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PEMBUATAN MULTIMEDIA COMPANY PROFILE CV. SARANA WIJAYA SEBAGAI MEDIA INFORMASI Edy Siswanto; Robby Andika Kusumajaya; Nining Fitriani
MANAJEMEN Vol 1 No 1 (2021): MEI : MANAJEMEN (Jurnal Ilmiah Manajemen dan Kewirausahaan)
Publisher : LPPM Politeknik Pratama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (573.893 KB) | DOI: 10.51903/imk.v1i1.56

Abstract

Sarana Wijaya is a limited liability company for the procurement of construction goods and services founded by Mr. Tri Pudjiarso and Mrs. Anik Purwamti. On December 21, 2009 in Semarang CV. Sarana Wijaya is located at Jl. West Cinde 9 No. 15 Semarang.The purpose and objective of this company is to run a business that is engaged in establishing and operating companies in the construction of buildings, housing, bridges, roads, railways, dams, reclamation, dredging, docks, drainage, and landscaping. (landscaping) and interior design.The research methodology used by the author is desriptive research type and the research specifications used by the author are descriptive qualitative research. The data source used by the author is the premier data source
Implementasi Knowledge Management System Dalam Upaya Peningkatan Pengetahuan Sumber Daya Manusia Dengan Metode Seci Edy Siswanto
Jurnal Manajemen Informatika & Teknologi Vol 1 No 1 (2021): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1221.333 KB) | DOI: 10.51903/mifortekh.v1i1.19

Abstract

APF is an international textile company that focuses on producing textile yarns located in Kendal district, Semarang city. This study aims to create a system using knowledge storage and management that is useful for sharing HR knowledge and to increase the speed of all handling conflicts. . The author reveals that using the existence of news knowledge management can facilitate organization and provide information and knowledge for the company, it can also increase the speed of handling conflicts that occur in the company
Perancangan Sistem Informasi Customer Relationship Management Berbasis Model RFM berbasis WEB teguh setiadi; Edy Siswanto
JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA Vol 2 No 1 (2022): Mei : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1017.901 KB) | DOI: 10.51903/informatika.v2i1.139

Abstract

Penelitian ini bertujuan untuk mengimplementasikan algoritma dalam ilmu komputer untuk membuat sistem pendukung keputusan menentukan nama-nama pelanggan terbaik Albumi IT Store yang mendapatkan reward. Dalam penelitian ini metode yang digunakan basis web bermodel RFM menggunakan database MySQL. Sistem Informasi Customer Relationship Management Bermodel RFM pada Albumi It Store telah mencapai tujuan yang diinginkan.Dengan adanya Sistem Informasi Customer Relationship Management bermodel RFM pada Albumi It store mempermudah dalam Peningkatan Pelanggan dan mempercepat dalam pengolahan data pelanggan Albumi it store. Dimana kriteria penilaian pelanggan terbaik adalah status kunjungan, transaksi dan pembayaran, sehingga dapat membantu proses pemilihan pelanggan terbaik dengan lebih tepat
Perancangan Sistem Informasi Pengelolaan Bank Sampah Guyub Rukun Berbasis Web Dengan Metode UCD Edy Siswanto; Migunani; Fazlina Rira Cipty
Informatika: Jurnal Teknik Informatika dan Multimedia Vol 2 No 1 (2022): Mei : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (505.416 KB) | DOI: 10.51903/informatika.v2i1.144

Abstract

Pengelolaan bank sampah menjadi permasalahan utama karena bendahara bank sampah masih melakukan pencatatan data nasabah, pembukuan timbangan timbangan, dan saldo nasabah secara manual dengan menuliskannya ke dalam buku catatan sedangkan peneliti mendokumentasikan proses pencatatan berat timbangan dan jenis timbangan. sampah yang masuk, buku catatan yang digunakan untuk mencatat seluruh proses transaksi bank sampah terselip di antara sampah kertas yang ditimbang dan hanya ada satu pegawai yang mencatat seluruh kegiatan transaksi bank sampah GRLH sampai dengan pencetakan laporan akhir, hal ini menyebabkan keterlambatan proses pelayanan kepada pelanggan dengan jumlah nasabah mencapai 50 orang sedangkan setiap nasabah menyetorkan sampah lebih dari 5 kg – 10 kg dengan jenis sampah yang berbeda-beda, serta keakuratan data transaksi keuangan dan sampah yang masuk pada saat menyusun laporan bulanan belum akurat. Berikut adalah contoh tabel saldo nasabah di Bank Sampah Guyub Rukun Rukun Dinas Lingkungan Hidup (GRLH)
PERANCANGAN MEDIA PEMBELAJARAN INTERAKTIF SISTEM PERNAFASAN MANUSIA BERBASIS ANDROID UNTUK KELAS VIII di MTs NU 10 PENAWAJA KENDAL Teguh Setiadi; Alfi Hasan Prasetyo; Edy Siswanto
JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA Vol 2 No 2 (2022): Oktober : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v2i2.189

Abstract

Metode pengajaran dengan sistem tatap muka langsung antara guru dan siswa sudah semakin tidak menarik bagi siswa dalam rangka meningkatkan minat belajar siswa. Proses pembelajaran sistem pernafasan manusia yang masih menggunakan alat peraga yang diajarkan guru tidak terlihat jelas oleh siswa. Apalagi munculnya pandemi Covid-19 yang mengganggu proses pembelajaran offline. Sehingga diperlukan suatu metode pengajaran baru menggunakan media pembelajaran interaktif berbasis android, khususnya untuk siswa kelas VIII MTs NU 10 PENAWAJA mata pelajaran Biologi dengan materi sistem pernafasan manusia. Sistem pernafasan manusia adalah suatu sistem yang berfungsi memasukkan udara yang mengandung oksigen dan mengeluarkan udara yang mengandung karbon dioksida dan uap air. Media pembelajaran interaktif sistem pernafasan manusia ini dirancang menggunakan aplikasi Adobe Flash CS6 khususnya untuk siswa kelas VIII MTs NU 10 PENAWAJA dengan membuat tampilan animasi serta latihan soal yang berkaitan dengan sistem pernafasan manusia secara menarik. Hasil ini kemudian diujikan kepada sekelompok siswa dan guru. Sehingga aplikasi ini dapat membantu siswa dalam memahami materi sistem pernafasan dan dapat menjadi solusi alternatif media pembelajaran tentang sistem pernafasan.
Media Pembelajaran Bahasa Jawa Materi Cerita Rakyat Dengan Metode Demonstrasi Berbasis Multimedia Fani Danau Innalita; Edy Siswanto
JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA Vol 1 No 1 (2021): Mei : JURNAL INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtim.v1i1.17

Abstract

Based on the results of observations, the learning method used in SMP Negeri 35 Semarang is in the form of lectures, discussions, questions and answers using book media. The learning methods that have been applied so far have not had enough impact on the level of students' understanding of the material taught by the teacher. The method used was less successful due to lack of visualization so students felt bored and bored. This research offers a solution to the use of multimedia with demonstration methods through interesting learning media where media through computers can display images, text, audio and video so that folklore can be more visualized and attract students as well as the learning process can be fun. This study uses the Research and Development (R n D) product development method using 6 of the 10 research stages. The results of the study show that from the media expert validation test, material validation test and user validation test results, the product can be said to be effective and feasible to use.
Perancangan Media Pembelajaran Komponen Pasif dan Aktif Pada SMK Muhammadiyah 3 Weleri Dengan Metode MDLC Dika Wahyu Pratama; Edy Siswanto
JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA Vol 1 No 1 (2021): Mei : JURNAL INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v1i1.21

Abstract

Quality education can be achieved with the means to carry out learning. One of the facilities used is to use learning aids or learning media. Learning media is an integral part of the learning process in the classroom. SMK Muhammadiyah 3 Weleri which is located at Jl Bahari No. 345 Weleri sub-district, Kendal district, in delivering basic electricity and electronics lessons about passive and active components at SMK Muhammadiyah 3 Weleri currently still uses a system like schools in general, namely the teacher conveys material in front of the class by means of a blackboard with chalk or markers to provide examples or illustrations to students. This is evident from the minimal percentage of the average value in basic electricity and electronics lessons about passive and active components decreasing due to many obstacles in their learning, students find it difficult to remember in lessons, in delivering information that has been used so far, problems have been found, namely by using a system that conventional in the delivery of material. Students are less interested and motivated to follow the teacher's explanation. By using a multimedia system is expected as a good solution to be able to resolve or overcome existing problems
PEMBUATAN MEDIA PEMBELAJARAN BERBASIS GAME EDUKASI BAGI GURU RA AL MUHTADIN LANGENHARJO KENDAL: Penerapan Metode Inquiry Teguh Setiadi; Edy Siswanto
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 2 No. 2 (2022): Juli : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Amik Veteran Porwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1048.589 KB) | DOI: 10.55606/teknik.v2i2.365

Abstract

RA Al Muhtadin Langenharjo Kendal merupakan sekolah dasar pertama yang berdiri di kelurahan Langenharjo. Selama ini media yang digunakan untuk pembelajaran hanya sebatas buku-buku yang dipinjam di perpustakaan, lembar kerja murid LKS dan ceramah atau metode belajar konvesonal. Tingkat Sumber daya manusia yang berbeda satu sama lain, menyebabkan Guru harus mengulang-ulang satu bab pelajar agar murid yang kurang memahami agar lebih paham. Hal ini membuat minat murid yang lain menjadi berkurang. Efek dari SDM Murid sedikit kurang menyebabkan tingkat minat membaca yang ternyata juga minim menjadi salah satu kendala yang paling utama dalam lingkup RA Al Muhtadin Langenharjo Kendal, Metode Inquiry ialah sebuah metode yang menenkankan pengembangan aspek kognitif (mental), afketif (sikap dan nilai), psikomotorik (keterampilan). Keunggulan inilah yang dirasa paling selaras dalam pengembangan Game interaktif. Berdasarkan semua jenis edukasi interkatif, edukasi melalui Game interaktif atau permainan termasuk salah satu solusi yang memiliki nilai lebih, karena pada dasarnya Game pembelajaran berfungsi sebagai hiburan dan dijadikan game edukasi bisa membuat anak-anak menjadi lebih senang dalam belajar karena mereka bisa bermain dan belajar disaat yang bersamaan.Upaya ini dipandang perlu dilakukan karena Para Guru RA Al Muhtadin rata-rata masih kurang lancar dalam menerapkan dan mengoperasikan software Media pembelajaran berbasis Game untuk mendukung dalam proses pembuatan Game pembelajaran, editing Game, pembuatan Game pembelajaran sederana untuk memudahkan murid.
APLIKASI PENJUALAN DAN PEMBELIAN BARANG DENGAN MENGUNAKAN JAVA 2 STANDARD EDITION (J2SE) SEBAGAI COLLABORATIVE FULFILLMENT PADA SUPPLYCHAIN MANAGEMENT Febriyanti Darnis; Edy Siswanto; Sendy Suprianto
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 2 No. 1 (2022): Maret : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Amik Veteran Porwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (988.396 KB) | DOI: 10.55606/teknik.v2i1.429

Abstract

Technological growth is increasing from year to year, this is indicated by the use of computers in all aspects, be it service companies, trade, or industry, ranging from small, large, to multi-national companies. KAMDATU is the procurement of office furniture. The supply chain process at CV. Kamdatu involves several external parties, namely suppliers, customers, shipping, and management. The problems faced by CV. Kamdatu is located in a sales and purchase processing system that is still manual (not yet computerized) so that it is prone to calculation errors, searching for item data, and delays in stock information, in addition to recapitulating reports takes a long time because employees have to recap data first this is because the absence of management in the purchase of goods and production The E-Supply Chain Management system that will be applied to CV Kamdatu focuses on the automation of information between companies, suppliers, consumers and delivery of goods. Inventory and fulfillment of customer orders are more controlled. Based on these problems the researcher uses a methodological method, namely the Unified Approach (UA) UA, which is an object-oriented development methodology that combines existing processes and methodologies with uses the Unified Modeling Language (UML) as the modeling standard. The result of this research is to produce an application that has features that support the processing of buying and selling transactions
ANALISIS KUALITAS LAYANAN WEBSITE DAN PROMOSI E-COMMERCE TERHADAP KEPUTUSAN PEMBELIAN PRODUK PADA SHOPEE Dendy Kurniawan; Edy Siswanto
Journal of Global Business and Management Review Vol 4 No 2 (2022): Journal of Global Business and Management Review
Publisher : Program Sarjana Manajemen Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/jgbmr.v4i2.7212

Abstract

This quantitative research was carried out with the object of research being shopee e-commerce users who were chosen randomly and at least had made a purchase of products or services once. While the number of population samples in this study were 100 people, the majority of whom were students. While the data collection technique using a google form questionnaire. The results obtained from data processing, show the multiple linear regression equation Y = 5.860+ 0.142X1 + 0.335X+e. There is a positive and significant effect of service quality on shopee product purchasing decisions, as evidenced by the value of a significant level of service quality of 0.002. There is also a positive and significant effect of promotion on product purchasing decisions at shopee, which is proven by the significant value below 0.002. F test obtained a significant level of 0.000. These results indicate that there is a joint influence between service quality and promotion on product purchasing decisions at shoppe because the value is below 0.05. while the value of determination is 0.578 or 57.8%. This can be interpreted that the quality of services and promotions affect product purchasing decisions on e-commerce shopee by 57.8, while the remaining 42.2% is influenced by other factors that are not included in the scrutiny.