scholarly journals Integrasi Database M-Learning (Mobile Learning) Menggunakan Content Manajemen System Moodle Untuk Pengelolaan Konten Akademik

Author(s):  
Ade Andri Hendriadi ◽  
Deden Wahidin

Abstrak Pengembangkan aplikasi m-learning (mobile learning) yang terintegrasi dengan sebuah LMS (Learning Management System) Moodle dan untuk kemudian diimplementasikan sebagai fasilitas pendukung perkuliahan. Tahapan penelitian menggunakan metode pengembangan perangkat lunak SDLC (Software Development Life Cycle) dengan model USDP (Unified Software Development Process). Aplikasi m-learning yang dikembangkan pada penelitian ini bersifat client yang penggunaanya lebih ditujukan untuk mahasiswa (student). Aplikasi yang dikembangkan berjalan pada platform android. Penulisan kode program menggunakan bahasa pemrograman Java menggunakan IDE Eclipse. Pengembangan aplikasi juga menggunakan beberapa Development tools diantaranya Android SDK (Software Development Kit) dan ADT (Android Development Tools) sebagai alat bantu berupa emulator android. Proses integrasi antara LMS Moodle dengan aplikasi m-learning menggunakan bahasa pemrograman PHP (HyperText Preprocessor). Dari hasil implementasi yang dilakukan aplikasi m-learning dinilai baik untuk digunakan sebagai fasilitas pendukung belajar dalam perkuliahan Keywords: Mobile learning, Moodle LMS, USDP

Author(s):  
Aparna Gupta

Abstract: The Software Development Life Cycle (SDLC) refers to a methodology with clearly defined processes for creating highquality software which are cost effective and reliable. This method of software developing process is quite systematic and structural. SDLC defines the framework that has different activities and tasks to be administered during the software development process. Software development process is quite complex, and to do it without any proper planning would be inefficient. So, we use these SDLC models to make the Software development process simple and systematic. There are various software development life cycle models that are used in the software development process, all having their own advantages and limitations. In this paper, we have included six of these SDLC models - Waterfall Model, Spiral Model, V Model, Agile Model, Iterative Model and Rapid Application Development (RAD) Model. These Software Development processes have their own Advantages and Disadvantages, and the main purpose of this paper is to explain these models and know the difference between them. Keywords: Software Development life cycle, Models, Risk Analysis, Framework, SRS.


Author(s):  
Anak Agung Istri Ita Paramitha ◽  
Made Windu Antara Kesiman ◽  
I Ketut Resika Arthana

Storytelling merupakan suatu kesenian yang dilakukan secara lisan dengan alat atau tanpa alat untuk menyampaikan sesuatu yang dapat berupa pesan, informasi ataupun cerita yang menghibur. Storytelling memiliki banyak manfaat dalam perkembangan anak, salah satunya adalah mengembangkan imajinasi anak. “Digital Interactive Storyteller” merupakan  aplikasi storytelling dengan menggunakan perangkat Android yang ditujukan untuk pengguna tunanetra. Penelitian ini bertujuan untuk merancang dan mengimplementasikan rancangan aplikasi “Digital Interactive Storyteller” Berbasis Android untuk Tunanetra. Pengembangan aplikasi “Digital Interactive Storyteller” Berbasis Android untuk Tunanetra menggunakan siklus hidup pengembangan perangkat lunak SDLC (Software Development Life Cycle) dengan model waterfall atau model air terjun. Fitur utama dalam aplikasi ini adalah audio dongeng interaktif dengan menggunakan perangkat Android. Interaktif yang dimaksudkan adalah pengguna dapat memilih alur dongeng sendiri. Hasil dari penelitian ini yaitu perancangan dan implementasi dari aplikasi “Digital Interactive Storyteller” Berbasis Android untuk Tunanetra yang telah berhasil dilakukan. Perancangan dilakukan dengan menggunakan model fungsional berupa UML (Unified Modeling Language). Diimplementasikan dalam bahasa pemrograman Java dengan menggunakan editor  Eclipse dan plug-ins ADT (Android Development Tools). Seluruh kebutuhan fungsional telah berhasil diimplementasikan sesuai dengan rancangan.


Ethical hackers are using different tools and techniques to encounter malicious cyber-attacks generated by bad hackers. During the software development process, development teams typically bypass or ignore the security parameters of the software. Whereas, with the advent of online web-based software, security is an essential part of the software development process for implementing secure software. Security features cannot be added as additional at the end of the software deployment process, but they need to be paid attention throughout the SDLC. In that view, this paper presents a new, Ethical Hacking -Software Development Life Cycle (EH-SDLC) introducing ethical hacking processes and phases to be followed during the SDLC. Adopting these techniques in SDLC ensures that consumers find the end-product safe, secure and stable. Having a team of penetration testers as part of the SDLC process will help you avoid incurring unnecessary costs that come up after the data breach. This research work aims to discuss different operating systems and tools in order to facilitate the secure execution of the penetration tests during SDLC. Thus, it helps to improve the confidentiality, integrity, and availability of the software products.


2014 ◽  
Vol 11 (2) ◽  
Author(s):  
Gusti Ngurah Wira Satryawan ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

Pupuh is one of the four types of songs that exist in Bali. Pupuh is used to express advices, stories of heroism and feelings that usually shown on dramatari which is developedin Bali such as drama gong, arja and Bondres. This Media Belajar Pupuh Berbasis Android is a learning media pupuh with an Android device. This research aims to design andimplement application design Media Belajar Pupuh Berbasis Android.Development of the Media Belajar Pupuh Berbasis Android is using the software development life cycle SDLC (Software Development Life Cycle) with the waterfall model.Features in this application are intended as a learning pupuh for users with an Androiddevice. The features of this application are the theory of pupuh, uger-uger of pupuh, tunings of pupuh, songs of pupuh and recordings of the user.The result of this research is the design and implementation of the Media BelajarPupuh Berbasis Android that has been successfully carried out. The design is done by using a functional model of the UML (Unified Modeling Language). Implemented in Javaprogramming language using the Eclipse editor and ADT (Android Development Tools) plug- ins, and also using AndEngine as additional libraries. The entire functional requirementshave been successfully implemented in accordance with the design.


Author(s):  
Naveen N Kulkarni Et.al

Software Requirements Engineering (SRE) process define software manuscripts with sustaining Software Requirement Specification (SRS) and its activities. SRE comprises many tasks requirement analysis, elicitation, documentation, conciliation and validation. Natural language is most popular and commonly used to form the SRS document. However, natural language has its own limitations wrt quality approach for SRS. The constraints include  incomplete, incorrect, ambiguous, and inconsistency. In software engineering, most applications are object-oriented. So requirements are unlike problem domain need to be developed. So software  documentation is completed in such a way that, all authorized users like clients, analysts, managers, and developers can understand it. These are the basis for success of any planned project. Most of the work is still dependent on intensive human (domain expert) work. consequences of the project success still depend on timeliness with tending errors. The fundamental quality intended for each activity is specified during the software development process. This paper concludes critically with best practices in writing SRS. This approach helps to mitigate SRS limitation up to some extent. An initial review highlights capable results for the proposed practices


Author(s):  
Gusti Ngurah Wira Satryawan ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

Pupuh is one of the four types of songs that exist in Bali. Pupuh is used to express advices, stories of heroism and feelings that usually shown on dramatari which is developedin Bali such as drama gong, arja and Bondres. This Media Belajar Pupuh Berbasis Android is a learning media pupuh with an Android device. This research aims to design andimplement application design Media Belajar Pupuh Berbasis Android.Development of the Media Belajar Pupuh Berbasis Android is using the software development life cycle SDLC (Software Development Life Cycle) with the waterfall model.Features in this application are intended as a learning pupuh for users with an Androiddevice. The features of this application are the theory of pupuh, uger-uger of pupuh, tunings of pupuh, songs of pupuh and recordings of the user.The result of this research is the design and implementation of the Media BelajarPupuh Berbasis Android that has been successfully carried out. The design is done by using a functional model of the UML (Unified Modeling Language). Implemented in Javaprogramming language using the Eclipse editor and ADT (Android Development Tools) plug- ins, and also using AndEngine as additional libraries. The entire functional requirementshave been successfully implemented in accordance with the design.


2012 ◽  
Vol 11 (01) ◽  
pp. 1250001
Author(s):  
David P. Stevens ◽  
Sonya H. Y. Hsu ◽  
Zhiwei Zhu

The acquisition and management of knowledge is increasingly more important in today's economy because of the large proportion of the workforce eligible for retirement in the next 10 years. Companies have long understood that reusing explicit knowledge in the form of policies, documentation and procedures produces tremendous savings, reduces variability, decreases costs, and improves overall quality. Unfortunately, a considerable portion of corporate knowledge is tacit or known at a non-verbal level, and does not lend itself to reuse. This research examines "how" and "why" questions regarding a specific process used for managing and sharing tacit knowledge related to the software development life cycle. The issues related to acquiring, preserving and disseminating the tacit knowledge are discussed in detail, and the advantages and managerial implications of the results of the method are described, together with implications for knowledge workers and managers in other industries.


Author(s):  
Gagan Gurung ◽  
Rahul Shah ◽  
Dhiraj Prasad Jaiswal

Software Development is one of the most powerful, vital, and the need for an hour in today's generation. Every organization, industries, small firms, institutes, etc. require the software for the functionality of their system and reducing the manual work or the traditional work, which used to be insecure and had more errors. SDLC is all about the minimization of the risk and failure and maximization of the quality of the product. To make the development works in a step by step procedure and precisely SDLC came into existence. The SDLC defines the framework that includes different activities and tasks to be carried out during the software development process. There are many types of SDLC models, which have their advantages and disadvantages and will work as per their needs.


Author(s):  
Andriy Lishchytovych ◽  
Volodymyr Pavlenko

The present article describes setup, configuration and usage of the key performance indicators (KPIs) of members of project teams involved into the software development life cycle. Key performance indicators are described for the full software development life cycle and imply the deep integration with both task tracking systems and project code management systems, as well as a software product quality testing system. To illustrate, we used the extremely popular products - Atlassian Jira (tracking development tasks and bugs tracking system) and git (code management system). The calculation of key performance indicators is given for a team of three developers, two testing engineers responsible for product quality, one designer, one system administrator, one product manager (responsible for setting business requirements) and one project manager. For the key members of the team, it is suggested to use one integral key performance indicator per the role / team member, which reflects the quality of the fulfillment of the corresponding role of the tasks. The model of performance indicators is inverse positive - the initial value of each of the indicators is zero and increases in the case of certain deviations from the standard performance of official duties inherent in a particular role. The calculation of the proposed key performance indicators can be fully automated (in particular, using Atlassian Jira and Atlassian Bitbucket (git) or any other systems, like Redmine, GitLab or TestLink), which eliminates the human factor and, after the automation, does not require any additional effort to calculate. Using such a tool as the key performance indicators allows project managers to completely eliminate bias, reduce the emotional component and provide objective data for the project manager. The described key performance indicators can be used to reduce the time required to resolve conflicts in the team, increase productivity and improve the quality of the software product.


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