scholarly journals REVIEW OF THE SPIRAL MODEL AND ITS APPLICATIONS

Author(s):  
Dhruv Doshi ◽  
Labdhi Jain ◽  
Kunj Gala

Software Development Life cycle is the process consisting of many phases used to develop a software and for eliciting the user’s requirements. There are a number of models available that are used according to the suitability of the situation. In this paper we discuss the spiral model and its application in various scenarios such as website development, mobile application development and traffic management system.

2020 ◽  
Vol 4 ◽  
pp. I11-I18
Author(s):  
James Surya Seputro ◽  
Henny Hartono

Peran teknologi merupakan hal lumrah yang menjadi inovasi dalam bidang pendidikan. Perkembangan teknologi menuntut para pengajar dan pelajar untuk menjadi sumber daya manusia yang unggul untuk meningkatkan mutu pendidikan. Perkembangan mutu pendidikan tidak lepas dari keselarasan antara pemanfaatan teknologi dengan lembaga pendidikan. Blessing merupakan sebuah lembaga pendidikan nonformal yang menerapkan proses administrasi, absensi, penjadwalan kelas, pembelajaran secara manual dan penyimpanan berkas – berkas materi pembelajaran tidak terpusat. Diterapkannya sistem informasi akademik pada lembaga belajar Blessing akan mendukung kegiatan operasional yang masih dilakukan secara manual. Model pengembangan sistem menggunakan Mobile Application Development Life Cycle (MADLC) yang meliputi perancangan, pengembangan, dan pengujian yang sesuai untuk aplikasi mobile. MADLC memiliki tahapan – tahapan tertentu yaitu Identification, Design, Development, Prototyping, Testing, Deployment, Maintenance. Sistem akan dirancang menggunakan android studio dengan bahasa pemrograman Java dan database MySQL sebagai web server dengan PHP untuk mengambil data dari database, sedangkan pemodelan sistem terdiri dari desain ERD, UML, dan antarmuka. Penelitian ini bertujuan untuk merancang sebuah sistem informasi akademik untuk lembaga pendidikan Blessing yang dapat diakses melalui ponsel untuk menyempurnakan metode pembelajaran yang diterapkan saat ini sehingga penerapan pembelajaran tidak hanya bersifat konvensional, namun dapat dilakukan secara online melalui aplikasi mobile.


2021 ◽  
Vol 28 (1) ◽  
Author(s):  
M.A. Adeagbo ◽  
J.E.T. Akinsola ◽  
A.A. Awoseyi ◽  
F. Kasali

Selection of a suitable Software Development Life Cycle (SDLC) model for project implementation is somewhat confusing as there are a lot of SDLC models with similar strengths and weaknesses. Also, the solutions proffered among the researchers so far have been the  qualitative comparative analysis of SDLC models. Hence, this paper proposes a comparative analysis of SDLC models using quantitative approach in relation to strengths and weaknesses of SDLC models. The study adapted comparative analysis and Software Development Life Cycle (SDLC) models features’ classification using ten characteristics such as project complexity, project size, project duration, project with risk, implementation/initial cost, error discovery, associated cost, risk analysis, maintenance and cost estimation. A quantitative measure that employs online survey using experts in software design and engineering, project management and system analysis was carried out for the evaluation of SDLC models. Purposeful Stratified Random Sampling (SRS) technique was used to gather the data for analysis using XLSTAT after pre-processing, taking into consideration both benefit and cost criteria. The overall performance evaluation showed that Spiral-Model is the best followed by V-Model and lastly Waterfall Model with comparative values of 38.63%, 35.76% and 25.61% respectively. As regards cost estimation, Waterfall Model is the most efficient with value of 41%, then V-Model with 31% and lastly Spiral Model with 28%. V-Model has great error recovery capability with value of 45% which is closely followed by Spiral Model with 37% and lastly Waterfall Model with 18%. The study revealed that, a model with efficient risk assurance does not guarantee efficient cost management. In the future work, more characteristics regarding SDLC models shall be considered.


2020 ◽  
Vol 9 (3) ◽  
pp. 1276-1283
Author(s):  
N. Illias ◽  
N. H. Abdul Hamid ◽  
Z. A. Shaffiei

Managing the complaint is tough to handle, efficient response to the complaints from the customer can be an indicator to measure an organization’s performance. We’ve chosen Politeknik Nilai as one of the institutions that are facing daily complaints from the students and parents. Currently, they are using the manual form to lodge a complaint and receive the feedback via email. In this study, we developed an android based mobile application to manage the students’ complaint. With mobile apps, the management can prevent the loss of complaint forms and keep track of the records. This system will send feedback and notification directly via students’ mobile phone. This study referred to the ten principles for effective complaint handling by Ombudsman. We only referred to eight principles to construct the PNSCares. The methodology used to develop mobile apps is using the Mobile Application Development Life Cycle (MADLC). System Usability Scale (SUS) is used to measure the effectiveness of the mobile apps. The feedbacks from ten respondents on the PNSCares prototype are good with 72 scores in SUS for perceived usefulness and ease of use factor. Based on the result, the prototype is effective and easy to use.


Author(s):  
I Wayan Dedy Budiarta . ◽  
I Ketut Resika Arthana, S.T.,M.Kom. . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S .

Untuk meningkatkan pengetahuan masyarakat tentang cerita rakyat Bali khususnya cerita Rare Angon, diperlukan adanya inovasi dalam cara penyajian cerita rakyat Bali agar menarik minat masyarakat. Salah satunya dengan bantuan media yang inovatif dan menyenangkan seperti game. Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Game Cerita Rakyat Bali Rare Angon Berbasis Android. (2) untuk mengetahui respon pengguna terhadap Game Cerita Rakyat Bali Rare Angon Berbasis Android. Metode penelitian yang digunakan adalah Software Development Life Cycle. Game Cerita Rakyat Bali Rare Angon Berbasis Android ini dikembangkan menggunakan model RAD. Subyek penelitian adalah masyarakat umum dengan menggunakan angket. Data yang dikumpulkan dianalisis secara deskriptif. Hasil penelitian ini adalah aplikasi yang diimplementasikan menggunakan bahasa pemrograman C# dengan editor Unity. Game yang dihasilkan sudah sesuai dengan alur cerita aslinya. Seluruh fitur yang terdapat pada Game Cerita Rakyat Bali Rare Angon Berbasis Android ini sudah berjalan dengan baik. Hasil uji ahli media memperoleh persentase sebesar 84% yang berarti usability aplikasi dalam rentangan baik. Hasil uji ahli isi mendapat hasil 100% yang berarti cerita dalam game sudah akurat dan sesuai dengan cerita aslinya.Respon pengguna terhadap Game Cerita Rakyat Bali Rare Angon Berbasis Android masuk dalam rentangan sangat baik.Kata Kunci : Game, Cerita Rakyat Bali, Rare Angon, Android To Improve public knowledge about Balinese folklore especially Rare Angon story, an innovation was needed in how to present Balinese folklore to attract the public interest. One of them is innovative and fun media such as games. This Research aimed to: (1) to design and to implement Android Based Game of Balinese Folktale Rare Angon. (2) To know the users response to Android Based Game of Balinese Folktale Rare Angon. The method used in this research was Software Development Life Cycle. Android Based Game of Balinese Folktale Rare Angon was developed using RAD Model. Subjects in this research were the public. The data that collected in this research was the data of public response to application development of Android Based Game of Balinese Folktale Rare Angon using a questionnaire. The data that has been collected were analyzed descriptively. The results of this research are the application that implemented using C# programming language with Unity Editor. This game is made perfectly fit to the origin story. All of features contained in Android Based Game of Balinese Folktale Rare Angon are functioning properly. Media Expert test results obtained a percentage of 84% which means usability of the application in a good range. Content Expert test results get 100% which means the story in the game is accurate and in accordance with the original story. User responses to Android Based Game of Balinese Folktale Rare Angon belong in a very good range.keyword : Game, Balinese Foktale, Rare Angon, Android


2020 ◽  
Vol 4 (3) ◽  
pp. 64
Author(s):  
Syepry Maulana ◽  
Lukman Azhari ◽  
Rohmat Taufiq ◽  
Atika Rahma

Aplikasi e-Library Fakultas Teknik adalah sebuah aplikasi yang digunakan untuk membantu bagian Perpustakaan melakukan pengelolaan data dan transaksi pada Perpustakaan Fakultas Teknik Universitas Muhammadiyah Tangerang. Aplikasi ini digunakan oleh petugas agar lebih mudah dalam melakukan pencatatan peminjaman dan pengembalian buku dalam memantau buku yang tersedia dan dipinjam. Aplikasi ini dibuat dengan menggunakan metode pengembangan sistem Software Development Life Cycle (SDLC) dengan model Rapid Application Development (RAD). Pembangunan aplikasi ini berupa aplikasi Android yang dapat diakses oleh anggota perpustakaan dan terhubung dengan aplikasi Website yang diakses oleh petugas perpustakaan. Aplikasi angroid dibangun menggunakan Bahasa pemrograman PHP dengan Framework Codeigniter dan aplikasi Android menggunakan Bahasa pemrograman Dart dengan Framework Flutter. Sedangkan dalam metode pengujian sistem menggunakan pengujian blackbox testing.Kata kunci: Perpustakaan, Aplikasi e-Library, Android, RAD


Software become an unavoidable in every once life. Quality of the software is an import aspect in the software development life cycle. Quality for a software is represented in terms of functional and non-functional requirement. Software architecture is used to represent the using set of components and is connectivity as a relationship between these components. To assure the development process meet the requirement given by the user, the Software Evaluation is used. Early detection of error protect the software development producing the defect software. ATAM is the one of the method used to detect the risk, non-risk, scenarios and tradeoff in the earlier stage of development life cycle. Here in this paper security scenarios for mobile application has been elicited and compared with the scenarios extracted from the whatsapp application. Comparison shows few scenarios need to added with existing scenarios in order to improve / ensure full security for the metadata.


This paper aims to software development life cycle for big data, software development and mobile application for the new environment of the real world. The big data is a new design in the world for the Internet devices to connected life in new environment. The paper reviews 6Vs such as (Volume, Variety, Velocity, Variability, Veracity and Value) for big data an environment application used in the mobile application for students and instructors in university. In fact, for the digital content is to efficiency and effectively for accessed the contents with anytime and everywhere to capture the speeding and capacity data. Current research on software development on application for students and instructors is limited to readiness and awareness. This research extends the need for empirical findings from system analyst and top management of digital contents for big data approach.


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