cover
Contact Name
ibnu surya
Contact Email
ibnu@pcr.ac.id
Phone
+6285272673321
Journal Mail Official
jurnalkomputerterapan@pcr.ac.id
Editorial Address
Jurnal Komputer Terapan (JKT) Badan Penelitian dan Pengabdian kepada Masyarakat (BP2M) Politeknik Caltex Riau Jl. UmbanSari No. 1 Rumbai - Pekanbaru 28265
Location
Kota pekanbaru,
Riau
INDONESIA
Jurnal Komputer Terapan
Published by Politeknik Caltex Riau
ISSN : 24434159     EISSN : 24605255     DOI : https://doi.org/10.35143/jkt
Core Subject : Science,
Applied Computer Journal Articles from various fields in Informatics, Information Systems and Computer science. Topics included, 1. Informatics 1.1 Software Engineering 1.2 Multimedia 2. Information Systems 2.1 Soft Computing 2.2 Business Analyst 2.3 Data Engineering 3. Computer science 3.1 Operating System 3.2 Computer Network
Articles 6 Documents
Search results for , issue "Vol. 5 No. 2 (2019): Jurnal Komputer Terapan November 2019" : 6 Documents clear
Aplikasi Pembelajaran Hiragana Bahasa Jepang Berbasis Android Menggunakan Speech Recognition Ryan Anjasmara; Indah Lestari; Meilany Dewi
Jurnal Komputer Terapan  Vol. 5 No. 2 (2019): Jurnal Komputer Terapan November 2019
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (661.401 KB) | DOI: 10.35143/jkt.v5i2.2676

Abstract

The alternative to learning Japanese is to use mobile learning. Based on comparisons made on the 7 popular Japanese language learning applications in the PlayStore, there is no Japanese language learning application that has a speech recognition feature for Japanese sentence pronunciation. In this study Japanese hiragana learning application was designed for sentences using speech recognition. This application uses google cloud speech-to-text for speech recognition features. The algorithm that is applied in this application is the levenshtein distance to compare the user's voice input with the text in the database. Android based application for users and the web for admin. Based on the results of testing the accuracy and success of detection, the ideal distance of the application receiving the user's voice input is 50 cm in a noise-free environment with a successful detection of 100%. In testing before and after using the application there was an increase in vocabulary knowledge of 44.48% after users used the application. Based on usability testing using SUS, the result is 73.01 which indicates that the application falls into the acceptable category.
Peningkatan Proses Bisnis Kegiatan Carry Over pada Politeknik Caltex Riau Cakra Ramadhana Ramadhana; Suryanto Elly Chandra
Jurnal Komputer Terapan  Vol. 5 No. 2 (2019): Jurnal Komputer Terapan November 2019
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.501 KB) | DOI: 10.35143/jkt.v5i2.3334

Abstract

Politeknik Caltex Riau (PCR) is a college in Pekanbaru, Riau. PCR has business processes, one of which is Carry Over (CO) or short semester. Current business process of CO is not completely optimizing Information System of Academic (SIAK), such as scheduling, CO registration for student, and honorarium distribution for lecturer and/or laboratory assistant. It shows that current business process is not efficient yet and could be affecting business process of organization completely. Therefore, current business process of CO needs to be improved. The purpose is to improve the process for the better CO service for students. The method used for the improvement is Business Process Improvement (BPI), by implementing one of its tools called streamlining. The type of streamlining that is applied in the improvement of CO business processes including upgrading, standardization, bureaucracy elimination, and process cycle-time reduction. After the process improvement, there was a more concise CO service process with a total of 17 activities from the previous 19 activities. Improved CO process is also supported by the utilization of PCR Academic Information System.
Sistem Pendukung Keputusan Seleksi Penerimaan Karyawan Dengan Metode Analytical Hierarchy Process Dudih Gustian; Maryam Nurhasanah; Muhammad Arip
Jurnal Komputer Terapan  Vol. 5 No. 2 (2019): Jurnal Komputer Terapan November 2019
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (557.08 KB) | DOI: 10.35143/jkt.v5i2.3336

Abstract

The recruitment process is one of the routine activities undertaken by a company in fulfilling one of its targets and achievements. Therefore objective, transparent and professional recruitment process must be done for the fulfillment of human resources that comply with the required criteria. But this is sometimes not in accordance with expectations so that the company feels difficulties in placing employees as needed. This study used the Analytical Hierarchy Process method with several criteria including written test results, interviews, soft skills, Experience and Grooming. This research provides solutions for companies to facilitate the process of decision making precisely with the availability of accurate prospective employee data information, in order to comply with the criteria that the company needs, and can Subjeciating the recruitment process. The benefits are expected to get the criteri according to the needs of the company, and the selection of employees faster and precise in decision making on the destruction. This study resulted that by this method helps management in the process of selection of employees objectively with values of 0.21231, 0.21055, 0.21020, 0.18829 and 0.17865, which are tested from 5 new program candidates.
Sistem Computer Based Test Try Out Uji Kompetensi Ners Berbasis Website Menggunakan Metode Prototyping (Studi Kasus: Fakultas Ilmu KeperawatanUniversitas Riau) Randy Sepriyanda; Rika Perdana Sari; Yuli Fitrisia
Jurnal Komputer Terapan  Vol. 5 No. 2 (2019): Jurnal Komputer Terapan November 2019
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (260.038 KB) | DOI: 10.35143/jkt.v5i2.3337

Abstract

Uji Kompetensi Ners Indonesia (UKNI) yaitu merupakan suatu proses untuk mengukur pengetahuan, keterampilan, dan sikap, sesuai dengan standar profesi guna memberikan jaminan bahwa perawat mampu melaksanakan peran profesinya secara aman dan efektif di masyarakat. Uji kompetensi ners Indonesia menggunakan komputer (Computer Based Test/CBT). Sebelum melaksanakan UKNI yang akan dilaksanakan nasional di perguruan tinggi program studi keperawatan, mahasiswa terlebih dahulu melakukan try out uji kompetensi ners sebagai langkah untuk mempersiapkan diri. Hal ini juga terjadi di Fakultas Ilmu Keperawatan Universitas Riau (FKp-UR). Selama ini kegiatan try out dilaksanakan secara konvensional yaitu menggunakan kertas sebagai media dalam melaksanakannya, sehingga menyebabkan mahasiswa menjadi tidak terbiasa dalam melaksanakan UKNI berbasis CBT. Berdasarkan permasalahan tersebut dibangun sebuah sistem CBT try out di FKp-UR, diharapkan dengan dibangunnya sistem tersebut, mahasiswa mampu membiasakan diri dalam menggunakan CBT pada saat melaksanakan UKNI. Hasil dari penelitian diketahui bahwa pada tahap pembangunan sistem menggunakan metode prototyping sebanyak empat kali putaran, sehingga kebutuhan dari user terhadap sistem dapat terpenuhi dengan maksimal. Kata kunci: Fakultas Ilmu Keperawatan Universitas Riau ,Try Out, Uji Kompetensi Ners Indonesia, Computer Based Test (CBT), user acceptence test, performance efficiency, usabilty, security.
Analisis Kinerja Pemodelan Data Star Schema Pada Data Perpustakaan Dini Nurmalasari; Mutia Sari Zulvi; Puja Hanifah
Jurnal Komputer Terapan  Vol. 5 No. 2 (2019): Jurnal Komputer Terapan November 2019
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (643.323 KB) | DOI: 10.35143/jkt.v5i2.3341

Abstract

Lybrary information system whose data began to be organized from 2013 to the present, has recorded 5,477,618 library collections consisting of books, magazines, journals, CDs and so on. While the number of lending transactions continues to grow each year, although the development is not yet significant, it is recorded at around 3% every day. To help the process of analyzing library data patterns, a web-based system has been created using OLAP (Online Analytical Process) technology, with multidimensional data-based data modeling. To prove the simplicity of multidimensional data-based design, access time and join efficiency, in this study the selected data modeling is a star schema. The test results show that the star schema performance in library data is influenced by the amount of data, the cleaning process and the number of joins.
Game Genre untuk Permainan Pendidikan Pembelajaran Sejarah Berdasarkan Kebutuhan Pedagogi dan Learning Content Wenda Novayani
Jurnal Komputer Terapan  Vol. 5 No. 2 (2019): Jurnal Komputer Terapan November 2019
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (326.613 KB) | DOI: 10.35143/jkt.v5i2.3360

Abstract

Learning history is learning about several facts in the past, where the learner contains several facts about history. One of the difficulties in learning history is memorized several facts. The memorization learning process can be improved by giving the entertainment experience. Before a game is built, the genre is the most important thing that needs to be defined first. The selection of genre for history learning games is very important because it will determine the effectiveness of the content in conveying the content of the story from the subject matter. It makes students not only know the names of the characters, the dates, and events, but also can convey moral values and patriotism and have critical thinking. In this study, characteristics compatibility is performed from five-game genres, which are a simulation, strategy, action, puzzle and role-playing, and its compatibility with the pedagogy of history learning. As a result, each genre has a different chance, but the RPG genre then followed by a strategy game genre that is found to be very potential and compatible for delivering history learning.

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