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Journal : Teknikom: Teknologi Informasi, Ilmu Komputer dan Manajemen

SISTEM INFORMASI AKUNTANSI PENGENDALIAN PERSEDIAAN PADA SEJATI BENGKEL PURWOKERTO Muh Sofi'i; Novita Setianti; Wika Purbasari
Jurnal Teknologi Informasi, Ilmu Komputer dan Manajemen Vol 4 No 1 (2020): Teknikom Vol. 4 No. 1 Tahun 2020
Publisher : LPPM STMIK Widya Utama

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Abstract

Inventories are current assets, and in trading companies inventory performance will greatly affect business profitability and sustainability. In this research, the design process of Inventory Control Information System at Sejati Bengkel Purwokerto , the topic and object was chosen because Sejati Bengkel is not only engaged in car service both engines and accessories, but also operates as a distributor of spare parts, where spare parts sales are carried out in addition to external parties internal sales are also carried out to the workshop unit and the workshop is followed by selling packages (bundles) of spare parts, oil and services into one package. This Inventory Control System is compiled using PHP, Javascriptt, CSS bootstrap and for the DBMS using mySQL. The focus of the system is on managing inventory, starting with data collection, Purchase Oder (PO) to suppliers, Receiving invoices, internal sales and sales to customers. A series of modules that have been compiled, in testing conducted using the blackbox method, obtained valid results, in the sense that all modules can run well and provide information as expected in the system design carried out. In the implementation, it is recommended that the Application not only be run at the local network, but it is better if it is hosted, so that management can monitor and control inventory activity and performance optimally. In further recovery, it is recommended that the system be extended to the mobile platform and utilize the API rest for the integration of data and information with the existing system.
PENGUJIAN KUALITAS KELAYAKAN SISTEM INFORMASI KEUANGAN SEKOLAH SMK YPT2 PURBALINGGA MENGGUNAKAN MODEL RAPID APPLICATION DEVELOPMENT Muh Sofi'i Sofi'i; Wika Purbasari; Novita Setianti
Jurnal Teknologi Informasi, Ilmu Komputer dan Manajemen Vol 3 No 2 (2019): Teknikom Vol. 3 No. 2 Tahun 2019
Publisher : LPPM STMIK Widya Utama

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Abstract

Building a quality software is not easy. Many things must be considered in making a quality software. The more quality a software or application will be, the more expensive the price will be sold. YPT 2 Vocational School currently has an Integrated Financial Information System, but it is still running on a webbased platform. Foundations and school management have agreed to increase the reach of the system by utilizing the Android platform. In connection with the foregoing, a feasibility test for the School Financial Information System that is currently operational. Based on the literature review, it was found that the validation of the test could use the Rapid Application Development (RAD) model. The RAD testing involved competent parties in the system, including foundations, management, teachers and students. Testing was carried out by 20 respondents, and based on test results obtained information that value obtained from testing for completeness of the features obtained by the smallest standard error value of 0.008 and the highest error of 0.058. The ease of use variable with the smallest standard error is 0.013 and the highest is 0.063. The last variable tested was flexibility with the smallest error value of 0.015 and the highest 0.035. Based on research that has been done, it can be concluded that the YPT Financial Information System is declared suitable for use by users. The results of this study recommend that in creating a new platform, the Android platform, later to continue to base on the DBMS model that is currently tested. Developers can create a fire rest by utilizing a model of the system that is already running, so that the addition of service coverage will not at all interact with the controller and the model related to the presentation of information.
PENDAMPINGAN PEMBUATAN SISTEM KEUANGAN DI SMK PAGUYANGAN BERBASIS WEBSITE Muh Sofii; Wika Purbasari; Novita Setianti
Jurnal Teknologi Informasi, Ilmu Komputer dan Manajemen Vol 4 No 1 (2020): Teknikom Vol. 4 No. 1 Tahun 2020
Publisher : LPPM STMIK Widya Utama

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Abstract

Manajemen keuangan merupakan salah satu substansi manajamen sekolah yang akan turut menentukan berjalannya kegiatan pendidikan di sekolah. Sebagaimana yang terjadi di substansi manajemen pendidikan pada umumnya, kegiatan manajemen keuangan dilakukan melalui proses perencanaan, pengorganisasian, pengarahan, pengkoordinasian, pengawasan atau pengendalian. Beberapa kegiatan manajemen keuangan yaitu memperoleh dan menetapkan sumber-sumber pendanaan, pemanfaatan dana, pelaporan, pemeriksaan dan pertanggung jawaban. Tujuan dari penelitian ini diharapkan dapat mempermudah dalam mengelola administrasi keuangan SMK Paguyangan menjadi lebih cepat, tepat dan akurat yang berbasis WEB Dengan adanya Sistem Informasi Pengelolaan Administrasi Keuangan SMK Paguyangan ini, diharapkan dapat mempermudah dalam mengelola administrasi keuangan sekolah menjadi lebih cepat, tepat dan akurat.
Laporan Pengabdian Masyarakat Seminar "INDUSTRI GAME DAN REVOLUSI INDUSTRI DI ERA MILENIAL" Muh Sofii; Novita Setianti; Wika Purbasari; Joko Purnomo
Jurnal Teknologi Informasi, Ilmu Komputer dan Manajemen Vol 4 No 1 (2020): Teknikom Vol. 4 No. 1 Tahun 2020
Publisher : LPPM STMIK Widya Utama

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Abstract

Saat ini dunia sedang menghadapi putaran baru revolusi industri yang disebut Revolusi Industri 4.0, dan disebut juga Industri 4.0 atau I4.0. Era ini dimulai oleh Jerman yang awalnya mempromosikan manufaktur terkomputerisasi. Kemudian terjadinya 14.0 dapat ditandai dengan penggunaan internet yang masif dan teknologi digital di perusahaan-perusahaan besar. I4.0 menyajikan kita cara dimana kita “bekerja lebih cerdas, bukan lebih keras”. Industri kreatif khususnya industri game seharusnya memiliki kontribusi untuk mendorong pencapaian I4.0. Industri game di Indonesia baru saja dimulai beberapa tahun terakhir, tetapi telah berkembang secara pesat hingga saat ini dengan ditandai maraknya startup-startup game produksi anak negeri. Hal ini juga diikuti oleh peningkatan jumlah pemain game di seluruh negeri. Bahkan, e- sports sebagai bentuk kompetisi yang menggunakan video game telah diakui dan dipertandingkan di Asian Games 2018. Industri game sebagai salah satu industri kreatif telah membantu meningkatkan pendapatan ekonomi kreatif di Indonesia. Hal demikian mengindikasikan bahwa industri tersebut mempunyai potensi yang bagus untuk menghadapi era I4.0 guna masa depan milenial, tidak hanya di negera ini tapi juga di dunia.