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Contact Name
Andri Syafrianto
Contact Email
andrisyafrianto@gmail.com
Phone
+628127828138
Journal Mail Official
lp2m@stmikelrahma.ac.id
Editorial Address
Jl. Sisingamangaraja No. 76 Mergangsan, Yogyakarta
Location
Kota yogyakarta,
Daerah istimewa yogyakarta
INDONESIA
Fahma : Jurnal Informatika Komputer, Bisnis dan Manajemen
ISSN : 16932277     EISSN : 27152944     DOI : https://doi.org/10.61805
Jurnal FAHMA adalah jurnal yang memuat naskah ilmiah dari peneliti, akademisi, maupun praktisi, berupa hasil penelitian, tinjauan pustaka ( literature review ) dan/atau bentuk karya tulis ilmiah lainnya, yang khusus mengkaji bidang Ilmu Komputer antara lain sebagai berikut : Kecerdasan Buatan, Pembelajaran Mesin, Penambangan Data, Sistem Pakar, Sistem Pendukung Keputusan, Pemrograman Web, Komputasi Bergerak, Jaringan Komputer, Sistem Informasi, Sistem Basis Data, Sistem Keamanan, Strategi Bisnis, Ánalisis Bisnis, Bisnis Digital, Etika Bisnis, Model Bisnis, Strategi Manajemen, Manajemen Proses Bisnis, Manajemen Hubungan Pelanggan, Aplikasi Enterprise, Pemasaran Digital
Articles 5 Documents
Search results for , issue "Vol 18 No 3 (2020): September 2020" : 5 Documents clear
PERANCANGAN AUGMENTED REALITY SEBAGAI MEDIA PENGENALAN BENDA BUDAYA Sudarmanto; Edi Faizal
Jurnal Informatika Komputer, Bisnis dan Manajemen Vol 18 No 3 (2020): September 2020
Publisher : LPPM STMIK El Rahma Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61805/fahma.v18i3.60

Abstract

Augmented reality (AR) as a technology enabler is becoming very popular in various fields such as education, design, navigation, and medicine. The aim of AR is to develop technology that allows real-time integration of digital content created by computers with the real world. Until now the development and introduction of tourism, especially sites and cultural objects in the village of Pleret is still not optimal. On the other hand, learning models in the introduction of culture and cultural objects that are commonly used today still use textbooks containing text and still images. Students tend to prefer playing gadged or mobile phones rather than learning with conventional methods because they tend to be boring and unattractive. One solution to overcome these problems is to use learning media that can display 3D objects in real-time. The application of technology using AR is expected to be able to provide motivation and enthusiasm for learning, so that the learning process becomes fun and the results of guarded learning will increase. This research will design an augmented reality technology design for the introduction of cultural objects in Pleret Village as an interesting learning media. The results of this study are in the form of AR application design which can be an interesting alternative learning media for introducing cultural objects in addition to being a means of cultural preservation as well as being a promotional media.
PENGEMBANGAN SMART VILLAGE KAKI LANGIT DENGAN PENGOPTIMALAN WEB INTEGRATIF Edi Iskandar; Sri Redjeki; Dini Fakta Sari
Jurnal Informatika Komputer, Bisnis dan Manajemen Vol 18 No 3 (2020): September 2020
Publisher : LPPM STMIK El Rahma Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61805/fahma.v18i3.61

Abstract

Smart Village is a village that has the ability to use Information and Communication Technology systems in developing the potential for both natural and human resources. Smart Village can indirectly improve the economy of a village, this is supported by the ability of a smart village to communicate the potentials of natural resources outside the village, and provide knowledge or understanding in managing village potential by the villagers. The development of the Kaki Langit Tourism Village is to accommodate people who love their village to work together to carry out their respective activities with TOURISM as a binding knot by prioritizing the value of local wisdom, so that the community will be more prosperous. Likewise, the role of information technology is needed in realizing the skyline tourism village as a smart village pioneer. Kaki Langit Smart Village Development with Integrative Web Optimization can manage data related to kaki langit tourism villages, thus helping visitors in choosing the desired tourist attraction, and applications are developed by integrating web and homestay management applications so as to help visitors in choosing homestays and packages the desired tourism.
PENGEMBANGAN MOBILE VILLAGE (M-VILLAGE) MEWUJUDKAN PLERET DESA CERDAS Sumiyatun; Thomas Edyson Tarigan
Jurnal Informatika Komputer, Bisnis dan Manajemen Vol 18 No 3 (2020): September 2020
Publisher : LPPM STMIK El Rahma Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61805/fahma.v18i3.62

Abstract

The potential of the village is the strength, capability and capability of the village which has the possibility to be developed to improve the welfare of the community. Karet Village which is located in Pleret Bantul Village has tourism, handicraft, culinary and cultural potential to be developed towards the Tourism Village. However, it is unfortunate because no application development has been seen so that this potential is not yet known by the wider community. For this reason, efforts are made to make this area more famous so that it can improve the welfare of the local community. This research will develop the concept of a mobile village by building an Android-based mobile technology application to inventory tourism, culinary and cultural potential in Karet Village, Pleret Village, Bantul, as a supporter of the Smart Village concept. This research is expected to be able to provide a mobile application to inventory the potential for tourism, culinary and culture. This application can also be used to support the promotion and realization of the Smart Village concept.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN SANTRI BARU TERAS TAHFIDZ DI TERAS DAKWAH MENGGUNAKAN METODE TOPSIS Yuli Praptomo PHS; Selfia Destiana
Jurnal Informatika Komputer, Bisnis dan Manajemen Vol 18 No 3 (2020): September 2020
Publisher : LPPM STMIK El Rahma Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61805/fahma.v18i3.63

Abstract

This research was made to build a decision support system application for selecting new prospective students in the Teras Tahfidz. The methodology used in the decision support system process uses the TOPSIS (Technique For Others Reference by Similarity to Ideal Solution) method. It is hoped that this research can improve the quality of students enrolled later, and can make time efficient in selecting students. By using the Topsis Method, in this study a case will be raised, namely finding the best alternative based on predetermined criteria using the Topsis method. This method was chosen because it is able to select the best alternative. A number of alternatives, in this case the intended alternatives are new students of Teras Tahfidz who register based on specified criteria. The study was conducted by finding the value of the level of importance for each attribute, then carried out the process.
PERANCANGAN APLIKASI ANDROID PENGUCAPAN HURUF HIJAIYAH SEBAGAI MEDIA PEMBELAJARAN FAST QURAN MENGGUNAKAN FLUTTER Faishal Arif Wibowo; Hartatik
Jurnal Informatika Komputer, Bisnis dan Manajemen Vol 18 No 3 (2020): September 2020
Publisher : LPPM STMIK El Rahma Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61805/fahma.v18i3.64

Abstract

Technological developments provide enormous benefits to all circles of society. In terms of education, it has also taken advantage of the development of android. Likewise in the field of religious education. Technology really supports the learning process among vulnerable ages, one of which is android as a medium for learning to read the Al-Qur'an. In countries that are predominantly Muslim, in fact there are still many who cannot read the Al-Qur'an. Based on PTIQ Jakarta's research, approximately 50 to 60 percent of Muslims cannot read the Qur'an. From this research, it was found that almost half of Indonesia's Muslim population could not read the Al-Qur'an. This condition is very concerning. By taking advantage of technological developments, utilizing Android and seeing existing realities, prompted me to design this application to make it easier for users to learn to pronounce hijaiyah letters correctly according to the character of the letters and according to the place where the hijaiyah letters came out. With this application to support the learning process in Fast Quran. This application uses the Flutter framework with the Dart programming language and is developed with Visual Studio Code.

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