{"title":"Penerapan Metode Euclidean Probabiity Untuk Mengidentifikasi Penyakit Pada Tanaman Kopi","authors":"Alhuda Ramadhan, Toni Arifin","doi":"10.32672/jnkti.v6i4.6396","DOIUrl":"https://doi.org/10.32672/jnkti.v6i4.6396","url":null,"abstract":"Abstrak - Selain Brazil dan Kolombia, Indonesia merupakan negara penghasil kopi terbesar didunia. Karena sudah menjadi sumber devisa untuk menopang pembangunan nasional yang tinggi, usaha petani kopi juga sudah menjadi sumber pendapatan petani. Untuk mencegah menurunnya produktivitas kopi perawatan terhadap tanaman kopi harus diperhatikan. Salah satu faktor yang dapat mengurangi pertumbuhan dan produktivitas kopi adalah adanya penyakit pada tanaman. Kurangnya informasi yang diketahui oleh petani kopi tentang jenis penyakit yang menyerang tanaman kopi dan pengelolaan tanaman kopi menyebabkan banyak tanaman kopi yang tidak tertangani dengan benar. Dengan adanya sebuah sistem yang mampu mendiagnosa layaknya seorang pakar dapat membantu mempercepat diagnosa penyakit tanaman kopi. Maka dari itu dibuatnya sistem pakar yang dapat mendiagnosa penyakit tanaman kopi berdasarkan pengetahuan seorang pakar dapat sangat membantu untuk mendiagnosa penyakit tanaman kopi. Pada penelitian ini metode Euclidean Probability diterapkan pada sistem pakar diagnosa penyakit tanaman kopi berdasarkan gejala yang terlihat atau dialami tanaman kopi. Hasil dari penelitian ini menghasilkan aplikasi sistem pakar yang dapat mendiagnosa penyakit tanaman kopi dan memberikan solusi untuk mencegah atau mengobati tanaman kopi berdasarkan gejala-gejala yang dialami. Dari pengujian yang dilakukan pada 10 studi kasus berdasarkan 4 data penyakit dan 12 data gejala menghasilkan nilai akurasi 80%.Kata kunci—Sistem Pakar, Euclidean Probability, Tanaman Kopi, Diagnosa, Penyakit Tanaman Kopi Abstract-Besides Brazil and Colombia, Indonesia is the largest coffee producing country in the world. Because it has become a source of foreign exchange to support high national development, coffee farmers' businesses have also become a source of farmers' income. To prevent a decrease in coffee productivity, care for coffee plants must be considered. One of the factors that can reduce the growth and productivity of coffee is the presence of disease in plants. The lack of information known by coffee farmers about the types of diseases that attack coffee plants and the management of coffee plants causes many coffee plants to be not handled properly. With a system capable of diagnosing like an expert, it can help speed up the diagnosis of coffee plant diseases. Therefore, the creation of an expert system that can diagnose coffee plant diseases based on the knowledge of an expert can be very helpful for diagnosing coffee plant diseases. In this study, the Euclidean Probability method was applied to an expert system for diagnosing coffee plant diseases based on the symptoms seen or experienced by coffee plants. The results of this study produce an expert system application that can diagnose coffee plant diseases and provide solutions to prevent or treat coffee plants based on the symptoms experienced. From the tests carried out on 10 case studies based on 4 disease data and 12 symptom data, it resulted in a","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"39 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139351865","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Sistem Informasi Pengolahan Data Inventory Barang Pada Toko Penta Komputer","authors":"N. Aisyah, D. Saputra, Tertia Avini","doi":"10.32672/jnkti.v6i4.6365","DOIUrl":"https://doi.org/10.32672/jnkti.v6i4.6365","url":null,"abstract":"Abstrak - Pertumbuhan teknologi, seperti di bidang teknologi dan informasi, dapat mendukung produksi informasi yang lebih akurat dari pada dihasilkan dengan secara manual kepada penggunanya. Teknologi informasi dapat digunakan untuk membuat sistem informasi, misalnya untuk membuat sistem informasi inventaris (inventory) dan penjualan. Sistem inventory yang ada pada toko penta komputer saat ini belum terkomputerisasi, transaksi keluar masuk barang masih tercatat dalam berkas yang berantakan sehingga sering menimbulkan kerusakan dan kehilangan. Dengan adanya sistem informasi yang telah terkomputerisasi dapat mempermudah karyawan dalam mencatat transaksi keluar masuk barang, serta dapat menghasilkan laporan inventaris yang lebih akurat. Pada artikel ini, penulis menggunakan metode waterfall. Aplikasi ini menggunakan MySQL sebagai databasenya dan pemrograman PHP untuk membangun sistem informasinya. Sistem dapat membantu dalam pembuatan laporan inventory barang masuk dan keluar.Kata kunci: MySQL, PHP, Sistem Informasi , Inventory, Waterfall Abstract - Technological growth, such as in the field of technology and information, can support the production of information that is more accurate than manually generated for users. Information technology can be used to create information systems, for example to create inventory and sales information systems. The existing inventory system at the Penta computer store is currently not computerized, transactions in and out of goods are still recorded in messy files that often cause damage and loss. With a computerized information system, it can make it easier for employees to record transactions in and out of goods, and can produce more accurate inventory reports. In this article, the author uses the waterfall method. This application uses MySQL as its database and PHP programming to build its information system. The system can assist in making inventory reports of incoming and outgoing goods.Keywords: MySQL, PHP, Information System, Inventory, Waterfall","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"32 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139351904","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Emelda Emelda, Diana Yusuf, Yeni Heryani, Nia Kurniati, Sri Watini
{"title":"Analisis Implementasi Inovasi Pembelajaran Digital Bagi Sekolah Penggerak Berbasis TV Sekolah di Kabupaten Tanah Datar","authors":"Emelda Emelda, Diana Yusuf, Yeni Heryani, Nia Kurniati, Sri Watini","doi":"10.32672/jnkti.v6i4.6500","DOIUrl":"https://doi.org/10.32672/jnkti.v6i4.6500","url":null,"abstract":"Abstrak - Perkembangan digital saat ini terjadi sangat cepat dan dinamis, begitu juga dengan dunia pendidikan. Hal ini disebut juga dengan istilah percepatan digitalisasi sekolah. Percepatan ini sengaja masuk dalam salah satu upaya pemerintah agar kualitas pendidikan Indonesia meningkat. Program TV Sekolah merupakan salah satu upaya percepatan digitalisasi sekolah yang bisa menjadi inovasi Sekolah Penggerak yang ada di Kabupaten Tanah Datar Provinsi Sumatera Barat. Tujuan Penelitian ini adalah bagaimana sekolah penggerak PAUD kabupaten Tanah Datar menjadikan TV Sekolah sebagai salah satu inovasi digitalisasi pada Program Sekolah Penggerak. Penelitian ini menggunakan metode deskriptif kualitatif untuk mendeskripsikan secara jelas dan terperinci inovasi digitalisasi sekolah dengan TV Sekolah. Adapun hasil penelitian menunjukkan bahwa inovasi digitalisati TV Sekolah ini menarik minat enam Sekolah Penggerak PAUD di Kabupaten Tanah Datar untuk mendaftarkan sekolah mereka pada Program TV Sekolah.Kata kunci: Inovasi Pembelajaran Digital, Sekolah Penggerak,  TV sekolah. Abstrack - Digital development is currently happening very quickly and dynamically, as well as the world of education. This is also known as the acceleration of school digitization. This acceleration is deliberately included in one of the government's efforts to improve the quality of Indonesian education. The School TV program is one of the efforts to accelerate school digitization which can become an innovation for Mobilizing Schools in Tanah Datar District, West Sumatra Province. The purpose of this study is how the Tanah Datar district PAUD driving school makes school TV a digitalization innovation in the Mobilizing School Program. This study uses a qualitative descriptive method to describe clearly and in detail school digitalization innovations with School TV. The results of the study show that the innovation of digitizing School TV has attracted the interest of six PAUD Mobilizing Schools in Tanah Datar District to register their schools for the School TV Program.Keywords: Digital Learning Innovation, School Mobilization Program, school TV.","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"37 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139351801","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analisis Kebutuhan Pegawai Berdasarkan Latar Belakang Pendidikan Di Sekretariat Daerah Kabupaten Ogan Ilir","authors":"Inessia Inessia, Mody Sertian Amanda, Terttiaavini Terttiaavini","doi":"10.32672/jnkti.v6i4.6366","DOIUrl":"https://doi.org/10.32672/jnkti.v6i4.6366","url":null,"abstract":"Abstract - This study is entitled \"Employee Needs Analysis Based on Educational Background at the Regional Secretariat of Ogan Ilir Regency\". The purpose of this study was to analyze the number of employee needs based on educational background at the Regional Secretariat of Ogan Ilir Regency. This type of research uses a descriptive method with a qualitative approach. Data collection techniques used in this study were observation, interviews, documentation studies, and triangulation. The results of the study show that the job descriptions of each section at the Regional Secretariat of Ogan Ilir Regency are clear and listed in the job analysis document. Based on the analysis of employee needs, positions that experience a staff shortage include the works of technical policy reviewers and data and information processors. Judging from the comparison of needs and equipment, the number of staff shortages for these positions is 100 people, with details of the positions of technical reviewers of policies of 50 and data and information processors of 50 people. Therefore, it is better to add employees as needed based on relevant educational backgrounds as one of the job requirements.Keywords: Job Description, Employee Needs Analysis, Educational Background.","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"29 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139351818","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Implementasi Algoritma K-Means Dalam Pembelian NFT Pada Jaringan Solana","authors":"Muhamad Revin Reginal Harahap, Toni Arifin","doi":"10.32672/jnkti.v6i4.6486","DOIUrl":"https://doi.org/10.32672/jnkti.v6i4.6486","url":null,"abstract":"Abstrak - Solana merupakan mata uang kripto yang dibuat dengan inovasi skala web pada jaringan blockchain dan memberikan aplikasi perjanjian cerdas yang terdesentralisasi. Banyak hal yang bisa dilakukan di platform blockchain solana, salah satunya dengan membeli NFT pada marketplace nya. NFT merupakan istilahtoken cryptocurrency yang tidak dapat dipertukarkan seperti koin biasa. Pasar NFT diperdagangkan secara elektronik. Permasalahan yang biasanya muncul adalah FOMO atau “Fear of Missing Out†ketika investor baru mulai mendengar tentang kondisi pasar saat ini, mereka cenderung khawatir bahwa sudah terlambat untuk bertindak hal ini karena ingin mencari keuntungan dengan cepat tanpa melakukan analisa untuk menyadari potensi kegunaanya untuk jangka pendek maupun jangka panjang. Untuk itu dibutuhkan suatu analisis informasi dari data produk yang dijualdi pasar NFT agar dapat membandingkan suatu NFT sebelum membelinya, yaitu dengan data mining. Penelitian ini membahas tentang teknik data mining yaitu Clustering dengan algoritma K-Means untuk mengelompokan data NFT. Dataset ini diambil melalui platform Magic Eden dengan nama popular collection dengan jumlah data sebanyak 419 record, dan terdiri dari 5 atribut. Dengan menggunakan aplikasi Rapidminer data diolah menggunakan K-Means sehingga diperoleh hasil pengelompokkan data pada cluster 0 tediri 389 items dengan total supply 3.355,853,total volume 12.068.821, floor price 4,936, dan 1.178,519 total owners. Cluster 1 terdiri dari 3 items dengan total supply 8.336,333, total volume 1.261.475,077, floor price 98,6667, dan 3.964,667 total owners. Pada cluster 2 terdiri dari 2 items dengan total supply 10,000, total volume 621.531,570, floor price 130,500, dan 6.931 total owners. Pada cluster 3 terdiri dari 1 items dengan total supply 10.000, total volume 1.908.911.49, floor price 95, dan 5.597 total owners. Pada cluster 4 terdiri dari 24 items dengan total supply 6.791,25, total volume 206.010,754, floorprice 28,625, dan 3.320,125 total owners.Kata Kunci: Data mining, K-Means Clustering, NFT, BlockchainAbstract - Solana is a cryptocurrency created with web-scale innovation on a blockchain network and provides decentralized innovative agreement applications. Many things can be done on the Solana blockchain platform, one of which is by buying NFT in the marketplace. NFT is a cryptocurrency token term that cannot be exchanged like ordinary coins. NFT market electronically. The problem that usually arises is FOMO or “Fear of Missing Out†When investors are just starting to hear about current market conditions, they tend to worry that it is too late to act because they want to find profits quickly without analyzing to realize the potential benefits for the short and long term. long-term. For that, we need an analysis of information from product data sold in the NFT market to be able to compare an NFT before, namely with data mining. This study discusses data mining techniques, namely Clustering with the","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"70 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139351857","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Sistem Pengolahan Data Pembayaran SPP Di SMK Manangga Pratama Kota Tasikmalaya","authors":"Hanina Sapira, Nuk Ghurroh Setyoningrum","doi":"10.32672/jnkti.v6i3.6172","DOIUrl":"https://doi.org/10.32672/jnkti.v6i3.6172","url":null,"abstract":"Abstrak - Keadaan Teknologi pada SMK Manangga Pratama saat ini masih banyak mengalami kendala, salah satunya yaitu dalam proses pengolahan data pembayaran SPP siswa. Dalam pembayaran SPP siswa yang terjadi pada saat ini adalah masih dilakukannya proses pengolahan data secara manual yaitu petugas SPP akan mencatat data pembayaran SPP siswa dalam kertas. Kemudian petugas merekap nya ke dalam buku besar dan buku harian untuk pembuatan laporan. Dalam menjawab permasalahan yang ditemukan, tugas akhir ini bertujuan untuk mempermudah petugas dalam rekapitulasi data dan pembuatan laporan. Metode penelitian yang digunakan adalah metode penelitian deskriptif, sedangkan metode pengembangan sistem informasi yang digunakan adalah SDLC (system Development Life Cycle), dengan tahap perancangan sistem, pengumpulan data, analisa sistem, desain sistem, implementasi sistem, pengujian dan pemeliharaan sistem. Hasil dari tugas akhir ini adalah suatu sistem informasi yang dapat membantu mempermudah proses rekapitulasi SPP dan pembuatan laporan SPP di SMK Manangga Pratama Kota Tasikmalaya pada bagian tata usaha.Kata kunci: Pengolahan Data, Pembayaran SPP, SMK Manangga Pratama Kota Tasikmalaya. Abstract - The State of Technology at Manangga Pratama Vocational High School is currently experiencing many obstacles, one of which is in processing student tuition payment data. In student tuition payments that occur at this time, data processing is still being carried out manually, namely the SPP officer will record student tuition payment data on paper. Then the officers recorded it in ledgers and diaries for making reports. In answering the problems found, this final project aims to make it easier for officers to recapitulate data and prepare reports.The research method used is descriptive research method, while the information system development method used is SDLC (system Development Life Cycle), with the stages of system design, data collection, system analysis, system design, system implementation, system testing and maintenance.The result of this final project is an information system that can help simplify the process of recapitulating tuition fees and making SPP reports at Manangga Pratama Vocational School, Tasikmalaya City in the administration section.","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130724205","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pengembangan Game Edukasi Berbasis Web Untuk Anak Usia Dini Dengan Construct 2","authors":"Z. Zakiyah, Umi Chotijah","doi":"10.32672/jnkti.v6i3.6213","DOIUrl":"https://doi.org/10.32672/jnkti.v6i3.6213","url":null,"abstract":"Abstrak—Masa usia dini (0-6 tahun) merupakan masa keemasan pada anak. Para ahli menilai perlunya stimulasi yang bermakna agar masa usia dini anak dapat berkembang secara optimal. Peran stimulasi pada anak harus disiapkan oleh para pendidik, mulai dari orang tua, guru, ataupun orang dewasa lain yang ada di sekitar anak. Salah satu alternatif untuk menstimulus perkembangan secara optimal pada anak adalah dengan media pembelajaran yang didapat. Namun nyatanya media pembelajaran untuk anak usia dini umumnya masih konvensional seperti menggunakan media kartu, dan beberapa mainan fisik untuk menambah pengetahuan anak serta melatih kognitif dan motorik. Oleh karena itu, salah satu alternatif yang dapat digunakan untuk mengatasi permasalahan ini adalah diperlukannya suatu rancangan media pembelajaran interaktif dan menyenangkan bagi anak usia dini melalui game berbasis web, untuk menstimulus perkembangannya. Penelitian ini bertujuan untuk merancang media pembelajaran yang interaktif pada anak, pada penelitian ini media yang dikembangkan berupa game education berbasis construct 2 sebagai media penunjang pembelajaran pada anak usia dini dengan materi kenal angka, warna, hewan dan alat musik. Dalam hal ini anak yang bertindak sebagai pemain dapat belajar mengenai materi tersebut. Proses transfer pengetahuan dilakukan dengan cara menyelesaikan tantangan yang terdapat di dalam game. Kata kunci: media pembelajaran, contract 2, game, berbasis web Abstrct—Early childhood (0-6 years) is the golden age for children. Experts assess the need for meaningful stimulation so that children's early childhood can develop optimally. The role of stimulation in children must be prepared by educators, starting from parents, teachers, or other adults around the child. One alternative to stimulate optimal development in children is with the learning media obtained. But in fact learning media for early childhood are generally still conventional, such as using card media, and some physical toys to increase children's knowledge and train cognitive and motor skills. Therefore, one alternative that can be used to overcome this problem is the need for an interactive and fun learning media design for early childhood through web-based games, to stimulate their development. This study aims to design interactive learning media for children, in this study the media developed is in the form of educational games based on construct 2 as a medium to support learning in early childhood with material about numbers, colors, animals and musical instruments. In this case the child who acts as a player can learn about the material. The knowledge transfer process is carried out by completing the challenges contained in the game. Keywords: learning media, contract 2, game, web-based","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"398 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132937893","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pengembangan Game Edukasi Matematika Untuk Anak Sekolah Dasar Menggunakan Unity","authors":"Bayu Saputra, Asti Herliana","doi":"10.32672/jnkti.v6i3.6141","DOIUrl":"https://doi.org/10.32672/jnkti.v6i3.6141","url":null,"abstract":"Abstrak - Kurangnya minat siswa SD dalam mempelajari belajar mata pelajaran matematika berdampak pada nilai siswa yang kurang maksimal, maka untuk meningkatkan nilai dan pemahaman akan materi tentang perhitungan matematika, pengajar perlu mengimprovisasi diri dan kreatif dalam menyampaikan materi kepada siswa SD. Karena siswa SD cendurung lebih suka bermain. Untuk iu di butuhkan media pembelajaran yang menarik seperti game edukasi yang menggunakan metode penelitian RD dan memperlihatkan animasi dan gambar sehingga siswa SD tertarik dan lebih ingin untuk memepelajari mata pelajaran matematika agar membantu pemahaman siswa SD lebih baik lagi. Game edukasi yang dibuat dengan menggunakan unity ini semoga menjadi solusi dalam meningkatkan pemahaman belajar siswa SD.Kata Kunci: Game Edukasi, Unity. Abstract - The lack of interest of elementary school students in learning mathematics subjects has an impact on the lack of student grades, so to improve understanding of the material about mathematical calculations, teachers need to improvise and be creative in conveying material to elementary students. Because elementary school students tend to prefer to play. For this reason, he ordered interesting learning media such as educational games that use RD research methods and run animations and pictures so that elementary school students are interested and more willing to learn math subjects in order to help elementary students understand better. This educational game made using Unity may be a solution in improving the learning understanding of elementary school students.","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132073496","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Aplikasi Game Kendang Sunda Menggunakan HTML5 Canvas Pada Saung Angklung Udjo","authors":"Darmawi Darmawi, Sari Susanti","doi":"10.32672/jnkti.v6i3.6151","DOIUrl":"https://doi.org/10.32672/jnkti.v6i3.6151","url":null,"abstract":"Abstrak— Sanggar yang menjadi wadah dalam mempelajari alat musik seperti Kendang Sunda yaitu Saung Angklung Udjo (SAU) di Kota Bandung. Tidak banyak pengendang dari kalangan anak muda yang harusya bisa meneruskan adat budaya daerah seperti alat musik daerah. Semakin kurangnya penerus maka adat budaya akan semakin memudar dan terasa asing bagi kalangan masyarakat dan tidak dikenal oleh masyarakat di kalangan luar adat tersebut. Padahal seharusnya alat musik Kendang ini tidak hanya digunakan khusus untuk acara adat atau khusus untuk adat itu sendiri, melainkan bisa digunakan untuk melengkapi alat-alat musik lain yang merambah lebih modern. Salah satu upaya pelestarian alat musik Kendang Sunda yaitu dimulai dengan mengenal budaya kita sendiri melalui media pengenalan alat musik tradisional yang diterapkan pada suatu game. Pada penelitian digunakan library HTML5 Canvas dalam membangun game Kendang Sunda jenis ritme. Hasil pembuatan aplikasi game Kendang membantu dalam melestarikan alat musik tradisional Sunda agar bisa merambah ke dunia musik yang lebih modern. Game jenis ritme ini disajikan fitur yang bisa dilakukan kustomisasi untuk mengganti musik sesuai selera agar Kendang ini bisa berperan di berbagai jenis musik dan tidak hanya di gunakan dalam adat atau acara adat sunda.Kata kunci: Alat Musik Tradisional, Kendang Sunda, Game Ritme, HTML5 Canvas.Abstract— The studio that is a place to learn musical instruments such as the Sunda Kendang is Saung Angklung Udjo (SAU) in the city of Bandung. There are not many dancers from among young people who should be able to carry on regional cultural customs such as regional musical instruments. The less successors, the more cultural customs will fade and feel foreign to the community and unknown to people outside the custom. Whereas the Kendang musical instrument should not only be used specifically for traditional events or specifically for the custom itself, but can be used to complement other musical instruments that are more modern. One of the efforts to preserve the Sundanese Kendang musical instrument is to start by getting to know our own culture through the introduction of traditional musical instruments that are applied to a game. In this study, the HTML5 Canvas library was used in building the rhythm type Kendang Sunda game. The results of making the Kendang game application help in preserving traditional Sundanese musical instruments so that they can penetrate into a more modern world of music. This rhythm type game features features that can be customized to change music according to taste so that this drum can play a role in various types of music and is not only used in Sundanese customs or events.Keyword : Traditional Musical Instruments, Sundanese Kendang, Rhythm Game, HTML5 Canvas","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128430197","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ni Luh Gede Pivin Suwirmayanti, Putu Adi Guna Permana, Putu Aditya Artha Prayoga, Ni Kadek Sukerti, Rosalia Hadi
{"title":"Implementasi Framework Laravel Pada Sistem Informasi Akademik SMA Negeri 1 Kediri Berbasis Web","authors":"Ni Luh Gede Pivin Suwirmayanti, Putu Adi Guna Permana, Putu Aditya Artha Prayoga, Ni Kadek Sukerti, Rosalia Hadi","doi":"10.32672/jnkti.v6i3.6090","DOIUrl":"https://doi.org/10.32672/jnkti.v6i3.6090","url":null,"abstract":"Abstrak - SMA negeri 1 Kediri merupakan salah satu Sekolah Menengah Atas tervaforit yang berada di kabupaten Tabanan. Sekolah ini menerima siswa cukup banyak setiap tahunnya tetapi untuk pendataan siswa masih secara konvensional. Sistem Informasi Akademik SMA Negeri 1 Kediri Berbasis Web merupakan sistem informasi yang menyimpan data-data siswa, guru, dan staf/admin. Sehingga nantinya guru maupun staf dapat menyimpan maupun mencari data dengan mudah. Dengan sistem yang berbasis web siswa dapat dengan mudah mencari tahu informasi mengenai kelas, jadwal serta nilai dimanapun dan kapanpun. Sistem ini akan dibangun menggunakan platform website menggunakan kerangka kerja Laravel dengan Bahasa Pemrograman PHP. Pengumpulan data yang digunakan yaitu studi literaur, observasi, dan wawancara. Metode Waterfall digunakan dalam membangun sistem informasi ini. Analisis sistem dalam sistem ini yaitu analisis kebutuhan, analisis pengguna, analisis data, dan analisis proses. Perancangan sistem ini menggunakan Data Flow Diagram (DFD), Entity Relationship Diagram (ERD), dan user interface.Kata Kunci: siswa, sistem informasi, website, dataAbstract - During the Covid-19 pandemic, many schools carried out teaching and learning activities online using Google Meet, Zoom and others. But to record the results of the tests and tests given, they still use the conventional system. SMA Negeri 1 Kediri is one of the most popular senior high schools in the Tabanan district. This school accepts quite a lot of students every year but for student data collection it is still conventional. Web-Based Academic Information System for SMA Negeri 1 Kediri is an information system that stores student, teacher and staff/admin data. So that later teachers and staff can store and search for data easily. With a web-based system, students can easily find out information about classes, schedules and grades anywhere and anytime. This system will be built using a website platform using the Laravel framework with the PHP Programming Language. The data collection used is literature study, observation, and interviews. The Waterfall method is used in building this information system. System analysis in this system is needs analysis, user analysis, data analysis, and process analysis. The design of this system uses Data Flow Diagrams (DFD), Entity Relationship Diagrams (ERD), and user interfaces.Keywords: students, information systems, website, data","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131078610","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}