system, of course, learning becomes easier because it can be done anytime and anywhere. The educational game designed is a learning application for elementary school children from the age of 8-11 years which contains an adventure educational game for scouts. It is expected to increase interest in learning.