scholarly journals Indonesian Learning Culture Based On Android

2017 ◽  
Vol 4 (1) ◽  
pp. 1-16
Author(s):  
Ribka Kowi ◽  
Tri Wahyu Widyanigsih

Indonesia is the fourth country with the largest population in the world and rich of cultural heritage and local wisdom. However, the majority of Indonesian people are less caring, less knowing and minimum understanding about Indonesian culture because of the lack of facilities to provide information of Indonesian culture. On the other hand, Android development is increasingly rapid and free to develop. This is an opportunity that can be used to build a culture of learning systems to maintain the existence Indonesia culture in the eyes of Indonesian people. This research aims to create a system of Indonesian Culture Learning android based mobile application that can be used as a medium of learning Indonesian culture. The methodology of this development is using SDLC which starting from planning, requirements analysis, system design, implementation, testing and maintenance. And using Android Studio as the main program, Photoshop and Microsoft Paint for image processing, and DIA to design UML. Indonesian Learning Culture can display ten kinds of culture, that is: traditional house, traditional food, traditional clothes, traditional dance, traditional language, traditional music instruments, traditional song, tribe, handy craft and tourist attraction. Where  each category shows an example of each of the provinces in Indonesia.  Keyword— Android, Indonesian Culture, Mobile Application, SDLC.  REFERENCES [1] Alwan, Motea. (2015), what is system development life cycle, retrieved 19 September 2016, <https://airbrake.io/blog/insight/what-is-system-developmentlife-cycle >.J. Clerk Maxwell, A Treatise on Electricity and Magnetism, 3rd ed., vol. 2. Oxford: Clarendon, 1892, hal.68- 73. [2] Arif, Akbarul Huda. 24 JAM!! Pintar Pemrograman ANDROID, Ebook Version 2.1 [3] Arismadhani, A., Yuhana, U.L., Kuswardayan,I. (2013), Aplikasi Belajar Menulis Aksara Jawa Menggunakan Android, JURNAL TEKNIK POMITS, Vol. 2, No.2, retrieved 2 March 2016, <http://download.portalgaruda.org/article.php?article=88965 &val=4186>. [4] DU (n.d) What is Microsoft Paint. [Online] Digital Unite. retrieved 14 November 2016, <https://www.digitalunite.com/guides/microsoftprograms/what-microsoft-paint>. [5] Elmasri, R., and Navathe, Shamkant B. (2011), Fundamentals of Database System Sixth Edition. Pearson Education,Inc. [6] H., Nazruddin Safaat. (2012), Pemrograman Aplikasi Mobile Smartphone Dan Tablet PC Berbasis Android. Bandung: Informatika, pp. 1, 7-8 [7] Haughn, Matthew. (2015), Definition of Photoshop, retrieved 14 November 2016, <http://whatis.techtarget.com/definition/Photoshop >. [8] IBM (n.d) An introduction to the Unified Modeling Language. [Online] IBM. Retrieved 14 November 2016,<http://www.ibm.com/developerworks/rational/library/7 69.html>. [9] Imam, Dyina S., and Sismoro, Heri. (2015), Rancang Bangun Aplikasi Mobile Sebagai Media Pelestarian Lagu Traditional Dan Nasional Indonesia Berbasis Android, Jurnal Ilmiah DASI, Vol.16, No.1, retrieved 2 March 2016, <https://www.google.co.id/url?sa=t&rct=j&q=&esrc=s&sour ce=web&cd=1&cad=rja&uact=8&ved=0ahUKEwjYpozc_97 QAhULLY8KHcbZArcQFggZMAA&url=http%3A%2F%2F ojs.amikom.ac.id%2Findex.php%2Fdasi%2Farticle%2Fview File%2F228%2F213&usg=AFQjCNFbyMXtRJIXS6aIOGaA H7OsViOmxQ&bvm=bv.139782543,d.c2I>. [10] KKBI (n.d) Budaya. [Online] KKBI. Retrieved 14 November 2016, <http://kbbi.web.id/budaya>. [11] McCann, William Jon. (2013), Dia Diagram, retrieved 14 November 2016, <https://wiki.gnome.org/action/show/Apps/Dia?action=show &redirect=Dia>. Murtiwiyati and Lauren, Glen. (2013), Rancang Bangun Aplikasi Pembelajaran Budaya Indonesia Untuk Anak Sekolah Dasar Berbasis Android, Jurnal Ilmiah KOMPUTASI, Vol. 12, No. 2, retrieved 2 March 2016, <https://www.google.co.id/url?sa=t&rct=j&q=&esrc=s&sour ce=web&cd=1&cad=rja&uact=8&ved=0ahUKEwi6oIu_9N7 QAhWMK48KHVJmAncQFggZMAA&url=http%3A%2F% 2Fmurtiwiyati.staff.gunadarma.ac.id%2FPublications%2Ffile s%2F2058%2Fjurnal%2BAndroid.pdf&usg=AFQjCNGipYb EnfrdkyL6XMXnI88vw0Yfnw&bvm=bv.139782543,d.c2I>. [12] Nisafani, Amna N., Muqtadiroh, Feby A., Nugraha, Nanda F. (2014), Analisis Dan Perancangan Wiki Budaya Dalam Rangka Melestarikan Budaya Bangsa Dan Kearifan Lokal Nusantara. SISFO-Jurnal Sistem Informasi, retrieved 2 March 2016, <https://www.researchgate.net/publication/280822614 >. [13] Nugraha, T. S., and Tresnawati, Dewi. (2015), Pengembangan Aplikasi Pengenalan Kesenian Daerah Indonesia Sebagai Media Pembelajaran Berbasis Android. Jurnal Algoritma, Vol. 16, No.1, retrieved 2 March 2016, <http://jurnal.sttgarut.ac.id/index.php/algoritma/article/viewFi le/173/160 >. [14] Rizky, R. and Wibisono, T. (2015), Mengenal Seni & Budaya 34 Provinsi di Indonesia. Jakarta Timur: Cerdas Interaktif. [15] Sembiring, Rehulina. (2014), Panduan Android Studio, retrieved 19 September 2016, <http://panduanandroidstudio.blogspot.co.id/>. [16] Suryana. (2010), Metode Penelitian (Model Prakatis Penelitian Kuantitatif dan Kualitatif). Universitas Pendidikan Indonesia, retrieved 17 October 2016, <http://file.upi.edu/Direktori/FPEB/PRODI._MANAJEMEN_ FPEB/196006021986011-SURYANA/FILE__7.pdf >. [17] UML (n.d) The Unified Modeling Language. [Online] UML. Retrieved 14 November 2016, <http://www.umldiagrams.org/>. [18] Valacich, Joseph S., George, Joey F., and Hoffer, Jeffrey A. (2012), Essentials of System Analysis & Design, 6th edn, Pearson Education,Inc. [19] Wijaya, Raden. (2015), Skala Likert (Metode Perhitungan, Persentase dan Interval, retrieved 14 November 2016, <http://dokumen.tips/documents/skala-likert-metodeperhitungan-persentase-dan-interval.html#>

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


2018 ◽  
Vol 3 (1) ◽  
pp. 7-12
Author(s):  
Iwan Setiawan

AbstrakPT. Gunung Berlian Nusantara merupakan pengembang perumahan yang bergerak dibidang properti yaitu penjualan rumah subsidi. Sistem penjualannya dilakukan secara kredit melalui Bank atau kredit pada developer. Pembayaran kredit developer langsung pada kantor pemasaran. Data penjualan dan pembayaran rumah diolah oleh bagian administrasi yang masih menggunakan Microsoft Office Excel dan buku administrasi. Sehingga perlu dibangun sebuah rancangan sistem administrasi perumahan untuk pengolahan data yang berbasis pemograman PHP dan basis data MySQL dengan alat bantu perancangan menggunakan UML (Unified Modelling Language). Adapun metode pengembangan sistem yang digunakan adalah metode Prototype. Dengan adanya sistem administrasi perumahan berbasis pemograman aplikasi ini dapat memberikan kemudahan dan mendukung kegiatan administrasi perusahaan. Kata kunci— Perumahan, PHP, MySQL, UML, Metode Prototype.  AbstractPT. Gunung Berlian Nusantara is a housing developer engaged in the sale of subsidized houses. The sales system is done on credit through the Bank or credit to the developer. Direct developer loan payments at the marketing office. Data sales and home payments are processed by administrators who still use Microsoft Office Excel and administrative books. It is necessary to build the design of residential administration system for data processing based on PHP programming and MySQL database with design tool using UML (Unified Modeling Language). System development method used is Prototype method. With a residential administration system based on this application program can provide ease and support corporate administration activities Keywords— Housing, PHP, MySQL, UML, Prototype Method.


2018 ◽  
Vol 3 (1) ◽  
pp. 66 ◽  
Author(s):  
Aulia Paramita ◽  
Alusyanti Primawati ◽  
Lukman Lukman

Technology users that is growing rapidly in line with the emergence of various kinds of smartphones as the mobile- and internet-based medium of communication. With the presence of the Internet and ICT, the marketing and selling processes can be conducted anytime and anywhere. Tanah Abang traditional market is one of the biggest Southeast Asian markets with complicated business activities. Many traders from inside or outside Jakarta come to the market to supply their products. Therefore, to help buyers shop by lowering their fares and to reduce traffic congestion, it is necessary to perform a research to design an online market system at Tanah Abang market, namely tenabangmarket.com. The concept of an effective modeling system is formulated by applying Grounded Research method, while the system itself is designed by using Unified Modeling Language (UML). The expected result of the research is an e-commerce system analysis in the form of online market system for traders and buyers at Tanah Abang Market, especially block F, to be next developed into the application design phas


2016 ◽  
pp. 497-513
Author(s):  
Liang-Cheng Chang

Project management skills such as WBS, Gantt Chart and PERT have been applied in many fields, but system analysts preferred UML to project tools. This chapter recommend transformation rules from project items into objects and project charts into UML diagrams, to model all project items and processes by using UML. Therefore, UML can be applied not only to system analysis and design, but also to entire project processes. Stakeholders in a project can rethink the project in terms of object orientation and communicate with system developers using the same tool as UML.


2014 ◽  
Vol 14 (5) ◽  
pp. 129-144 ◽  
Author(s):  
Jianhu Zheng ◽  
Yunqing Feng ◽  
Yun Zhao

Abstract This paper firstly introduces the main content of the Unified Modeling Language (UML) and proves that it can transmit information among the users, the developers, the designers and the managers efficiently, which improves their collaboration capabilities and greatly increases the degree of industrialization in software development projects. Secondly, a library management system development and design is carried out, based on UML modeling mechanism to analyze a simple library management system. Thirdly, a demand analysis mode of the management system is built with the help of a case diagram and an analysis diagram after analysis of a simple library management system, using UML modeling mechanism. Then a book lending management subsystem has been designed in the library management system by a design class diagram and a sequence diagram. The design process indicates that as a modeling language of software engineering, UML has a very good application prospect.


2021 ◽  
Vol 3 (1) ◽  
pp. 53-62
Author(s):  
Desi Dwi Nawang Wulan ◽  
Abdurahman Fauzi

Perkembangan dunia teknologi dan informasi begitu sangat cepat hingga merambat ke dunia pendidikan. Berbagai perpaduan antara kurikulum baru yang diiringi dengan kemajuan teknologi dapat memberikan terobosan baru di dunia pendidikan untuk lebih meningkatkan efektifitas kegiatan belajar mengajar. Hal itulah yang perlu diadakan di setiap sekolah demi meningkatkan tujuan pembelajaran. SMKN 1 Anjatan adalah salah satu sekolah menengah Kejuruan Negeri yang terletak di kabupaten Indramayu, Jawa Barat yang masih menggunakan pembelajaran manual. Tujuan dari penelitian ini adalah untuk membantu pihak guru dalam mengembangkan kreatifitas siswa meskipun siswa tidak berada di sekolah yang nantinya dapat diharapkan sebagai salah satu sistem yang dapat mengefektifkan kegiatan belajar mengajar.  Penelitian ini menggunakan metode perancangan perangkat lunak SDLC (System Development Life Cycle) waterfall yang mempunyai lima tahap yaitu Analisa Kebutuhan, Desain, Pembuatan Kode, Integrasi dan Pengujian,  Support dengan menggunakan pemodelan UML (Unified Modeling Language) dan Android Studio dengan bahasa pemrograman java sebagai pembuatan aplikasinya. Penelitian ini menghasilkan  dua buah aplikasi yang bisa digunakan oleh guru dan siswa dengan berbagai fitur dan interface yang sangat mudah digunakan dalam kegiatan belajar mengajar.


2021 ◽  
Vol 4 (2) ◽  
pp. 21
Author(s):  
Pradhika Ulil Albab ◽  
Ucuk Darussalam ◽  
Winarsih Winarsih

Buying and selling guitars is already popular among the general public, but guitar sales are still a lot by visiting music stores. This sales system is still a habit of people. With that, do a solution to solve the problem. The solution given is to create an e-commerce web application. By using this application is expected to simplify the sales system, data search, making it easier to create reports. This system is also equipped with item selection, so it can assist in guitar selection. Through the tests carried out, it is proven that the e-commerce web application can be used to record information about buying and selling transactions, stockpiling of goods, conducting broader promotions and marketing as well as making order transaction reports and inventory reports. The Waterfall System Development Method is used as a stage of making an application and UML (Unified Modeling Language) is used as a modeling design for the Guitar Online Sales Information System program. From the discussion and implementation of the system that has been carried out, several conclusions can be drawn, including as follows; This application can simplify the sales system at a guitar shop by providing shopping cart, search features and is equipped with a payment confirmation process as well as making it easier for the admin to record transaction reports.Keywords:Sales System, E-Commerce, Transactions.


2019 ◽  
Vol 5 (2) ◽  
Author(s):  
I Gede Totok Suryawan ◽  
Gede Dana Pramitha

<p>ABSTRACT<br />This paper discusses the design and development of the coahcing log tenant system of INBIS STIKI Indonesia. Coaching log is an accompaniment record recorded in a hard copy file that contains data on tenants, coaches, mentoring records, assignments from coaches to tenants, and results of previous assignments given by coaches to tenants. This hard copy coaching log file cannot be used effectively especially in seeing the development of tenants from time to time or the progress reports of tenants. To solve this problem in this study a web-based log coaching system has been developed which has tenant data management features, data coaches, making mentoring schedules, providing timetables for mentors, coaching logs by coaches, coaching logs by tenants. The system design model used in this study uses the Unified Modeling Language (UML) model, system development using the laravel framework, and testing using the blackbox testing method. Based on the results of testing all the features that are owned by this log coaching system can function properly. And the system developed can help INBIS STIKI Indonesia in managing the process of assisting tenants.<br />Keywords: Information System, Coaching Log, Business Incubator. Tenant, Coach<br />ABSTRAK<br />Paper ini membahas tentang perancangan dan pengembangan sistem coahcing log tenan INBIS STIKI Indonesia. Coaching log merupakan catatan pendampingan yang direkam dalam sebuah file hard copy yang berisi tentang data tenan, coach, catatan pendampingan, tugas dari coach kepada tenan, serta hasil tugas sebelumnya yang diberikan oleh coach kepada tenan. File hard copy coaching log ini belum bisa digunakan secara efektif khususnya dalam melihat perkembangan tenan dari waktu ke waktu atau laporan kemajuan tenan. Untuk menyelesaikan masalah tersebut pada penelitian ini telah dikembangan sistem coaching log berbasis web yang memiliki fitur pengelolaan data tenan, data coach, pembuatan jadwal pendampingan, pemberian jadwal pendampingan kepada tenan, coaching log oleh coach, coaching log oleh tenan. Model perancangan sistem yang digunakan dalam penelitian ini menggunakan model Unified Modeling Language (UML), pengembangan sistem menggunakan framework laravel, dan pengujian menggunakan metode blackbox testing. Berdasarkan hasil pengujian semua fitur yang dimiliki oleh sistem coaching log ini secara fungsional bisa berjalan dengan baik. Dan sistem yang dikembangkan bisa membantu INBIS STIKI Indonesia dalam mengelola proses pendampingan tenan.<br />Kata Kunci : Sistem Informasi, Coaching Log, Inkubator Bisnis, Tenan, Pendamping</p>


2019 ◽  
Vol 5 (2) ◽  
pp. 249
Author(s):  
Eva Faja Ripanti

Penelitian ini bertujuan membangun sebuah sistem berbasis komputer yang dapat membantu pengelolaan hutan mangrove dengan menadopsi konsep ekonomi melingkar (Circular Economy). Sistem dibangun dengan pendekatan system development life cycle (SDLC). Instrumen yang digunakan untuk menggambarkan hasil analisis dan perancangan pada penelitian ini adalah Unified Modeling Language (UML). Terdapat tiga tahapan besar dalam penyelesaian penelitian yaitu mengkorelasikan parameter pengelolaan hutan mangrove dengan konsep ekonomi melingkar; merancang dan mengimplementasikan sistem informasi pengelolaan hutan mangrove. Hasil yang disampaikan pada sistem ini adalah sebuah cara kontrol, koordinasi dan pengambilan keputusan pada pengelolaan hutan mangrove yang melibatkan pemerintah dan masyarakat sebagai pengguna. Sistem tersebut dibagun dalam sebuah apikasi berbasis web sehingga memudahkan pengguna dalam berkomunikasi satu sama lain dan menjalankan perannya.


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