cover
Contact Name
Rio Andriyat Krisdiawan
Contact Email
rioandriyat@uniku.ac.id
Phone
+6285224064393
Journal Mail Official
nuansa.informatika@uniku.ac.id
Editorial Address
Jalan Cut Nyak Dhien No.36A Kuningan, Jawa Barat, Indonesia.
Location
Kab. kuningan,
Jawa barat
INDONESIA
Nuansa Informatika
Published by Universitas Kuningan
ISSN : 18583911     EISSN : 26145405     DOI : https://doi.org/10.25134/nuansa
Core Subject : Science,
NUANSA INFORMATIKA is a peer-reviewed journal on Information and Technology for communication media academics, experts and practitioners of Information Technology in pouring ideas of thought in the field of Information Technology. NUANSA INFORMATIKA is a peer-reviewed journal on Information and Technology covering all branches of IT and sub-disciplines including Algorithms, system design, networks, games, IoT, Software engineering, Mobile applications, and others
Articles 8 Documents
Search results for , issue "Vol 12, No 2 (2018)" : 8 Documents clear
IMPLEMENTASI KONSEP CRM PADA PEMASARAN ASESORIS KOMPUTER DI CV.STICOM BERBASIS ANDROID yati nurhayati; Ade Rosidin
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1022.447 KB) | DOI: 10.25134/nuansa.v12i2.1352

Abstract

CV. STICOM is a company engaged in the sale of computer equipment, computer accessories and repair services ,. In the process of marketing process is still done manually face to face. therefore there is a need for a system to streamline and streamline it all. The system that is built for the frontend includes the process of computer accessories information, the purchase of computer accessories, promo notifications, discounts and consultation complaints, While the backend system includes the management of purchase transactions, customer data, management of promo and discount info, data management complaints and monthly sales reports. In system development the author uses RUP (Rational Unified Process) method as a system development method. The repair service system made using two platforms for frontend using android, for backend using PHP and database using MySQL. From the built system can provide solutions for the process of marketing computer accessories have been computerized and communication media between consumers and companies become more effective and efficient.Keywords: Android, CRM Implementation, Marketing, PHP
PENERAPAN ALGORITMA FISHER YATES PADA GAMES EDUKASI PENGENALAN HEWAN BERBASIS MOBILE Krisdiawan, Rio Andriyat
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (111.213 KB)

Abstract

Technological developments are growing today is very useful, especially in the use of mobile devices. One of the utilization of this mobile technology especially for children more use in game or game. With the rapidly growing game development, many games are more focused on entertainment and entertainment alone. There are still few games that provide education that is useful for the development of childrens education. In this case the author took the initiative to create an educational game that is able to provide benefits and provide an educational value. In the design of game puzzles, a randomization algorithm is required that can give good results in the randomization. The algorithm used in this research is yates algorithm. That is an algorithm that uses random, which can be implemented by a fisherman algorithm capable of providing biased results (results of randomization by fishermen that are difficult to predict the pattern of the results). This game development using RUP (Rational Unified Process) system development method. With system design based on UML object (Unified Modeling Language) and programming language to be used is programming language based on mobile android.Keywords: Games, Algorithms, Fisher Yates, Mobile Android, Puzzle Games, Educational Games
PENGARUH PENERAPAN MODEL PEMBELAJARAN PROJECT BASED LEARNING (PjBL) DENGAN BERBANTUAN SOFTWARE SPSS TERHADAP MOTIVASI DAN PEMAHAMAN STATISTIKA Heri Herwanto
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (164.735 KB) | DOI: 10.25134/nuansa.v12i2.1354

Abstract

Penelitian yang berjudul “Pengaruh Penerapan Model Pembelajaran Project Based Learning (PjBL) dengan Berbantuan software SPSS terhadap Motivasi dan Pemahaman Statistika” dilakukan pada mahasiswa semester dua program studi Teknik Informatika Fakultas ilmu komputer Universitas Kuningan. Penelitian bertujuan untuk menganalisis pengaruh dari penerapan model pembelajaran Project Based Learning dampaknya terhadap motivasi dan pemahaman statistika mahasiswa. Berdasarkan hasil penelitian diperoleh fakta bahwa besarnya pengaruh penerapan model pembelajaran Project Based Learning terhadap motivasi dan pemahaman statistika adalah sigifikan dan tanggapan mahasiswa terhadap penerapan model pembelajaran Project Based Learning dengan berbantuan software SPSS adalah positif.Kata Kunci : Model Pembelajaran Project Based Learning, Software SPSS, Motivasi dan Pemahaman Statistika
RANCANG BANGUN E-COMMERCE PADA TOKO KERUDUNG NURI COLLECTION BERBASIS CUSTOMER RELATIONSHIP MANAGEMENT Linda Durotul Ummah
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (568.729 KB) | DOI: 10.25134/nuansa.v12i2.1350

Abstract

E-commerce is a contact of trade transactions between seller and buyer by using electronic media. The advantage gained by using transactions through e-commerce is to increase revenue by using online sales that cost less. E-commerce on Nuri Collection's shop based veil Customer Relationship Management (CRM), namely the application of Customer Relationship Management (CRM) is not directly said as a computerized data customer. It is intended that the company knows what the needs and wants of customers so that it can establish a good relationship with customers. The purpose of this research is to know consumer opinion about Customer Relationship Management (CRM) which conducted by company, analyze consumer loyalty to Nuri Collection product. E-commerce is built using Waterfall system development method, with a system design tools such as Flowmap, DFD, Context diagram, ERD. While in making this e-commerce writer use programming language PHP and MYSQL as database.Keywords: E-commerce, CRM, PHP
APLIKASI PENILAIAN KINERJA DOSEN BERBASIS ANDROID Iwan Lesmana; Dede Irawan
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1008.565 KB) | DOI: 10.25134/nuansa.v12i2.1355

Abstract

Lecturer's evaluation is a way to know the influence of lecturers' teaching on the students, the assessment process of the teaching preparation, the learning material, the teaching material presentation, the lecturer competence, the class management and the evaluation of the learning. in addition to the assessment of the students, the assessment of lecturers conducted study program is considered important to see the performance of lecturers. In this study build an application to evaluate or assess the performance of lecturers. In this research the method used is RAD (Rapid Application Development) due to the preparation of the application only takes about 6 months and for the development of the system megunakan UML (Unified Modeling language). Application of this application there are two methods of access is through smatphone android and desktop for administrator and Study Program level. While the research was conducted at the University of KuninganKeywords: Lecturer Evaluation, RAD, UML, Smartphone, Android, Universitas Kuningan
SISTEM INFORMASI MANAGEMEN COMPLAIN SERVICE CENTER DALAM MENINGKATKAN PELAYANAN TERHADAP CUSTOMER BERBASIS CRM DI GALLERY SMARTFREN KUNINGAN (Studi Kasus : Gallery Smartfren Kuningan) Meri Siti Maryam
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (739.824 KB) | DOI: 10.25134/nuansa.v12i2.1351

Abstract

The business world of the industry continues to grow to be part of one of the spearheads of telecommunication companies in an effort to realize the consumer market. Everyone present at the Kuningan Smartfren Gallery often happens to everyone who comes to the gallery to find people who want to access the hard service, in this case often in the gallery traversed by consumers who should be handled well by the smartfren while the number of waiters limited. The answer is that consumers often do complain to the party smartfren dikarnakan service dissatisfaction. To avoid these things then the management system will provide more effective complaints for every consumer who can access properly and on time. One form of method used to discuss the problem is the CRM method or known as Customer Relations Management. One of the implementation of CRM that fall into this category is in the form of sms gateway.Keywords: Customer Relationship Management Method, SMS GATEWAY
IMPLEMENTASI MODEL PENGEMBANGAN SISTEM GDLC DAN ALGORITMA LINEAR CONGRUENTIAL GENERATOR PADA GAME PUZZLE Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (733.713 KB) | DOI: 10.25134/nuansa.v12i2.1634

Abstract

Puzzle games, are still in great demand by gamers, because of puzzle solving, mathematical calculations, and even included in educational games. In making the puzzle game, focus on how to make a challenging puzzle game to solve it so that it is not easily guessed / boring with the same pattern when played repeatedly. To answer the question in making the game, researchers conducted research, how to build games with appropriate game development models / methods and how to implement an algorithm in a puzzle game, so that the game becomes more challenging for gamers to solve. In this study, researchers used the GDLC (Game Development Life Cycle) development model, design using UML, and the Implementation of the LCG (Linear Congruental Generator) Algorithm for puzzle random generation in the game. The results of this study are the game development prototype model with GDLC and the implementation of the LCG algorithm for the puzzle generator optimally.Keywords: Games Puzzle, GDLC, UML, LCG
SISTEM PENDUKUNG KEPUTUSAN SELEKSI PENERIMA PEGAWAI BERPRESTASI DENGAN MENGGUNAKAN SIMPLE ADDITIVE WEIGHTING (STUDI KASUS PADA KANTOR KECAMATAN KUNINGAN) Dani Apriansyah
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (720.81 KB) | DOI: 10.25134/nuansa.v12i2.1353

Abstract

Kecamatan Kuningan merupakan salah satu instansi yang terdapat di Kabupaten Kuningan. Kecamatan Kuningan selalu melakukan pengusulan Pegawai Berprestasi kepada Pemerintah Daerah. Pengusulan Pegawai Berprestasi dilakukan setiap satu tahun sekali dengan cara memilih salah satu pegawai yang bersedia untuk diusulkan sebagai Pegawai Berprestasi. Seleksi dengan cara tersebut sering didapati Pegawai Berprestasi yang diusulkan kurang layak. Hal tersebut terjadi karena proses seleksi masih menggunakan satu kriteria (prakarsa), sehingga ketika beberapa pegawai yang ada memiliki nilai yang berbeda, maka sering didapati pengambilan keputusan yang subjektif dan tidak tepat sasaran. Sehubungan dengan permasalahan tersebut, maka dalam proses seleksi penerima pengusulan Pegawai Berprestasi digunakan kriteria lain seperti: kedisiplinan, kinerja dan pengabdian. Namun, dengan bertambahnya jumlah kriteria dalam proses seleksi mengakibatkan pemecahan masalah dari seleksi tersebut semakin kompleks. Alternatif solusi yang diusulkan yaitu membuat sistem pendukung keputusan menggunakan metode Simple Additive Weighting yang diharapkan dapat membantu pimpinan dalam pengambilan keputusan yang cepat, tepat sasaran dan objektif. Metode Simple Additive Weighting dipilih karena dapat membantu penyelesaian masalah pembuatan keputusan yang melibatkan banyak kriteria. Sistem tersebut dibangun dengan teknik pengembangan System Development Life Cycle model Waterfall dengan teknik pendekatan pengembangan sistem terstruktur menggunakan bahasa pemrograman PHP Hypertext Preprocessing dan DataBase Management System MySQL. Implementasi sistem tersebut menunjukan bahwa Sistem yang dibangun dapat mendukung pimpinan dalam pengambilan keputusan yang cepat, tepat sasaran dan objektif. Artinya, penerapan multi atribut (kriteria) dan Sistem Pendukung Keputusan menggunakan metode SAW pada proses pengambilan keputusan seleksi penerima Pegawai Berprestasi pada kantor Kecamatan Kuningan dapat mengurangi tingkat ketidaklayakan Pegawai yang diusulkan.Kata Kunci: Sistem Pendukung Keputusan, Seleksi Pegawai Berprestasi, Multi-Attribute Decision Making, Simple Additive Weighting

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