cover
Contact Name
Sutami
Contact Email
mohammadrizkifadhilpratama@gmail.com
Phone
+6287815093560
Journal Mail Official
lp2m@umpalangkaraya.ac.id
Editorial Address
Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya Building B 1st Floor RTA Milono St. Km.1,5 Palangka Raya 73111 INDONESIA
Location
Kota palangkaraya,
Kalimantan tengah
INDONESIA
Jurnal Sains Komputer dan Teknologi Informasi
ISSN : -     EISSN : 26557460     DOI : https://doi.org/10.33084/jsakti.v2i1.1157
Jurnal Sains Komputer dan Teknologi Informasi (ISSN: 2655-7460 (online)) is a Scientific Journal managed by Department of Computer Science Faculty of Engineering Universitas Muhammadiyah Palangkaraya and published twice a year (in November and May) by Institute for Researches and Community Services Universitas Muhammadiyah Palangkaraya, contains articles of research and critical-analysis studies in computer science related topics.
Articles 118 Documents
Rancang Bangun Aplikasi Ensiklopedia Kesehatan Berbasis Android Ferdiyani Haris
Jurnal Sains Komputer dan Teknologi Informasi Vol 1 No 1 (2018): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (657.745 KB) | DOI: 10.33084/jsakti.v1i1.448

Abstract

In the world of health, many health terms are difficult to understand. The health encyclopedia book is one of the media that presents an explanation of these terms. But in its use, the printed book is less effective and efficient because of limited space and time. So we need a media that explains health terms that are mobile so that they can be used whenever and wherever. This application was designed and implemented for the Android operating system. The system created aims to display definitions and images of health terms. The research method used is the research and development method. While for the development of software systems using the Software Development Life Cycle (SDLC) waterfall software development model. Based on the results of the response to application users conducted with a questionnaire resulting in a value of 88.9% stated very well.
Ilmu Pengetahuan dan Teknologi Dalam Sudut Pandang Islam Ariyadi Ariyadi
Jurnal Sains Komputer dan Teknologi Informasi Vol 1 No 1 (2018): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (662.938 KB) | DOI: 10.33084/jsakti.v1i1.452

Abstract

The modern era when we as Muslims in facing on the current challenges of globalization are increasingly conflict to it make use of technology in a good way for it to be beneficial to the people, nation and religion. Already should be the Muslims not only make use of technology, time coding to create new technology. And we show that the Muslims are also able to develop and compete at technology-technology that is reliable, creative and innovative. Tafsir on Al-Qurthubi, this verse is a staple of the Foundation about the attempt of making tools and reasons. Allah Ta'ala has preached about the Prophet David, that he makes US armor, binoculars, and eat of his work itself. While Adam is a farmer, Nuh a Carpenter, a tailor, Luqman and So is the tanners. The above interpretation of Islam advocated to create or use a tool that can facilitate our work. That's the technology, and it turns out that the idea of utilization of this technology is in the Qur'an. The technology does have two sides. He could be beneficial if it is used with the aim of a good, or it could be the enemy if it is used for purposes that are not good.
Manajemen Pengembangan Kurikulum 2013 Berbasis Komputer di SMPN 6 Palangka Raya Muhammad Tri Ramdhani
Jurnal Sains Komputer dan Teknologi Informasi Vol 1 No 1 (2018): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (768.129 KB) | DOI: 10.33084/jsakti.v1i1.453

Abstract

Based on the results of research that has been carried out, that in 2013 the process of learning Curriculum in SMP 6 Palangka Raya could not occur regardless of the teacher as a facilitator of learning and learning devices in the form of the syllabus, RPP, methods and sources learning, as well as the media used. The methods used by teachers in teaching material of the PIE very creative as a method of discussion, demonstration, and cooperative learning. Although only a few techniques that can be applied by teachers in delivering PIES. But the methods used are already markedly, so students don't get bored in performing learning. Beside that, in taking the value with the authentic assessment that includes attitudes, knowledge, and skills is done separately or singly. Factor endowments and Pengambat in the implementation of the curriculum Learning 2013 Islamic education at SMP 6 Palangka Raya. Supporting factors among others 1) Principal Leadership, Teacher Creativity 2), 3) Facilities and learning resources, 3) a conducive environment. Then as for Penghambatnya Factors among others 1) learners, 2) assessment process, 3) Government regulation that is always changing. The solution Is to Solved Barriers in the implementation of the curriculum of Teachers must be creative, i.e., 2013, do the IHT (In House Training) between tests and assessments, Hunting through the internet as well as asked by colleagues who also attended the IHT organized by the Government.
Robot Lengan Pemindah Barang Otomatis Berbasis Arduino Menggunakan Sensor Warna Sumardi Sumardi
Jurnal Sains Komputer dan Teknologi Informasi Vol 1 No 1 (2018): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (688.002 KB) | DOI: 10.33084/jsakti.v1i1.454

Abstract

Robot arm transporter using Arduino-based sensor auto color, a tool designed to this aim to reduce human role in a grouping or sorting goods with the sort tool so that it can minimize the influence of inconsistencies humans in the event. This tool as well as a simulation as well as the media of instruction. Methods of data analysis used IE needs analysis that includes software that is the OS, and the Arduino Software, and hardware in the form of a Laptop, Arduino, Sensor, RGB, and Servo Motor. From the results of testing that has been done can be inferred that this Robot can run well at a time when reading the color box and put the table by the location of their vessels. The conclusion of the tool is designed as a common transport good; the robotic arm can be applied using several servos in the number of dof.
Sistem Informasi Berbasis Mobile Benda-Benda Tradisional Pada Museum Balanga Palangkaraya Muhammad Haris Qamaruzzaman; Teguh Prasetya; Shamil Anggi Islamova H
Jurnal Sains Komputer dan Teknologi Informasi Vol 1 No 1 (2018): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (991.972 KB) | DOI: 10.33084/jsakti.v1i1.455

Abstract

In this era of globalization, the process of information dissemination through various media can be one with the internet, because the internet is an information technology provider means any time used by the community at the moment and extend the spread of the information Balanga City Museum collection of PalangkaRaya. This research aims at the development of mobile-based information system as the solution of data processing or storage, both in terms of reporting which can help as a media information service for people who need information Introduction to historical heritage objects (Ethnography) of Dayak Culture that exists in the Museum Balanga palangkaraya become more effective and efficient as well as being a solution for systems that are running currently, in conducting promotional activities are still using media promotion through books, brochures, leaflets or in the form of an ad in the newspaper that felt too much of the costs incurred for promotional activities. The design of the system for the flow of functional systems that are running or built using UML as well as for the look of the interface using Balsamiq Mockups. System development is done using the waterfall as one method to construct the system quickly. Implementation of applications using mobile testing conducted using black-box, and the results match expectations between systems that are built and thoroughly tested.
Rancang Bangun Aplikasi Pengawasan Dan Pengendalian Komputer Laboratorium Multimedia STMIK Palangkaraya Sam’ani Sam’ani; Syarifah Annisa; Heri Heri
Jurnal Sains Komputer dan Teknologi Informasi Vol 1 No 1 (2018): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (705.723 KB) | DOI: 10.33084/jsakti.v1i1.548

Abstract

The progress of technology and computer surveillance systems at this time has provided a significant positive contribution in all fields to support and improve the performance of a system. One of the technological advances in the field of computers is computer monitoring and control. Computer monitoring and control systems used in computer laboratories at the College of Information and Computer Management (STMIK) Palangkaraya still use a paid system or must first purchase to be able to use it in every computer laboratory room, so that not all computer laboratory rooms can be monitored using the system because there are not a few costs to purchase the system. Therefore, to supervise all the STMIK Palangkaraya laboratory rooms, a computer monitoring and control system is built that can be used free of charge. The software development method used is the System Development Life Cycle (SDLC) method with a waterfall model development approach. The programming language used is Microsoft Visual Basic. Based on the results of tests on the system that was built to produce all the processes and facilities contained in the system running in accordance with the test items that have been set.
Sistem Informasi Atlet Dilingkungan Dinas Pemuda dan Olahraga Kabupaten Katingan Berbasis Mobile Ferdiyani Haris; Afrianthonny Afrianthonny
Jurnal Sains Komputer dan Teknologi Informasi Vol 1 No 2 (2019): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (820.931 KB) | DOI: 10.33084/jsakti.v1i2.869

Abstract

Perkembangan komputer sekarang ini sangat pesat dan digunakan diberbagai bidang kehidupan. Biasanya komputer digunakan untuk menghasilkan berbagai informasi penting guna meningkatkan kinerja dari organisasi, perusahaan atau lembaga agar pekerjaan yang dilakukan lebih efektif dan efisien hal ini disebabkan komputer melakukan proses informasi yang cepat. Untuk menjaga kelancaran, memantau dan juga mempermudah tugas pengelolaan data maka hal ini perlu dibuat sebuah sistem pengelolaan data atlit Kabupaten Katingan berbasis Code Igniter. Pengembangan sistem menggunakan Adobe Dreamweaver, script PHP dan database MySql yang didukung dengan CSS, dan Bootstrap yang dapat digunakan dalam sistem operasi Windows. Metode yang digunakan dalam pengumpulan data seperti wawancara, observasi, dan studi pustaka. Wawancara yaitu cara mengumpulkan data dengan mengadakan tanya jawab langsung dengan bagian yang berhubungan dengan objek yang diteliti. Observasi yaitu pengamatan langsung mengenai penyampaian informasi secara manual yang sedang berjalan. Studi pustaka adalah pengumpulan data dengan mempelajari buku atau literatur-literatur mengenai desain suatu sistem yang diharapkan menghasilkan sebuah aplikasi untuk mengelola data atlit Kabupaten Katingan berbasis code igniter.
Rancang Bangun Permainan Misi Panglima Batur Menggunakan Engine Scirra Construct 2 Mochammad Ichsan; Muhammad Haris Qamaruzzaman; Muhamad Aldi Rahmadianur
Jurnal Sains Komputer dan Teknologi Informasi Vol 1 No 2 (2019): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (827.889 KB) | DOI: 10.33084/jsakti.v1i2.870

Abstract

Banyak game bermunculan yang dikembangkan oleh perorangan ataupun organisasi, dengan adanya sosial media facebook game didalamnya juga berhasil membius para pecinta game mulai dari anak-anak hingga orang dewasa.Permasalahan dari penelitian ini adalah bagaimana membuat sebuah game facebook dengan menggunakan tokoh Panglima Batur sebagai karakter utamanya yang bertujuan untuk mengangkat nama tokoh dari Panglima Batur itu sendiri. Game ini merupakan game berbasis web yang dibuat menggunakan game engine Scirra Construct 2. Metode yang digunakan dalam penelitian ini menggunakan pengembangan multimedia yang terdiri dari 6 tahapan yaitu concept, design, material collecting dan assembly. Hasil penelitian ini adalah sebuah Game Facebook bertipe adventure dengan mengangkat tokoh Panglima Batur sebagai karakter utama nya dan dikombinasikan dengan musik latar serta karakter musuh pada setiap stage. Game ini dapat menjadi sarana untuk mengangkat budaya dalam bentuk visual game.
Pemilihan Notebook Pada “Das Computer” dengan Pendekatan Metode Weighted Product Maura Widyaningsih; Naela Fauzia Dini
Jurnal Sains Komputer dan Teknologi Informasi Vol 1 No 2 (2019): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1408.29 KB) | DOI: 10.33084/jsakti.v1i2.871

Abstract

Faktor pendukung saat sistem diterapkan memerlukan suatu metode dan konsep penyelesaian, tujuannya memberikan dukungan informasi keputusan beberapa data yang akan direkomendasikan berdasarkan kriteria tertentu. Sistem berbasis web tidak asing pada era sekarang, kemudahannya dalam informasi dan layanan. costumer atau pengunjung sebuah toko komputer dimudahkan dengan adanya sistem berbasis web, untuk melihat rekomendasi penjualan yang tersedia dari suatu toko tanpa dibatasi area dan waktu. Informasi rekomendasi disajikan melalui sebuah sistem menggunakan metode Weighted Product (WP), dimana metode ini dapat membantu memberikan informasi alternatif dari penyelesaian problem pemilihan notebook, metode ini membantu dalam menghadapi situasi Multiple Attribute Decision Making (MADM.) Sistem rekomendasi keputusan berdasarkan pada 6 kriteria, kriteria ditetapkan dari hasil kuisioner costumer. Informasi hasil perhitungan sejumlah data antara manual dengan sistem menunjukan kesesuaian, sehingga grafik rekomendasi memberikan perangkingan yang jelas terhadap sejumlah data. Sistem ini dapat membantu memberikan informasi pemilihan notebook dari toko DAS Computer berbasis web dengan update data yang dapat dilakukan sewaktu-waktu oleh pengelola dengan metode perhitungan yang otomatis berjalan di sistem.
Implementasi Media Pembelajaran Berbasis Multimedia Untuk Meningkatkan Minat dan Motivasi Belajar Bahasa Inggris pada Anak Di Desa Petuk Ketimpun Provinsi Kalimantan Tengah Norhayati Norhayati; Rosmiati Rosmiati
Jurnal Sains Komputer dan Teknologi Informasi Vol 1 No 2 (2019): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (924.173 KB) | DOI: 10.33084/jsakti.v1i2.872

Abstract

Pemanfaatan teknologi dalam kehidupan sehari-hari telah terbukti dapat membantu mempermudah pekerjaan manusia. Begitu pula dalam bidang Pendidikan. Teknologi yang beragam telah mentranformasi bebrapa aspek dalam dunia Pendidikan. Salah satu aspek tersebut adalah media pembelajaran. Ragam dan bentuk media pembelajaran yang beragam dapat mempengaruhi minat anak dalam mempelajari suatu bidang pelajaran. Pelajaran bahasa Inggris yang selalu lekat dengan penggunaan buku teks dan kamus dapan menjadi lebih variatif jika media pembelajaran yang digunakan mendapat sentuhan teknologi. Penerapan aplikasi media pembelajaran berbasis multimedia bahasa Inggris yang telah dibuat dengan menggunakan metode MDLC (Mutimedia Development Life Cycle) diharapkan mampu memudahkan anak untuk belajar bahasa Inggris baik secara mandiri maupun didampingi oleh guru. Desa Petuk Ketimpun dipilih sebagai objek penelitian karena lokasinya yang berada dipinggiran kota Palangkaraya. Sehingga penelitian ini juga memiliki misi untuk memperkenalkan teknologi kepada anak-anak dan masyarakat didaerah tersebut.

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