cover
Contact Name
Ignatius Ario Sumbogo
Contact Email
ignatius.sumbogo@kalbis.ac.id
Phone
+6281289680994
Journal Mail Official
lpp@kalbis.ac.id
Editorial Address
Jalan Pulomas Selatan Kav 22, Kayu Putih, Jakarta Timur 13210
Location
Kota adm. jakarta timur,
Dki jakarta
INDONESIA
KALBISIANA Jurnal Sains, Bisnis dan Teknologi
Published by UNIVERSITAS KALBIS
ISSN : 23386088     EISSN : 29881676     DOI : https://doi.org/10.53008
KALBISIANA Jurnal Sains, Bisnis dan Teknologi adalah jurnal akses terbuka akademik yang bertujuan untuk mempromosikan integrasi sains, bisnis dan teknologi. Fokusnya adalah menerbitkan makalah tentang sains, bisnis dan teknologi. Makalah yang dikirimkan akan ditinjau oleh komite teknis jurnal. Semua artikel yang dikirimkan harus merupakan artikel asli, hasil penelitian yang sebelumnya tidak pernah dipublikasikan, eksperimental atau teoritis, dan akan ditinjau oleh reviewer. Artikel yang dikirimkan ke jurnal harus memenuhi kriteria ini dan tidak boleh sedang dipertimbangkan untuk publikasi di tempat lain. Naskah harus mengikuti gaya jurnal dan dapat ditelaah dan diedit.
Articles 100 Documents
Search results for , issue "Vol. 8 No. 1 (2022): Kalbisiana" : 100 Documents clear
Sistem Informasi Inventori Berbasis Website pada Bengkel Mspeed Jakarta Maliki Mangasi; Mira Ziveria
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

Inventory system is a system that used to enter inventory data into a storage or database, the purpose is to minimizing the occurrence of errors in incoming goods, outgoing goods and making reports based on existing data. This research was conducted to build a system inventory of workshops that aim to facilitate users in controlling inventory. This research uses a prototype method by building a website based inventory system. In the process of collecting data, researchers use interviews and observations. This research resulted in website based inventory system that can assist users in carrying out inventory activities at the workshop.
Sistem Pemesanan Online Lapangan Futsal Berbasis Web pada PK Futsal Aditya Dharmawan; Mira Ziveria
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

PK Futsal is an organization that provides futsal field rental services. PK Futsal's system for field ordering is still based on the conventional method. This research intends to develop a web-based online ordering information system using Prototyping system development methods, Unified Modeling Language (UML) system modeling, Hypertext Preprocessor (PHP) system programming, and Black Box Testing to test the system. This study produced a system that can be used to view the availability of field schedules and book fields online at PK Futsal.
Perancangan Aplikasi E-Learning Berbasis Web Pada SMA Martia Bhakti Bekasi Faris Setiadin; Mira Ziveria
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

Education based on or using the internet is urgently needed. The need for human resources to produce technology-based academic personnel is very urgent. E-Learning is a system or concept of education that utilizes information technology in teaching and learning. In this study, researchers used a prototype research method developed with the PHP and MySQL programming languages ​​for the creation of the database. The purpose of this research is to build a web-based e-learning application that makes it easier to manage assignments, manage subject schedules, and provide material or modules online.
Aplikasi Multimedia Pembelajaran untuk Mata Pelajaran Tematik Kelas 3 di SDIT Al-Kautsar Cikarang Fajar Ridho Ardiansyah; Nuraini Purwandari
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

Learning materials play a crucial role in facilitating the learning process. However, at SDIT Al-Kautsar, Cikarang has not yet implemented learning media technology that can increase student engagement with the learning process. Consequently, the purpose of this study is to develop an interactive learning multimedia application for Class III Thematic subjects at SDIT Al-Kautsar Cikarang. Multimedia application development utilizes the Multimedia Development Life Cycle (MDLC), which consists of six stages: Concept, Design, Material Collection, Assembly, Testing, and Distribution. Interactive multimedia learning applications developed with Adobe Flash Professional CS6 and ActionScript 3.0. The advantage of this research is the creation of a multimedia interactive learning tool that can be utilized in the thematic learning process for third grade at SDIT Al-Kautsar, Cikarang. This application for interactive multimedia thematic learning has been tested using Black Box Testing and has received positive results.
Pengembangan Aplikasi Pemasaran Design Dekorasi Panggung Pernikahan Menggunakan Realitas Tertambah Berbasis Android Jeremy Otniel Rorimpandey; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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This study seeks to develop an application that visualizes a three-dimensional (3D) wedding stage decoration design. This research is motivated by the fact that bride and groom couples frequently lack fundamental knowledge of wedding stage decoration. Multimedia Development Life Cycle is the employed method (MDLC). This program was created with Unity 3D and uses Augmented Reality (AR) technology to manipulate three-dimensional objects. The outcome of this research is an application for Android smartphones that can convert certain markers and display three-dimensional objects of wedding decorations, allowing for greater time and energy efficiency in the selection of decorations and a more appealing marketing design. And it can be concluded from the results of the user trial that the application is feasible.
Pembangunan Aplikasi Pengenalan Rempah-Rempah Indonesia Menggunakan Augmented Reality Berbasis Android Sigit Gunawan; Yulius Denny Prabowo
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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The objective of this research is to develop an augmented reality-based Android application for the promotion of Indonesian spices. This application was created using the Multimedia Development Life Cycle (MDLC), which consists of the following stages: Concept, Design, Material Collection, Manufacture, Testing, and Distribution. Developing an application utilizing Unity and Vuforia software. Then, in the design phase of creating application applications, Blender and Adobe Photoshop are utilized. The application utilizes the Black box test and User Experience during the testing phase. This research led to the development of an application called REMPAHAR that provides users with information on Indonesian spices and 3D spice object forms.
Pengembangan Gim Edukasi Penggunaan Listrik Bijak Berbasis Android Joshia Ferdinan Lidwinanta; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

This research aims to develop a game titled "Save Energy" that teaches smart electricity usage in an Android-based home. The development of the game employs the Unity 3D Game Engine. The game was created because there are still a large number of people in Indonesia who waste electricity at home. This wastage is the result of a careless culture and a lack of socialization and education. Consequently, the Game Development Life Cycle (GDLC) method is used to create this educational game about saving electricity, with the following stages: initiation, pre-production, production, game testing, and release. This game aims to educate and inform the community about the prudent use of electricity through an engaging and entertaining media game. Users of Android-based smartphones are able to download and play the "Save Energy" video game as a result of its development with this Unity 3D application. After playing this game, as many as 24 individuals can comprehend the prudent use of electricity based on the results of a questionnaire based on the game's trial run.
Pembuatan Aplikasi Jasa Penitipan Pembelian Barang Berbasis Android Derryl Fharizal; Henri Septanto
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

Technology can shorten the time of purchase of goods in order to get the maximum time in carrying out activities. Pre-order goods purchasing service application for help people who do not have much time to buy goods and can not be present at certain events to buy goods. This application is based on Android and to search for providers of goods storage services through the posts made. This application helps to bring together service users and service providers to pre-order/request goods. The application is created using PHP, XML, Java, and MySQL programming languages. The method used is the Rational Unified Process (RUP) with the Unified Modeling Language (UML) system modeling. The results of this study are Android-based goods purchasing services.
Percancangan Sistem Informasi Pendaftaran dan Pengelolaan Kegiatan Seminar Berbasis Web Henry Dwi Septian; Yulia Ery Kurniawati
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

Using Augmented Reality Technology, the goal of this research is to produce an application capable of displaying information on traditional food from North Sumatra in three dimensions. This integrated application is anticipated to promote public awareness and education of the traditional delicacies of North Sumatra. This study utilized the Interactive Multimedia System of Design and Development (IMSDD) methodology to develop this application. This study employs the Unity3D and Vuforia SDKs in application development. This research has led to the introduction of knowledge about North Sumatra's traditional cuisine. The output of the application is created in APK format for Android devices. According to the UX results, one hundred percent of users claimed that this application helps them learn about traditional foods from North Sumatra.
Peran Komunikasi Kelompok dalam Membangun Hubungan yang Harmonis antar Volunteer Greenpeace Indonesia Indah Octavianakesuma; Davis Roganda Parlindungan
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

Building harmony in an organization is very important for a large organization like Greenpeace, because to make a big event one of its success is good communication with their team. Because Greenpeace very often interacts with volunteers they even open up opportunities if the community wants to join in this environmental-related organization. This study discusses the role of group communication in building harmonious relationships within volunteer groups. The purpose of this study was to determine the role of group communication in building harmonious relationships among Greenpeace Indonesia volunteers. This research method uses a qualitative approach with descriptive research type. The results of this study indicate that the role of groups in effective communication can build harmonious relationships within the group as well as members who play an active role in building communication to maintain harmony within the Greenpeace Indonesia group of organizations. Communication development is carried out by making Line Communication in every activity that takes place as well as providing information in the Whatsapp group. Researcher's suggestion related to this research is to create a closer and more harmonious relationship, communication can also be done by adding activities between staff and volunteers

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