scholarly journals Implementasi Aplikasi Perpustakaan Online Pada Sekolah Menengah Kejuruan Berbasis Model UML

2020 ◽  
Vol 2 (2) ◽  
pp. 165-175
Author(s):  
Adika May Sari ◽  
Desri Yani

Implementation of a computerized book lending data collection system can run better and more efficiently than manual systems, and can minimize paper usage. Data collection systems such as borrowing and returning books are still done manually, namely by recording borrowing and returning transactions in the book. Manual recording method like this is considered less effective and efficient, because it can consume time and librarian personnel in terms of manual data collection. Therefore, with computers and the internet, by making an online library application it will be able to provide satisfying services for students and assist librarians in processing book data collection. Through a computerized data collection system such as building an online library application website, it can help librarians in the process of collecting data and making reports that are more effective and efficient, and can make it easier for students who want to find books and borrow books in the library more easily. So the implementation of the online library application website is a good solution to make it easier to solve this problem. In this study, a website was created to carry out borrowing transactions and book data collection in the library, then a search engine was created which made it easy for users to become books according to the title. This implementation uses the UML (unified Modeling Language) method, where the UML method will create class diagrams, use case diagrams, activity diagrams, to explain the behavior of the system to be used in library applications. whose function can produce a good website.

2019 ◽  
Vol 15 (2) ◽  
pp. 71
Author(s):  
Saifur Rohman Cholil ◽  
Amelia Widya Octa Kuncoro Putri

<em>Computerized systems are now commonly used including school cooperatives, but not all school cooperatives maximize the use of computer systems. Administrative activities and data collection are still done manually, by recording all activities into the book according to the activities carried out. The development of information technology at this time, efficiency can easily be applied using the implementation of information technology. The expectation of this information technology implementation is that cooperative data management is not done manually. Making a cooperative data collection system will simplify, accelerate cooperative staff in inputting goods data, search goods and sales and purchase transactions. So that hope can be achieved with the help of cooperative data collection system. The method used in building a cooperative data collection system is the prototyping method, where later this system can be developed again. Cooperative goods data collection system is built with the PHP programming language and database used is MySQL, while in system depiction, in general, using the Unified Modeling Language. The facilities contained in this system are the process of purchasing transactions, sales transaction processes, managing goods, managing suppliers, printing sales reports, printing purchase reports, printing profit reports and managing users. Besides aiming to facilitate cooperative staff in managing cooperative goods data, it also provides added value for the administration of Semarang State Junior High School 23 in the implementation of the paperless office</em>


2021 ◽  
Vol 7 (3) ◽  
pp. 095-108
Author(s):  
I Made Jiwa Astika ◽  
Avando Bastari ◽  
Okol Sri Suharyo

The Unitary State of the Republic of Indonesia is an archipelagic country most of which is in the form of water. In maintaining the security and integrity of the Unitary State of the Republic of Indonesia, several Navy bases were built which spread from Sabang to Merauke. In terms of meeting the needs of military supplies for soldiers throughout the territory of Indonesia, an Information System for monitoring the distribution of military supplies is needed that is transparent, timely, on target so that any military supplies distributed can be received by each soldier under their respective rights. So far, there is no information system in the process of distributing military supplies, so it is very difficult to monitor the distribution of military supplies, so there are often delays and even wrong deliveries. This study aims to design an information system that can monitor the distribution of military supplies from the top units to the lowest units throughout Indonesia to reduce errors that are still happening in the field in terms of the distribution of military supplies using the Unified Modeling Language (Unified Modeling Language) method. UML) such as Use Case Diagrams, Class Diagrams, and Activity Diagrams. The result of this research is to be able to create an Information System that is under functional and non-functional needs that can handle the problems that have existed so far in terms of monitoring the distribution of military supplies so that there are no delays in the distribution of military supplies.


2017 ◽  
Vol 8 (2) ◽  
pp. 147-159
Author(s):  
Sukamto Sukamto ◽  
Roni Salambue ◽  
Elfizar Elfizar ◽  
Anna Kaswari

Abstrak- Penelitian ini membahas tentang aplikasi portal akademik berbasis mobile, studi kasus pada D3 Manajemen Informatika Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas Riau. Aplikasi ini dapat mempermudah mahasiswa khususnya mahasiswa D3 Manajemen Informatika dalam melakukan pengisian Kartu Rencana Studi dengan menggunakan Smartphone Android. Pembuatan Aplikasi mobile ini menggunakan bahasa pemograman Java dan MySQL sebagai database. Sedangkan dalam perancangan aplikasi menggunakan Unified Modeling Language (UML) yaitu Use Case Diagram, Class Diagram, Activity Diagram, dan Sequence Diagram. Kata kunci: Aplikasi Portal Akademik, Mobile, Kartu Rencana Studi, Smartphone Android. Abstract- This research discusses about Portal Academic Application based Android Mobile with case at Diploma of Information Management the Faculty of Mathematics and Natural Sciences, University of Riau. This application can facilitate in particular the Student Information Management Diploma in charging Card Study Plan that has been using smartphones based on Android. Making mobile applications using the programming language Java, and PHP, and then MySQL as database. While the design of the application using the Unified Modeling Language (UML), Use Case Diagrams, Class Diagrams, Activity Diagrams, and Sequence. Keywords: Portal Academic Application, Android Mobile, Study Plan Card, Android Smatrphone


2019 ◽  
Vol 8 (2) ◽  
pp. 9-15
Author(s):  
Muhamad Roofiq

The development of technology makes the cellphone no longer functions as a means of communication but its features are increasingly enriched, making it more functional. The purpose of writing this research is to design a mobile application for prayer information to make it easier for Muslims to get information about the procedures for implementing obligatory prayers, especially for the learning process of prayer in children often encounter obstacles such as limited info, media and high mobility, therefore sometimes we need media learning that can be taken anywhere - like the prayer guide application on this handphone. This application can display the prayer menu that contains mandatory prayer guidelines, prayer details that contain images of prayer movements along with lafadz and their sounds. This application modeling uses UML (Unified Modeling Language), which includes Use Case Diagrams, Class Diagrams, Sequence Diagrams, and Activity Diagrams. By making this application with the Fisher Yates Shuffle algorithm is expected to help the process of learning prayer for children, easily which can be used anytime and anywhere. As for the future development, it is expected to be able to make the sunnah prayer menu, adding a short letter in the quran.


2021 ◽  
Vol 26 (2) ◽  
pp. 139-153
Author(s):  
Sri Setyorini ◽  
Edi Pranoto

Fakta bahwa minat baca masyarakat Indonesia masuk ke dalam kategori rendah sungguh memprihatinkan. Ada banyak kendala yang salah satunya adalah faktor akses di mana jumlah perpustakaan sekolah ternyata masih kurang, bahkan jumlahnya tidak lebih dari 80%. Penelitian ini bertujuan untuk menganalisis dan mengembangkan sistem penjualan dan sewa buku digital (ebook) dalam rangka memfasilitasi tempat membaca di era digital seperti sekarang. Metode yang digunakan dalam penelitian ini adalah metode konvensional dengan bantuan Unified Modeling Language (UML). Diagram yang digunakan antara lain diagram cara penggunaan (use case), diagram aktivitas, dan diagram kelas. Pada penelitian ini, data yang dijadikan sumber untuk menganalisis kebutuhan berasal dari hasil kuisioner para pengguna platform sejenis. Hasil penelitian ini berupa rancangan sistem penjualan dan sewa buku digital (ebook) yang diharapkan dapat memberi ruang yang nyaman kepada pembaca dan meningkatkan minat baca masyarakat.


2021 ◽  
Vol 3 (1) ◽  
pp. 121-134
Author(s):  
Jody Barata Dwi Pradipta ◽  
Augie David Manuputty

CV Ribka Furniture merupakan salah satu perusahaan yang bergerak di bidang perdagangan dan pembuatan furniture. Dalam kegiatan operasional gudang merupakan bagian yang penting. Namun proses data transaksi masih dilakukan secara manual. Sehingga beberapa kendala masih dialami, seperti kesalahan penginputan saat transaksi pada alat / bahan, yang mengakibatkan perbedaan dalam penginputan data. Penelitian ini dilakukan untuk membuat sistem informasi persediaan yaitu pengumpulan data alat dan transaksi material yang akan keluar masuk. Sistem informasi ini dibuat dengan menggunakan diagram UML (Unified Modeling Language) yaitu: use case diagram dan class diagram. Kemudian membuat desain antarmuka untuk proses implementasi dan pengujian sistem. Dengan pembuatan sistem informasi inventaris,  


2020 ◽  
Vol 1 (1) ◽  
pp. 41-52
Author(s):  
Bayu Ramdhan Huzena ◽  
Fatmawati Fatmawati ◽  
Popon Handayani

Abstract   One form of entertainment that is familiar and indeed much in demand in our lives is the game. Games are applications that are familiar to the community and also early childhood from all walks of life. But the development of the game itself is currently still dominated by productions from abroad. In this study the authors chose early childhood as a sample of game users because remembering children prefer playing games rather than learning theoretically. From the existing problems, in this study the authors built an educational game application so that children can learn while playing. The purpose of this study is to facilitate children in the learning process in the form of games and the existence of educational guessing game pictures of animals and puzzles is expected to improve the ability of children in the learning process. The method used in this study is the method of data collection consisting of observations, interviews, and literature studies, for supporting tools used, namely UML (Unified Modeling Language) while the algorithm used by Fisher-Yates which functions to change the order of questions in educational game applications. With this educational guessing game application, guess the picture of animals and puzzle can make it easier for children in the process of learning to recognize the animals that exist on this earth.   Keywords: Games, Guess Pictures, Puzzles, UML (Unified Modeling Language), Fisher Yates   Abstrak   Salah satu bentuk hiburan yang tidak asing lagi dan memang banyak diminati dalam kehidupan kita adalah game. Game merupakan aplikasi yang tidak asing lagi bagi masyarakat dan juga anak-anak usia dini dari segala lapisan. Namun perkembangan game itu sendiri saat ini masih di dominasi oleh produksi-produksi dari luar negeri. Pada penelitian ini penulis memilih anak-anak usia dini sebagai sampel pengguna game karena mengingat anak-anak lebih suka bermain game dibandingkan belajar secara teoritis. Dari permasalahan yang ada maka pada penelitian ini penulis membangun sebuah aplikasi game edukasi agar anak-anak bisa belajar sambil bermain. Tujuan dari penelitian ini yaitu untuk mempermudah anak-anak dalam proses pembelajaran dalam bentuk game dan dengan adanya game edukasi tebak gambar hewan dan puzzle ini diharapkan dapat meningkatkan kemampuan anak-anak dalam  proses belajar. Metode yang digunakan pada penelitian ini yaitu metode pengumpulan data yang terdiri dari observasi, wawancara dan studi pustaka, untuk tools pendukung yang digunakan yaitu UML(Unified Modeling Language) sedangkan Algoritma yang digunakan Fisher Yates yang berfungsi untuk merubah urutan soal pada aplikasi game edukasi. Dengan adanya aplikasi game edukasi tebak gambar hewan dan fuzzle ini dapat mempermudah anak-anak dalam proses belajar mengenal hewan-hewan yang ada di bumi ini.   Kata kunci: Game, Tebak Gambar, Puzzle, UML (Unified Modeling Language), Fisher Yates


2021 ◽  
Vol 9 (2) ◽  
pp. 144-153
Author(s):  
Sidik Rahmatullah ◽  
Rima Mawarni

Pusat Kesehatan Masyarakat (Puskesmas) merupakan kesatuan organisasi fungsional yang menyelenggarakan upaya kesehatan yang bersifat menyeluruh, terpadu, merata dapat diterima dan terjangkau oleh masyarakat. Tujuan penelitian ini adalah membuat Aplikasi Sistem Pakar untuk mendeteksi penyakit kulit pada balita sesuai dengan data-data yang ada pada Puskesmas. Metode pengembangan sistem yang digunakan yaitu metode Extreme Programing (XP) dengan tahapan pengerjaan meliputi planning, design, coding dan testing. Sistem dirancang dengan menggunakan Unified Modeling Language (UML) yang meliputi use case, activity diagram, dan class diagram, perangkat lunak yang digunakan adalah PHP (Hypertext Preprocessor) dengan database MySQL dan menggunakan metode Naïve Bayes dan Forward Chaining. Hasil akhir dari pembuatan Aplikasi ini adalah memudahkan pasien, dokter dan bidan mendeteksi penyakit kulit pada balita di Puskesmas


2020 ◽  
Vol 5 (02) ◽  
pp. 103-110
Author(s):  
Desi Puspita ◽  
Melani Anggita

Tujuan dari penelitian ini adalah untuk menghasilakan sistem pengenalan usaha kecil menengah (UKM) Kota Pagar Alam berbasis web dengan Unified  Modeling Language  (UML)  sebagai alat perancangan web. Pada usaha kecil menengah Kota Pagar Alam saat ini pengenalan masih bersifat manual, yaitu para pengunjung harus datang langsung ke Dinas Perindustrian, Perdagangan, Koperasi dan Usaha Kecil Menengah Kota Pagar Alam untuk mencari informasi maupun melihat produk yang dijual oleh pelaku usaha kecil menengah. Dengan cara seperti ini boleh jadi pengunjung sulit untuk mendapatkan informasi dan pemesaran produk pun sulit untuk dilakukan. Konsumen sangat kesulitan mencari informasi tentang keberadaan usaha kecil menengah (UKM) yang ada di Kota Pagar Alam. Metode pengumpulan data dalam penelitian ini menggunakan metode wawancara, observasi, dokumentasi dan studi pustaka. Metode pengembangan sistem menggunakan metode waterfall dengan tahapan analisis, desain, pengkodean dan pengujian. Sistem ini dikembangkan dengan menggunakan aplikasi adobe dreamweaver CS3, Php, MySQL dan Xampp. Perancangan web yang dibuat dari UML berupa Use case diagram, Class Diagram dan Activity Diagram.  Hasil penelitian dilihat dari pengujian sistem dengan usability testing, dimana nilai rata-rata 4,53 yang berarti pegguna menyatakan bahwa web  ini bisa mempermudah pihak UKM untuk menyampaikan informasi tentang UKM yang ada di Kota Pagar Alam kepada masyarakat


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