scholarly journals PERANCANGAN WEBSITE E-COMMERCE EXPRESS ORDER SYSTEM FOR RESELLER DROPSHIPPER MENGGUNAKAN HYPERTEXT PREPROCESSOR

Author(s):  
Arrum Pramesti ◽  
Dony Novaliendry ◽  
Titi Sriwahyuni

Pramesti branded is an online store selling bags, clothes and cosmetics, where the sales system still manual and not computerized. Pramesti Branded resellers have had many both inside and outside the city of Bengkulu city. To solve the above problem, namely to increase sales, minimize the work and provide the needs of customers primarily acts as a reseller then Pramesti Branded want to use technology in the marketing and sales strategies by designing an e-commerce system for express orders dropshiper resellers. To build an application e-commrce express order system for resellers dropshiper analysis in the design of systems that are used to describe the system model using tools such as UML (Unified Modeling Language) in order to facilitate the transfer of the concept system designed to be a program in the form of a use case diagram, class diagram, activity diagram, deployment diagram, components of the diagram, statechart diagram, sequence diargram and in database design using mySQL database. Based on the case study it can be concluded that the application of e-commrce express order system for resellers dropshiper who made ​​this can be a media campaign that helped increase sales, especially for resellers and reduce operating costs for companies and consumers to facilitate the process of booking and payment of a product because it is done online. Keywords        : Reseller Dropshipper, Express Order System

2014 ◽  
Vol 513-517 ◽  
pp. 1346-1351 ◽  
Author(s):  
Munina Yusufu ◽  
Hai Jun Zhang ◽  
Gulina Yusufu ◽  
Zhan Dong Liu ◽  
Pen Cheng ◽  
...  

The Unified Modeling Language - UML - is the most used specification language, and the way the world models not only application structure, behavior, and architecture, but also business process and data structure. In this paper, we aim to demonstrate a system development methodology by generating the UML diagrams from the requirements of the Automatic Banking Machine (ABM) System and discuss their relationships, differences and suitability. The high-level requirements of the system are specified by using use-case diagram, activity diagram, state chart diagram, collaboration diagram, sequence diagram, and component diagram, and the low-level requirements of each component using class diagrams. We briefly introduce each diagram, their usage, their advantages and some limitations, and then we discuss the relationships and differences between two or more diagrams, and suitability for modeling the different parts of the system.


2010 ◽  
Vol 4 (2) ◽  
pp. 133
Author(s):  
Fajar Masya ◽  
Elvina Elvina

Game applications are favored by many computer users. The population of Indonesia, especially common people do not like playing games in a foreign language. Yet such games can be a fun learning media for foreign languages , especially English. Hence, we developed a game application using the concept of the game Scrabble. The design of this application uses a waterfall methodology, with application design modeling with UML diagrams (Unified Modelling Language) including Use Case Diagram, Activity Diagram, Statechart Diagram, Class Diagram and Sequence Diagram. In the implementation phase, Blue J software used to build the interface using the Java Development Kit (JDK) version jdk1.6.0_02 as the executor, as well as using the command prompt to call the results of execution. Tests on gaming applications are performed using the Black Box and White Box method. The product of this development is a single player game application, which uses two language options.Keywords: game applications, Scrabble, waterfall software engineering methodologies, UML (Unified Modeling Language), Java Programming.


Author(s):  
Haider Boudjemline ◽  
Mohamed Touahria ◽  
Abdelhak Boubetra ◽  
Hamza Kaabeche

Purpose The development of context-aware applications in ubiquitous environments depends not only on the user interactions but also on several context parameters. The handling of these parameters is a fundamental problem in these systems. The key purpose of this work is to enrich the unified modeling language (UML) class diagram with new constructs to provide a universal model capable of coping with the context-awareness concerns. Design/methodology/approach The authors provide a review of existing context handling approaches. Afterward, they relied on the UML extensibility mechanisms to propose a heavyweight extension for the UML class diagram. This generic approach allows describing the different context parameters since the modeling phase. Findings Existing solutions for context handling apply the contextual constraints on finished applications or tend to be dependent on a specific development process. This paper presents a solution based on UML, which allows dealing with context since the modeling phase, and independently of development processes. This proposal is implemented as an eclipse editor and illustrated through a case study in the healthcare field. Originality/value This paper addresses the problem of context handling, and it presents a review of the foremost existing solutions. The paper also presents a heavyweight extension for the UML class diagram, which consists in enriching it with additional constructs, capable of monitoring how applications are linked to context parameters and how the values of these parameters may affect the application behavior.


Author(s):  
Fahrizal Surya Panuntun ◽  
Ahmad Subhan Yazid ◽  
Muhammad Mustakim

The need for information in life has transformed into basic needs. As an impact, this will cause problems when not handled properly. The Garuda Cooperative is one of the Employee Cooperatives in Sragen with complex managerial data but its management is still manual. To support its business process, a management information system is needed to handle data quickly and accurately. This study aims to develop a management information system for Garuda Cooperatives. The flow of research used is analysis, design, implementation, testing, and conclusion. System modeling uses the Unified Modeling Language (UML) in the form of a use case diagram and statechart diagram. The programming language used is Delphi with PostgreSQL as database management. The information system produced includes processing savings and loan business units, processing membership data and reports. The results of the system testing on 8 respondents showed that the system was running well to meet needs, had an attractive appearance, and was easy to use.


Author(s):  
I Made Oka Susila . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S . ◽  
I Gede Partha Sindu, S.Pd., M.Pd. .

Bahasa Jepang merupakan salah satu bahasa yang banyak digemari dan dipelajari. Meskipun sangat digemari, banyak orang yang tetap merasa kesulitan mempelajari bahasa Jepang karena bentuk tulisannya yang rumit dan tata bahasanya sangat jauh berbeda dengan bahasa Indonesia. Salah satu pengembangan media pembelajaran yang dapat membantu pemula dalam belajar bahasa Jepang adalah game edukasi. Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Game Edukasi Nihongo Benkyou Berbasis Android. (2) untuk mengetahui respon pengguna terhadap Game Edukasi Nihongo Benkyou Berbasis Android. Metode penelitian yang digunakan adalah penelitian dan pengembangan dengan model ADDIE (Analysis, Design, Development, Implementation and Evaluations ). Perancangan aplikasi Game Edukasi Nihongo Benkyou Berbasis Android telah berhasil dilakukan dengan menggunakan model fungsional berupa UML (Unified Modeling Languange), yaitu dengan menggunakan use case diagram dan activity diagram. Hasil penelitian ini adalah aplikasi yang diimplementasikan menggunakan bahasa pemrograman C# dengan editor Unity. Fitur yang terdapat pada Game Edukasi Nihongo Benkyou meliputi fitur belajar dan bermain. Dalam fitur belajar terdapat materi pengenalan huruf, kosakata, serta pola percakapan sedangkan pada fitur bermain, materi yang dipelajari diujikan dalam mode permainan. Seluruh fitur yang terdapat pada Game Edukasi Nihongo Benkyou ini sudah berjalan dengan baik. Respon pengguna terhadap Game Edukasi Nihongo Benkyou masuk dalam rentangan sangat baik.Kata Kunci : Bahasa Jepang, Game Edukasi, Nihongo Benkyou, ADDIE, Android Japanese is one of the most favorite and popular language learned by many people in the world. Even though it is popular, many people feel that it is difficult to learn Japanese because of its complicated written text and grammar which are too much different from Indonesian. One of the educational media that can be developed to help the beginners learning Japanese is an Educational Game. This research was aimed: (1) to design and implement Nihongo Benkyou Educational Game based on Android (2) to find out the user’s respond to Nihongo Benkyou Educational Game based on Android. The method used in this study was research and development. Nihongo Benkyou Educational Game based on Android was developed by using ADDIE (Analysis, Design, Development, Implementation and Evaluations ) model. The design of this Nihongo Benkyou Educational Game has been successfully created by using functional model named UML (Unified Modeling Language), which is by using use case and activity diagram. Meanwhile, there were two features in this Nihongo Benkyou Educational Game, they were learning and playing features. In the learning features, there were knowledge about Japanese characters introduction, as well as vocabulary and grammar. Then in playing feature, the knowledge were tested in form of game mode. The result of this study was an application which is implemented by using C# programming language with Unity editor. All the fitures contained in Nihongo Benkyou Educational Game were running well. Nihongo Benkyou Educational Game went in a very good range. keyword : Japanese, Educational Game, Nihongo Benkyou, ADDIE, Android


2021 ◽  
Vol 9 (2) ◽  
pp. 144-153
Author(s):  
Sidik Rahmatullah ◽  
Rima Mawarni

Pusat Kesehatan Masyarakat (Puskesmas) merupakan kesatuan organisasi fungsional yang menyelenggarakan upaya kesehatan yang bersifat menyeluruh, terpadu, merata dapat diterima dan terjangkau oleh masyarakat. Tujuan penelitian ini adalah membuat Aplikasi Sistem Pakar untuk mendeteksi penyakit kulit pada balita sesuai dengan data-data yang ada pada Puskesmas. Metode pengembangan sistem yang digunakan yaitu metode Extreme Programing (XP) dengan tahapan pengerjaan meliputi planning, design, coding dan testing. Sistem dirancang dengan menggunakan Unified Modeling Language (UML) yang meliputi use case, activity diagram, dan class diagram, perangkat lunak yang digunakan adalah PHP (Hypertext Preprocessor) dengan database MySQL dan menggunakan metode Naïve Bayes dan Forward Chaining. Hasil akhir dari pembuatan Aplikasi ini adalah memudahkan pasien, dokter dan bidan mendeteksi penyakit kulit pada balita di Puskesmas


2021 ◽  
Vol 4 (2) ◽  
pp. 75-81
Author(s):  
Romzah Romzah ◽  
Yohanes Eka Wibawa ◽  
Pramitha Dwi Larasati

Posyandu (Pos Layanan Terpadu) Kasih Bunda II merupakan pelayanan masyarakat yang bergerak pada bidang kesehatan balita. Posyandu ini memberikan pelayanan kesehatan seperti pengukuran berat badan, tinggi badan, pemberian vitamin A, pemberian obat cacing dan pemberian imunisasi dasar untuk balita. Pencatatan posyandu menggunakan media penulisan, sehingga membutuhkan 1 hari untuk menyelesaikan pencatatan posyandu dan merekap ulang data. Beberapa informasi tentang posyandu tidak tersalurkan seperti sulitnya mendeteksi perkembangan balita karena tidak ada laporan yang mendukung (harus memilah satu persatu data balita). Salah satunya dalam pengisian Kartu Menuju Sehat (KMS) balita, pengisian dapat dibuat lebih efektif dan efisien dengan dibuat secara digital, pengisian KMS tidak perlu melewati tahap yang panjang karena pencatatan, perhitungan, pelaporan terlalu rumit dengan buku-buku laporan yang banyak. Berdasarkan masalah tersebut maka dilakukan pembangunan sistem informasi menggunakan metode waterfall sistem dibangun menggunakan bahasa pemrograman PHP dan Database MySQL. Sistem informasi ini dirancang dengan sistem UML (Unified Modeling Language) yang terdiri dari Usecase Diagram, Activity Diagram, Sequence Diagram dan Class Diagram serta menggunakan Entity Relationship Diagram. Hasil yang diperoleh adalah sebuah sistem informasi berbasis web yang mampu mengelola data posyandu dan membantu pelaksanaan posyandu serta menyimpan arsip-arsip posyandu. Mendapatkan laporan semua balita, data kunjungan balita dan laporan grafik status gizi balita untuk orang tua.


2019 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Eki Saputra ◽  
Desi Fitri

Dit Intelkam Polda Riau menyelenggarakan fungsi untuk memberikan pelayanan kepada masyarakat yaitu pelayanan pengurusan Surat Keterangan Catatan Kepolisian (SKCK). Pengurusan SKCK ini dilakukan dengan mendatangi langsung kantor Dit Intelkam Polda Riau. Proses pembuatan SKCK pada Dit Intelkam Polda Riau, saat ini telah menggunakan database dalam penyimpanan datanya. Namun kelemahannya yaitu data lama pemohon akan hilang apabila belum dilakukannya perpanjangan oleh pemohon sebelum masa berlakunya habis. Hal ini disebabkan karena data lama yang tertimpa oleh data baru yang di-input-kan ke database.Selain itu SKCK yang lama juga tidak mempunyai sistem keamanan sehingga data SKCK tersebut dapat disalahgunakan oleh pihak yang tidak bertanggung jawab. Permohonan penerbitan SKCK pada Dit Intelkam Polda Riau bisa mencapai 200 penerbitan perharinya dengan kategori high section yaitu jumlah bagian dengan penerbitan tertinggi dalam satu hari. Sedangkan untuk pengurusan dalam pertahun dari Tahun 2016 pengurusan bisa mencapai sebanyak 30.000 lembar.Sistem ini menggunakan keamanan barcode, dimana barcode tersebut mempunyai informasi didalamnya yaitu: nama, nomor NIK, tujuan dan masa berlaku SKCK. Metode pengembangan yang digunakan dalam penelitian ini yaitu System Development Life Cycle Model Waterfall yang menggunakan tiga buah diagram Unified Modeling Language (UML), yaitu: usecasediagram, activity diagram dan sequence diagramserta memanfaatkan penggunaan ERD dalam pembuatan database. Pembangunan sistem dilakukan menggunakan beberapa aplikasi pendukung yaitu: PHP dan MySQL,Sublime Text 3, Javascript, dan HTML.Hasil dari penelitian ini dapat memberikan keamanan terhadap data SKCK pemohon dan dapat mempermudah Admin Kepolisian Daerah dalam proses pembuatan surat SKCK


2020 ◽  
Vol 2 (1) ◽  
pp. 15-28
Author(s):  
Irwandi Rizki Putra ◽  
Muh. Rasyid Ridha

Along with the times, technology and information are developing rapidly in various sectors in terms of human life. In the business world, technological development is very helpful in many ways. The phenomenon that occurs at this time is the increasingly widespread competition in the business world, especially in the field of marketplace in getting consumers to the emergence of various online marketplace sites. So far, Tembilahan online shop business is only known through social media such as Facebook, Whatsapp and Instagram or verbally to the public. Therefore, researchers are interested in taking a title, namely Marketpleace Q-Store Market Analysis and planning. Tembilahan Case Study aims to become a media promotion, and can make it easier for people to find goods that they want. In designing this Marketplace, the analysis used is PIECES and UML (Unified Modeling Language) as modeling and using the Framework code igniter to facilitate researchers in building systems. With the implementation of the Marketplace Q-Store, it provides a platform for seller to market their products.


2020 ◽  
pp. 549-573
Author(s):  
Mario Tulenan Parinsi ◽  
Keith Francis Ratumbuisang

As a developing country, Indonesia continues to improve its quality as a state, in which the attempt to optimize all of its potential both in terms of economic, political, social, cultural, technological, educational, health, etc. This modern era, all aspects of life are depending on technology. This makes the technology becomes one of necessary in people's life. The utilization of technology has been used by all people in all aspects of life. Specifically, this paper tries to offer an innovation that has never been designed before, namely a platform of M-Learning in form of social media related to the development of technology for learning. Nowadays, internet users and smartphone ownership in Indonesia increased dramatically, then writers took initiative to design an innovation related to this case. Social media technologies provide the opportunity for teachers to engage students in online classes, thereby supporting the development of skills and learners to achieve competency. In addition to students, the opportunity is also open to outside the community to get information that can add knowledge. This case study provides a platform for M-Learning based learning that facilitate student learning also helps society size to obtain information more easily. The design of this platform using models UML (Unified Modeling Language) to design a visual model of this platform.


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