scholarly journals PERANCANGAN GAME EDUKASI GOI BERBASISKAN FLASH

2018 ◽  
Vol 6 (2) ◽  
pp. 42-50
Author(s):  
Ditansya Lubis ◽  
Riska Sri Rahmawati ◽  
Soni Mulyawan Setiana

In learning japanese language, vocabulary is the most important thing in learning a language especially Japanese language. But in the process of learning vocabulary, students sometimes feel bored with the usual methods done in learning. To overcome the saturation, then made an educational game that provides education in the form of basic vocabulary of Japanese language. The design of this game successfully done by using the system development method is waterfall where progress is seen continue to flow down like a waterfall, which passes through the demands definition phase, system & software design, implementation & unit testing, integration & system testing, operation & maintance. This game is implemented by using the programming language actionscript using Adobe Flash CS6 software.

Jurnal Teknik ◽  
2021 ◽  
Vol 19 (1) ◽  
pp. 42-52
Author(s):  
Dian Novian ◽  
Arip Mulyanto ◽  
Galang Leoni Yagri MS Punu ◽  
Indah Wardati

Communication between members of the community within the Neighborhood Association (RT) is often hampered due to the activities of each resident, making it difficult for the residents to share important information with each other. This study aims to build a mobile-based application as a communication medium for citizens in the RT environment. The research method used is the waterfall system development method which includes requirements analysis and definition, system and software design, implementation and unit testing, integration and system testing, and operation and maintenance. The results show that the mobile-based E-Warga Application can be used as a communication medium for citizens. The mobile-based E-Warga application helps the public to share important information, access various services and information needed.


2021 ◽  
Vol 1 (2) ◽  
pp. 62
Author(s):  
Oh Daniel Kurniawan ◽  
Hendra Prasetya ◽  
Bernadinus Harnadi

Language and culture is an applied been possessed by every man since born. Language is a in the form of communication with  each  other.  In daily life, communicate with the family, friend, even work also need good ability. Therefore a  use of language that well and properly should be owned individuals[1]. Nihon-Goo! Is a Game made from computer for the purpose as a medium and facilitate the process increase knowledge and understanding basic vocabulary and culture in japan. After 5 times playing of one each day, game testing was conducted to 40 people and fill the questionnaire. Post-test data result shows that the game makes the player having  difficulty answering  the questions, but still want to play it again and again. So even though they failed to try it, they still tried again and again.


2021 ◽  
Vol 4 (1) ◽  
pp. 40-47
Author(s):  
Teuku Muhammad Fawa'ati ◽  
Tito Budi Raharto

Abstract In the activities of Computer subjects especially the material "Computer Hardware and Software" subject teachers are less than optimal in utilizing and empowering learning resources. Students are less able to develop themselves and tend to be forced to memorize or remember the material presented. The ability of students who are still low in identifying the types and functions of computer hardware, the habit of playing games after school, so that learning outcomes in computer subjects the material "Knowing Computer Hardware and Software" has not been satisfactory. The system development method uses the System Development Life Cycle (SDLC) method and the system design uses UML. The implementation of this system uses Construct 2, as well as system testing using the Black Box. The results achieved are Android-based Educational Game applications to facilitate students in understanding the learning process at school. Keywords  Game, System Development Life Cycle, UML.


Author(s):  
Karya Suhada ◽  
Mariyati

PT. Toyota Motor MFG Indonesia is an automotive company producing several car line-ups. The problem found in travel administration section is inefficient time required for processing employee's official travel request. PT. Toyota Motor Mfg Indonesia requires an e-travel system to create effective and efficient process for employees and division administrators. The development method used for E-Travel web-based system is Waterfall method that consists of five stages: requirements analysis & definition, system & software design, implementation & unit testing, integration & system testing, and operation & maintenance. The system is created using PHP programming language, and UML (Unified Modelling Language) for system design modelling. The final result of this research is web-based E-Travel system that can be used to fulfil company and employee travel needs, then it can achieve the desired bigger goals. E-Travel System has data collection feature for employees who travel domestically and overseas. The system will calculate employee benefits automatically for employees who travel on business. Advantage of this system is payment of employee benefits can be done cashless and paperless to minimize excessive use of paper.


2021 ◽  
Vol 2 (1) ◽  
pp. 1-15
Author(s):  
Ani Hartati ◽  
Fajriyah Fajriyah ◽  
Khana Wijaya

In this method the author uses the UCD (User Centered Design) system development method and analysis and system design tools using a Flowchart (Flowchart) programming language used JAVA language with Adobe Flash CS6 application. This application was created aiming to be able to help early childhood, kindergarten/PAUD level students as well as teachers and parents in introducing and teaching letters, numbers, fruit, colors, animals, shapes and vehicles.


2021 ◽  
Vol 1 (1) ◽  
pp. 78-86
Author(s):  
Kristin Mamit Thalia ◽  
Enny Dwi Oktaviyani ◽  
Felicia Sylviana

Inventory data on Obyth Store is still made in the big agenda book, so store owners and cashiers have difficulty when viewing the inventory data information of existing goods. Therefore, it takes a system of information on inventory of goods using the Reorder point method. This method helps the shop owner to check the inventory quantity of goods without having to go around first, and avoid running out of stock the amount of inventory and the store owner can know the point of time when to rebook. This system uses 2 methods namely waterfall as a software development method and Re Order Point method as a method in the inventory information system created. Re order point has 3 factors to get the result of its re order point, namely lead time, average usage, and safety stock. Based on the waterfall method stage there are several stages namely requirement definition, system and software design, implemetation and unit testing, integration and system testing and operation. The software used in building this website is Sublime, MySQL, and XAMPP


2019 ◽  
Vol 5 (2) ◽  
pp. 95-103
Author(s):  
Rosa Delima ◽  
Halim Budi Santoso ◽  
Gerry Herbiyan Aditya ◽  
Joko Purwadi ◽  
Argo Wibowo

E-Commerce is a process model of selling and buying goods using information and communication technology. This business model offers a broad market for products owned by the seller. However this sales model is not yet common for agricultural products. Most of the process of buying and selling agricultural products is still done conventionally. The lack of agricultural e-commerce sites is the main reason for the research conducted. This research will develop an agricultural e-commerce system. This system has two main modules that are sales module and purchasing module. This article specifically develops sales modules for agricultural e-commerce. In the development of modules applied Dynamic System Development Method. The used of this model is based on characteristic of the project which have limited number of development team and short development time. The development stages consist of pre-project, feasibility study, business study, functional model iteration, and design and build iteration. In this study a prototype has been produced for the sales module on agricultural e-commerce that is being developed


2021 ◽  
Vol 1 (6) ◽  
pp. 247-259
Author(s):  
Eka Widyawati ◽  
Ari Fadli ◽  
Muhammad Syaiful Aliim

Sistem pakar adalah sebuah sistem yang berusaha mengadopsi pengetahuan manusia ke komputer, agar komputer dapat menyelesaikan suatu permasalahan seperti yang biasanya dilakukan oleh para ahli. Kanker merupakan penyakit yang disebabkan oleh pertumbuhan sel yang tidak normal dan tidak terkendali serta menekan sel-sel yang normal. Sejumlah sel dalam payudara tumbuh dan berkembang dengan tidak terkendali inilah yang disebut dengan kanker payudara. Oleh karena itu, penelitian ini mencoba untuk membangun sebuah aplikasi agar dapat mengetahui gejala awal dari penyakit kanker payudara. Aplikasi ini berbasis website dengan menggunakan metode waterfall yang merupakan suatu metode dalam pengembangan perangkat lunak dengan melalui 5 tahapan yaitu, requirement analysis and definition, system and software design, implementation and unit testing, integration and system testing, dan operation and maintenance. Website ini diimplementasikan dengan menggunakan bahasa pemrograman PHP dan basis data MySQL. Pengambilan hasil kesimpulan untuk hasil diagnosa didasarkan pada hasil penelusuran secara forward chaining dan perhitungan secara certainty factor. Pengujian sistem pakar dilakukan dengan menggunakan black-box testing dan usability testing. Pengujian dengan metode black-box terhadap fungsionalitas dari setiap bagian aplikasi sistem pakar, didapatkan hasil yang sudah sesuai dengan tujuan yang diharapkan. Sedangkan pengujian dengan metode usability testing terhadap 50 responden yang menggunakan aplikasi sistem pakar, didapatkan hasil penerimaan yang baik memenuhi kelima aspek usability testing yaitu learnability, efficiency, memorability, errors, dan satisfaction dengan nilai persentase sebesar 85%.


INOVA-TIF ◽  
2018 ◽  
Vol 1 (2) ◽  
pp. 121
Author(s):  
Sonaji Yusup ◽  
Hersanto Fajri ◽  
Safaruddin H. Al-Ikhsan

<p class="Standard">   PT. Astech Alus Technology adalah perusahaan yang bergerak dalam bidang penyediaan jasa pengembangan perangkat lunak atau <em>software house</em>. Sebagai perusahaan yang bergerak dalam bidang jasa, pemantauan perkembangan proyek harus dapat dilaksanakan dengan baik agar tercapai tujuan perusahaan. Dalam menjalankan aktifitas pengerjaan multi proyek, banyak hal yang masih dilakukan secara manual, sehingga menyulitkan pihak perusahaan untuk berkomunikasi antar sesama <em>team</em> <em>internal</em> perusahaan, seperti penyimpanan dokumen-dokumen perencanaan dan pelaksanaan yang masih dilakukan secara terpisah, hal ini sering mengakibatkan terjadinya <em>miss</em> komunikasi jika terdapat perubahan isi dokumen. Hal lain yang sering menimpa adalah kesepakatan antara perusahaan dan pelanggan yang tidak terdokumentasi dengan baik karena dilakukan secara manual, akibatnya banyak permintaan-permintaan dari pelanggan yang diluar kesepakatan sebelumnya, hal ini sangat merugikan perusahaan dari sisi waktu dan biaya. Tujuan penelitian ini adalah menghasilkan aplikasi yang mempermudah komunikasi berbagi dokumen-dokumen proyek, catatan perancangan dan pelaksanaan, serta dokumentasi kesepakatan antara perusahaan dan pelanggan; memperlancar komunikasi <em>team</em> <em>internal</em> dalam pengerjaan proyek; menghasilkan aplikasi yang dapat me<em>monitoring</em> pemasukan dan pengeluaran biaya suatu proyek untuk lingkup <em>internal</em> manajemen. Teknik perancangan sistem menggunakan UML (<em>Unified Modelling Languange</em>), dengan metode pengembangan sistem menggunakan metode <em>waterfall</em> yang mempunyai beberapa proses yaitu proses <em>requirement definition</em>, <em>system and software design</em>, <em>implementation and unit testing, integration</em> and <em>system testing</em> yang berfungsi sebagai pembuatan rancangan sistem agar sistem yang dibuat sesuai dengan kebutuhan pengguna. Hasil penelitian ini adalah sebuah sistem  <em>monitoring</em> proyek perangkat lunak berbasis web.</p><p class="Standard"><strong>Kata Kunci:</strong> sistem informasi <em>monitoring</em>, sistem <em>monitoring</em>, <em>waterfall</em>, <em>Unified Modelling Languange</em> (UML)</p>


Horizon ◽  
2021 ◽  
Vol 1 (4) ◽  
pp. 676-687
Author(s):  
Rila Kurniawan ◽  
Heri Mulyono ◽  
Irsyadunas Irsyadunas

Zidan Jaya Motor is a company that serves the sale and purchase of used motorcycles, from various brands and types of motorcycles. The problem that is often encountered is the ineffectiveness of sales services in terms of time and effort because they still use manual data collection in the company's parent book. The purpose of this research is to design a web-based used motorcycle sales application. This sales information system planning uses the SDLC (system development life cycle) development method with the PHP (hypertext markup language) programming language. This sales application makes it easy for Zidan Jaya Motor to manage goods data, sales reports, optimize services and maintain company data security. With the support of human resources and computerized information systems.


Sign in / Sign up

Export Citation Format

Share Document