ThesisOpen AccessPDF tersedia
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
ABSTRACT DAVID VILIGIUS R, C1655201022, 2122. Design and Build A Web-Based Sales Application At L'pantau Bakery Store Using The Web Development Life Cycle Method, Supervisor I Sam'ani, S.T., M.Kom. and Advisor II Abdul Hadi, S.T., M.Kom. The store “L'pantau Bakery” is a store that is engaged in the sale of food with the category of cakes and breads consisting of various types of pastries, and cakes as well as various types of bread. So far in the process of sales transactions and data management Merchandise data at the L'pantau Bakery shop is still done manually, so the transactions made are less effective and efficient. Furthermore, the problem that comes is that in the data management process at the L'pantau Bakery shop so far it is prone to errors because the data management process in this store is carried out using manual recording so that the occurrence of human errors when performing data management is very difficult to detect. avoided. Based on this background, the author will take a title "Design of a Web-Based Sales Application at store L'pantau Bakery in Seruyan Raya District, Seruyan Regency Using the Web Development Life Cycle (WDLC) Method". The methodology used in making this application is the Web Development Life Cycle (WDLC). The tools used are sublime text version 3 with PHP programming language and XAMPP with MySQL language as database tools. The method used in data collection such as observation, interviews, documentation and literature and testing with the Blackbox Testing method. The system is expected to be able to overcome transaction service problems at TokoL'pantau Bakery. From the results of the questionnaire using the Likert Scale method, the authors can conclude about the opinions of users about the applications made, that users accept the display design and presentation of the information presented well. This is based on the results of the questionnaire which has been calculated using the Likert scale method, with a value of 438 or 87.6% of the values included in the category of Agree (S) interval.
ThesisOpen AccessPDF tersedia
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Among the many types of games, the first person shooter (FPS) game is one that is quite popular. This game is the first game to use 3D graphics, online and modding. This game uses the main point of view of the player, so it is as if he is directly involved in the game. The gameplay of this game is move and shoot, where players can move and shoot at the same time. The method used in this research is literature study. The software development method used for this research workflow uses the MDLC (Multimedia Development Life Cyrcle) method. The software used in making the game "Design and Build the Game "MAN OF SURVIVOR" Using Unreal Engine 4 Based on Desktop" is Unreal Engine 4 version 2.7 Based on the results of the questionnaire that has been carried out on the Game Design and Build application "MAN OF SURVIVOR" Using Desktop-Based Unreal Engine 4 with ( ) respondents, this game can be said to be feasible to use and get very good results with a percentage value ( %)
ArticleOpen AccessMetadata saja
2022•Artikel Penelitian dan Pengabdian
The development of mobile device technology, especially Android applications, is growing very significantly. The focus of this research is how to build a mobile-based BTS (Base Transceiver Station) tower maintenance system. This system was built to simplify and speed up the documentation and reporting process for BTS tower maintenance, thereby minimizing loss and duplication of documentation files when performing maintenance. This system is built using the Java programming language with a Firebase database. The system development method used is Extreme Programming. System testing using ISO 25010 testing using three testing aspects, with the results: 100% functionality aspect, 89.00% usability, and 5.4% CPU usage performance efficiency. Tests were carried out on 5 Android Mobile devices with different specifications. From the results of testing on respondents using a Likert measurement scale, it was obtained an average of 94.5%. Based on this, it can be concluded that the system is very good/very feasible to use and provides solutions to the problems faced.
ThesisOpen AccessPDF tersedia
2021•Skripsi, Thesis, Disertasi, dan Tugas Akhir
David Batuah Brahim, C1757201030, 2021. Analisis Dan Desain Media Pembelajaran Interaktif Untuk Anak Sekolah Minggu GPdI Bukit Hindu Palangkaraya Berbasis Android, Pembimbing I Bayu Pratama Nugroho, S.Kom., MT, Pembimbing II Susi Hendartie, M.Kom. Sekolah Minggu merupakan kegiatan pendampingan iman anak yang biasanya diadakan pada hari Minggu, anak sekolah minggu biasanya merupakan anak yang duduk dibangku SD hingga bangku SMP. Inti dari kegiatan ini adalah mengajarkan dasar tentang agama Kristen kepada anak – anak Sekolah Minggu dengan penyampaian materi tentang agama Kristen sesuai isi dari Alkitab termasuk pengenalan lagu – lagu Rohani Kristen yang dikemas sederhana sehingga mudah dipahami. Namun proses pembelajaran di sekolah minggu yang masih konvensional dan keterbatasan alat peraga membuat anak – anak belum bisa sepenuhnya paham dengan materi yang disampaikan. Hal ini juga dipengaruhi oleh waktu kegiatan Sekolah Minggu yang hanya dilaksanakan satu kali dalam seminggu. Dalam melakukan penelitian skripsi ini, penulis menggunakan jenis penelitian kualitatif dengan metode pengumpulan data yaitu observasi, dokumentasi, wawancara, kepustakaan, dan kuesioner. Alat bantu yang digunakan untuk menganalisis dan mendesain media pembelajaran ini diantaranya UML (Unified Modelling Language), PIECES (Performance, Information, Economic, Control, Efficiency, Services). Serta perancang desain antarmuka menggunakan Balsamiq MockUp. Hasil dari penelitian berdasarkan kuesioner adalah rata-rata sebesar 85.5% murid dan 89.4% guru merasa perlunya pembaharuan sistem yang ada, dan dengan itu maka penulis juga mendesain antarmuka media pembelajaran untuk meningkatkan pembelajaran sekolah minggu.