Sistem pengelolaan tugas akhir yang dijalankan pada STMIK STIKOM Indonesia saat ini memiliki kelemahan khususnya dari segi efisiensi, mulai dari persetujuan usulan topik, penentuan dosen pembimbing dan penguji, serta penyusunan jadwal seminar dan sidang tugas akhir memerlukan waktu relatif lama. Rata-rata waktu penyusunan jadwal dipengaruhi faktor-faktor seperti ketersediaan ruangan, jadwal mengajar dan shift kerja dosen. Pihak yang bertanggungjawab dalam penyusunan ini perlu melakukan analisa dengan teliti yang cukup memakan waktu sehingga jadwal yang disusun tidak berjalan paralel dengan jadwal mengajar dosen dan penggunaan ruangan untuk perkuliahan, serta tidak menimbulkan penundaan salah satu aktivitas setelah jadwal tersebut diumumkan. Solusi yang diusulkan adalah membangun sebuah sistem informasi yang dapat mengakomodir seluruh proses dalam pengelolaan tugas akhir di STMIK STIKOM Indonesia.
Hal yang merugikan lingkungan banyak terjadi sehingga diperlukan kesadaran dari setiap orang agar lebih peduli terhadap lingkungan. Dengan demikian maka dampak buruk akibat kondisi lingkungan yang kurang baik dapat dikurangi hingga tidak ada lagi dampak buruk tersebut ke depannya. Menumbuhkan kepedulian terhadap lingkungan harus dimulai sejak usia anak-anak. Game untuk mengajarkan kepedulian terhadap lingkungan merupakan sebuah permainan yang membuat pemain yang memainkan selalu ingat untuk menjaga lingkungan tetap dalam keadaan baik. Pemainnya diarahkan untuk selalu melakukan hal-hal yang berdampak positif bagi lingkungan terutama dalam kebersihan dan pencegahan terhadap bencana seperti banjir. Tujuan dirancangnya aplikasi game ini adalah untuk memberikan pengetahuan bagaimana menjaga lingkungan agar tetap dalam keadaan baik terutama bagi anak-anak dan menjadikan kebiasaan di kalangan anak-anak untuk tidak melakukan hal yang merugikan lingkungan sehingga terbawa hingga dewasa. Nantinya aplikasi game ini dapat digunakan sebagai media pembelajaran bagi anak-anak.Rancang bangun game ini menggunakan Microsoft Visual Basic 6.0. Aplikasi ini tidak membutuhkan spesifikasi komputer yang tinggi sehingga mudah digunakan. Metode pembangkit bilangan acak yang diterapkan adalah linear congruential generator (LCG) untuk salah satu proses yang ada di dalam game. Tampilan dari game ini dibuat menarik dengan pemilihan warna yang sesuai dengan karakter anak-anak yang ceria. Dalam aplikasinya game ini diberi nama “Lingkunganku”.
STMIK STIKOM Indonesia is an educational institution that routinely organizes judiciaries. In the process, the judiciary is held every 3 (three) months, STMIK STIKOM Indonesia has and runs a mechanism that involves a computer-based information system. This system is used as a media for registration for students who will join the Judiciary. The mechanism that starts from the registration process through the information system is then followed by verification and validation by several structural officials as stakeholders. For 15 (fifteen) times of implementation until March 2018, the judiciary mechanism has several weaknesses. Although registration is done through an information system, the verification and validation process by structural officials is carried out in a paper-based manner. This raises problems in terms of efficiency, filing documents for all student submissions, and the difficulties students encounter when structural officials are not in place. Better mechanisms for registration, verification and validation of judiciary data are needed, as well as a system that allows the entire process to be done in a computerized manner.
Business competition in the current era of globalization requires business people to innovate, not only in terms of production but also in marketing. Marketing media which currently a trend of society is through a digital store known as marketplace. Marketing through the marketplace requires businesses to comply with the provisions applicable to the marketplace. Those provisions are rights and obligations between parties involved in buying and selling activities within each marketplace. This research focuses on the rights and obligations of sellers as goods or services provider in the marketplace transaction. Each marketplace has different provisions regarding the rights and obligations of the seller. Several marketplaces sampled in this research were determined by purposive sampling method. Implementation of the rights and obligations of the sellers is analyzed using descriptive study by considering customer complaints that violate the provisions of the marketplace where the seller is running its business.
The Bali Institute of Health Sciences (STIKES) is a higher education institution in the health sector. Education in an institution needs to be monitored especially the lecture process. At present, the process of monitoring lectures is carried out by recording into paper documents. Several problems arise, namely at the end of each semester staff who perform lecture attendance recapitulation must open a sheet per lecturer attendance form sheet. Then from the lecturer attendance form, the staff in charge must type back into the Microsoft Excel application. This resulted in 2 problems, namely the occurrence of delays in reporting and the difficulty of monitoring lectures by Puket I. From these problems a system is needed that is able to provide information on the presence of lecturers and is able to present information on lecture activities in realtime. The design of this system is translated through Data Flow Diagrams and built using PHP language, for display using CSS, and database using MySQL. Testing this system uses blackbox testing. The lecture monitoring information system can display information about the implementation of lectures for Chairperson I Assistant in real time and can facilitate STIKES Bali staff in conducting lecturers' attendance.
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