scholarly journals Pengembangan E-Commerce Tembe Nggoli (Sarung) Khas Bima Berbasis Web Responsive di Desa Nata

2021 ◽  
Vol 3 (2) ◽  
pp. 52-63
Author(s):  
Halilurahman Halilurahman ◽  
Evi Tandriani ◽  
I Ketut Putu Suniantara

Tembe Nggoli is a typical Bima sarong made by weaving which is still preserved by the community in Neta Village, Palibelo District, Bima Regency. Tembe Nggoli is a hand-crafted art that has been passed down from generation to generation for the sake of preserving the weaving art. Currently, the selling process of Tembe Nggoli is still manual or conventional by selling directly to the public without marketing media so that it is only known by the surrounding community. This resulted in relatively lower income from the sale of Tembe Nggoli, so the process of returning capital was very slow. These problems can be solved by developing e-commerce in the sales process or introducing the craft. The purpose of this research is to build an e-commerce selling Tembe Nggoli based on a responsive website. The method used in building this application is the Software Development Life Cycle (SDLC) with the Waterfall Model. The results of this study have resulted in an e-commerce application selling the Tembe Nggoli Khas Bima sarong that is web-based responsive, so that the appearance of the application can adapt to various types of devices. With this application, it is expected to be able to provide convenience in the shopping process that can assist consumers in finding the desired product quickly and done anywhere and anytime. In addition, this application provides various kinds of information related to Tembe Nggoli products. Testing this system using blackbox testing which states that the system has been running in accordance with the functionality and procedures that are the purpose of developing the system. The functional suitability of the built system reaches 100%.

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.


Author(s):  
Putu Windu Tenaya . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S . ◽  
I Made Agus Wirawan, S.Kom., M.Cs. .

Perkembangan globalisasi saat ini mengakibatkan pengikisan terhadap budaya lokal, dan diperlukan upaya dalam pelestarian budaya lokal. Salah satu upaya yang dilakukan yaitu mengembangkan game cerita rakyat. Cerita rakyat yang diadaptasi ke dalam penelitian ini yaitu cerita Mayadanawa, yang berasal dari Bali. Metode penelitian yang digunakan yaitu Software Development Life Cycle dengan model waterfall. Model waterfall yaitu alur hidup perangkat lunak secara terurut dimuali dari analisis, desain pengkodean, pengujian, dan tahapan pendukung. Subjek penelitian adalah masyarakat umum dengan menggunakan angket dan selanjutnya dianalisis secara deskriptif. Hasil penelitian ini adalah game yang diimplementasikan menggunakan program Unity dan bahasa pemograman C#. Seluruh fitur yang terdapat pada Game Cerita Rakyat Bali Mayadanawa Berbasis Android sudah berjalan dengan baik. Respon pengguna terhadap Game Cerita Rakyat Bali Mayadanawa Berbasis Android masuk dalam rentangan sangat baik.Kata Kunci : Mobile Game, Waterfall, Cerita Mayadanawa, Unity, Android. The current development of globalization has resulted in the erosion of local cultures, and effort was required in the preservation of local cultures. One of the efforts was to develop the folklore game. Folklore adapted into this research wass the Mayadanawa, story from Bali. The research method used Software Development Life Cycle with waterfall model. The waterfall model was software lifecycle sequentially in the form of analysis, encoding design, testing, and supporting stages. The subjects of the study were the general population using questionnaires and then analyzed descriptively. The results of this study were game that are implemented using Unity program and C# programming language. All the features contained in the Android Based Game Of Balinese Folktale Mayadanawa is running well. User response to the Android Based Game Of Balinese Folktale Mayadanawa went in a very good range.keyword : Mobile Game, Waterfall, Mayadanawa Story, Unity, Android.


Author(s):  
Abad Shah

Today, the Internet and the Web are the most amazingly and dynamically growing computer technologies. The number of users accessing the Web is growing exponentially all over the world. The Web has become a popular environment for new generation of interactive computer applications called Web (or hypermedia) application. The Web applications (WAs) have special characteristics that have made them different from other traditional applications. Hence, many design methodologies for the development of WAs have been proposed. However, most of these methodologies concentrate on the design aspects of applications, and they often do not strictly follow any software development life-cycle model such as the WaterFall software development life-cycle model. In this chapter, we propose an object-oriented design methodology for the development of WAs. The main features of this proposed methodology are that it follows WaterFall model and captures the operations in objects of the applications; thus making the methodology an object-oriented methodology.


2018 ◽  
Vol 5 (1) ◽  
pp. 12-23
Author(s):  
Natalia Magdalena R Mamulak

Di dalam proses pembayaran kredit banyak terdapat masalah, diantaranya adalah pencarian lokasi debitur yang pembayarannya lambat, beberapa debitur yang lokasi tempat tinggalnya berpindah-pindah karena adanya debitur yang masih menggunakan KTP sementara. Hal ini menyebabkan karyawan dealer sulit menemukan lokasi debitur untuk melakukan penagihan kepada debitur yang bermasalah. Oleh karena itu, dibangun sebuah sistem informasi geografis yang dapat membantu karyawan dalam pencarian lokasi debitur. Tools yang digunakan dalam membangun aplikasi ini adalah bahasa pemrograman PHP 7 dan database MySQL.Dalam penelitian ini menggunakan metode pengembangan Software Development Life Cycle (SDLC) model Waterfall. Model waterfall memiliki lima tahapan yaitu analysis, design, coding, testing dan maintenance.Hasil dari penelitian ini adalah aplikasi yang dapat mendeteksi lokasi debitur yang pembayarannya melewati jangka waktu kredit (lambat) dan debitur yang pembayarannya lambat (membawa lari sepeda motor) tetapi belum melunasi pembayaran ke pihak dealer.


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


2021 ◽  
Author(s):  
Anita Nair

<div> <p>DevOps, a prevalent terminology in organizations today, has evolved as a paradigm that once was SDLC. From the mammoth concept of the “WaterFall Model” to the more recent Agile Framework and the emerging DevOps methodology, the Software Development Life Cycle saw a huge business win in “Time to market”, over several other advantages like risk aversion, flexibility, requirement readjustments, collaboration etc. to name a few. This whitepaper elaborates on the various salient features of DevOps that shapes the way software releases are made today. DevOps is most suited to Cloud and this paper explains the way the two technologies synergize. Service Oriented Architecture is an architectural style that is essential in simplifying the business and this paper explains how DevOps facilitates creation of granular services that ultimately helps in attaining flexibility and agility of development and operations in Cloud.</p> </div>


Author(s):  
Gazi Zahirul Islam ◽  
Isrut Jahan Zinnia ◽  
Md. Fokhray Hossain ◽  
Md. Riazur Rahman ◽  
Aman Ullah Juman ◽  
...  

<span>The ‘Movie Ticket Purchase System’ is a web-based application. In this application, people can purchase movie tickets from all movie theatres in Bangladesh. Before purchasing a ticket, people have to do registration or login. This website builds by PHP and JavaScript for back-end; HTML, CSS for front-end. All steps of the software development life cycle are addressed properly to develop and implement the software. This website has three panels: one for the Admin, one for the Theatre Assistant and another for the Customer/User. Admin can insert the theatres, and Theatre Assistant handled maximum manual works on the website like movie add, delete, stop running, screen adds, etc. This is the first website in Bangladesh where people can purchase tickets from multiple movie halls and the site is only dedicated to this purpose. The website is very user-friendly and attractive that can give comfort to the end users. Also, the theater owners that have no digital platform for selling tickets can be a member of our service and get the opportunity of using digital platform.</span>


Jurnal AKTUAL ◽  
2019 ◽  
Vol 16 (2) ◽  
pp. 127
Author(s):  
Sudewi Sudewi ◽  
Khodijah Khodijah

One that supports service quality in a restaurant is the order process. The process of ordering food in a restaurant still uses a manual system, so that sometimes a misunderstanding occurs. Therefore, in this study a web-based website was made on the loyal restaurant of Setia Kawan Pringsewu. The method used in this researcher is SDLC (software development life cycle) which has several stages, namely Planning, Analysis, Design, Trial, Implementation and Processing. Making this mobile-based web application uses MysQL as a database. Based on the results of the implementation it can be concluded that this application is able to provide a fairly easy service and make an order.


2021 ◽  
Author(s):  
Anita Nair

<div> <p>DevOps, a prevalent terminology in organizations today, has evolved as a paradigm that once was SDLC. From the mammoth concept of the “WaterFall Model” to the more recent Agile Framework and the emerging DevOps methodology, the Software Development Life Cycle saw a huge business win in “Time to market”, over several other advantages like risk aversion, flexibility, requirement readjustments, collaboration etc. to name a few. This whitepaper elaborates on the various salient features of DevOps that shapes the way software releases are made today. DevOps is most suited to Cloud and this paper explains the way the two technologies synergize. Service Oriented Architecture is an architectural style that is essential in simplifying the business and this paper explains how DevOps facilitates creation of granular services that ultimately helps in attaining flexibility and agility of development and operations in Cloud.</p> </div>


2021 ◽  
Vol 5 (1) ◽  
pp. 53-60
Author(s):  
Mochamad Ridwan ◽  
Muhammad Dzul Fikri ◽  
I Dewa Made Aryanandha ◽  
Imam Syafi"i ◽  
Arif Bulqini

This study aims to determine the level of success of futsal athletes in applying playing skills. This research was conducted at the Unesa Futsal GOR with a sample of 25 athletes from the Unesa Women's Futsal UKM. The method used in this research is Waterfall Methods. This method is a Software Development Life Cycle (SDLC) approach. The results of this study are the FAST application can display graphs and the percentage of success, failure of athletes in carrying out basic technical movements. It can be concluded that the FAST application is suitable for use by coaches to determine futsal playing skills.


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