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Journal : Jurnal Inovasi Teknologi Terapan

Sistem Informasi Perwalian Adopsi MBKM di Polman Negeri Babel Fitri, Salsabilah; Rissinta, Rissinta; Josi, Ahmat; Andriyanto, Sidhiq
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.28

Abstract

The guidance process and credit claims in Polman Negeri Babel are still carried out manually, where each guardian lecturer must retrieve and process student data without using an information system that makes the results inaccurate. Because of this, we build Website-based independent adoption guardianship information system for independent campus learning (MBKM). The result achieved is the use of a Website-based information system that can facilitate guidance and claim credits. The output which is produced in this system is a summary of the semester guidance results and reports at the guardian lecturers.
Rancang Bangun Sistem Ujian Online Pada MTs Al-Istiqomah Belinyu Anggelia, Bela; Andriyanto, Sidhiq; Fujiyanti, Linda
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.42

Abstract

In the digital era today, information technology is becoming very important in various fields, one of which is in the field of education. In the field of education, information technology can be used to facilitate the learning and teaching process. One of them is by using online examination system. In this research, we tried to design and develop an online examination system at MTs Al-Istiqomah Belinyu. This system was developed using PHP and MySQL as programming language and database, using Codeigniter 4 and Bootstrap 5 as framework. The system has features such as login, online examination, and examination results. In addition, the system also has features to manage student and teacher data, manage examination questions and manage examination results. This system is expected to facilitate the examination process and increase time efficiency for teachers and students. In addition, this system is also expected to improve the quality of the examination and the learning results of students. Examination results obtained from this system can also be used as evaluation material for teachers and schools in improving the quality of education.
Rancang Bangun Sistem Informasi Inventaris Barang Pada SMKN 1 Parittiga Sundara, Ayu; Andriyanto, Sidhiq; Pratama, M. Setya
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.51

Abstract

This research aims to design and build a web-based goods inventory system at SMKN 1 Parittiga to assist the goods inventory section in submitting goods, information on incoming and outgoing goods and the condition of the goods. The research method used is a descriptive qualitative method and the data collection method is the method of observation, interviews, literature and documentation and uses the waterfall method as a software development method. This web-based inventory information system at SMKN 1 Parittiga was built using sublime text PHP, Bootstrap, CI, database, and MySQL programming languages. The goods inventory information system at SMKN 1 Parittiga makes it easy for admins to submit goods, information on incoming and outgoing goods, and information on the condition of goods. For this reason, in this project, analysis and design of the system have been carried out, with the final result that this inventory information system has proven to facilitate and greatly assist the performance of the inventory section.
Rancang Bangun Sistem Informasi Promosi Pariwisata Kecamatan Lepar Pongok Kabupaten Bangka Selatan Zuhri, Zuhri; Josi, Ahmat; Andriyanto, Sidhiq
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.77

Abstract

Lepar Pongok District has 8 tourist attractions but what can be displayed on the website are 6 tourist attractions, information about tourist attractions in Lepar Pongok District is still lacking, due to the lack of information about tourism in Lepar Pongok District, so with this the author is interested in making "Design of a Tourism Promotion Information System in Lepar Pongok District, South Bangka Regency". The aim of this final project is to design and build a Tourism Promotion Information System for Lepar Pongok District, South Bangka Regency as an effort to promote tourism in Lepar Pongok District. In the tourism promotion information system research in the Lepar Pongok sub-district, the data collection method used was the interview, documentation, observation, and literature study. And the method used in designing a tourism promotion information system website in Lepar Pongok district, the district is the waterfall method. The results of research on the tourism promotion information system website in the Lepar Pongok sub-district, district based on the tests that have been carried out, get a percentage value of 83% so this application is feasible to use. The conclusion from research on the tourism promotion information system website in Lepar Pongok sub-district, South Bangka district is that this website can make it easier for potential tourists to find out which tourism destinations are in Lepar Pongok sub-district and are feasible to use.
Implementasi Game Edukasi Pengenalan Budaya Bangka Belitung untuk Anak SD (Studi Kasus : SDN 13 KOBA) Sonya, Sonya; Andriyanto, Sidhiq; Fujiyanti, Linda
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 2 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i2.187

Abstract

Bangka Belitung is an area that has a variety of cultures. However, as time goes by, especially children at elementary school are less exposed to local culture. Due to the limited availability of instructional tools or learning media to practice the existing material, especially in the current era where the use of gadgets among children is increasing; however, these gadgets are predominantly utilized for playing non-educational games. Therefore, learning media is needed as a bridge to introduce local culture in order to increase children's knowledge and maintain the culture. The media that is suitable to overcome this problem is an Android-based educational game that introduces Bangka Belitung's culture. The method used in developing is GDLC (Game Development Life Cycle). This method has six stages, namely initiation, pre-production, production, testing (alpha), testing (beta) and release. With white box and black box testing, it's obtained that according to white box results that it is very good for use and according to black box method of user acceptance testing, test from the teachers obtained a percentage of 100% and for students 93.55% which means it is very suitable for use.
Pembuatan Game Edukasi Tata Krama untuk Santri TPA Baitussalam Sri Pemandang Berbasis Android Ermunanda, Eryshta Sevisca; Andriyanto, Sidhiq; Afriansyah, Riki
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 2 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i2.192

Abstract

In the process of character building of early childhood, it is necessary to instill good attitudes and and be given a place to learn by utilizing technological developments in the learning process. Therefore, it is hoped that educational games can support the enthusiasm of children in learning to understand manners in accordance with Islamic law. Educational games can help educators both teachers and parents in providing manners education This research aims to develop educational games as a learning tool that suits the needs of TPA Baitussalam Sri Pemandang children. The method implemented is the Game Development Life Cycle (GDLC), designed using Unity application and Canva application. In this game there are three learning materials namely Manners, Asmaul Husna, and Prophet Stories. The game runs well and has been tested for functional features by experts. The results of application testing show that the material is in accordance with the source book used in Caberawit learning with a percentage of 95.71%. To calculate User Acceptance Testing, taken from testing to children Caberawit TPA Baitussalam Sri Pemandang get a final score of 85.9%. After doing the UAT calculation, it can be concluded that the manners educational game falls into the "Very Feasible" criteria.
Pembuatan Game Edukasi Bahasa Inggris Untuk Meningkatkan Kosakata Bagi Peserta Tidar Farhan Hanif, Muhammad; Andriyanto, Sidhiq; Mubaroh, Sari
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 1 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i1.193

Abstract

Technology is growing rapidly and has affected many aspects of life today. Technology is being used more and more frequently and the most utilized language is English. Tidar English Course provides tutoring for English, but Tidar 7th and 8th grade participants have difficulty in learning and memorizing English vocabulary. To overcome these problems, an application is made to help Tidar 7th and 8th-grade participants learn vocabulary with educational game media. Learning will be packaged into a crossword puzzle game so that it can train their vocabulary by finding the right answer in the crossword puzzle boxes that have been provided. The development method in this research is using Game Development Life Cycle (GDLC), and the testing method uses the User Acceptance Test (UAT). The system testing in this study uses black box testing. User Acceptance Test (UAT) testing submitted to the teacher gets 100% of Tidar 82.44% for grade 7 Tidar participants and 84.22% for grade 8 Tidar participants. It can be concluded that the results of the three User Acceptance Tests (UAT) get the criteria "Very Feasible"