Modeling is one of the techniques used to describe how information systems will be created and produced. Modeling itself can be used as a reference in the process of developing information systems to suit user needs. One modeling technique that is often used is to use a unified modeling language (UML). Modeling techniques with UML are able to describe various features of information systems. for this reason, in this research a model for the PTPN VII enterprise resource planning (ERP) information system is used as an initial step in fulfilling information management needs. the use of modeling itself is an initial implementation of information technology and information systems in a corporate environment, especially PTPN VII. The results of modeling have been done using three types of diagrams in UML as a reference in the development of structure diagrams created using class diagrams, behavior diagrams created using use case diagrams, and interaction diagrams created using activity diagrams. The results of the modeling have also been implemented in the form of a prototype of the information system so as to provide a clear picture for interested parties if the development of enterprise resource planning (ERP) information systems, especially in the PTPN VII environment. The information system prototype can also describe the initial forms for stakeholders if changes are to be made
Penilaian kapabilitas atau kemampuan seseorang dalam pemanfaatan teknologi informasi merupakan konsep dasar dari Computer Self Efficacy (CSE). CSE juga merupakan bagian dari prediktor yang penting bagi mahasiswa untuk mempelajari dan menggunakan sistem komputer. CSE mempunyai tiga dimensi yaitu Computer Based Skills, Media Reated Skills, dan Web Based Skills. Dengan demikian dapat dikatakan CSE dapat mempengaruhi prestasi akademik mahasiswa yang mempelajari sistem komputer (mahasasiswa ilmu komputer). Dengan pedekatan Structural Equation Modeling, penelitian ini menunjukkan, yang memiliki pengaruh positif dan signifikan terhadap prestasi akademik mahasiswa adalah Computer Based Skills dan Web Based Skills, akan tetapi Media Reated Skills tidak mempengaruhi prestasi akademik mahasiswa.
Sampah merupakan masalah sebagai besar kota yang ada di Indonesia. Kota Palembang merupakan salah satu kota yang ada di Indonesia yang sangat serius mengurusi maasalah sampah. Usaha yang dilakukan pemerintah Kota Palembang dapat dinyatakan berhasil yang dibuktikan dari Piala Adipura yang didapatkan. Namun keberhasilan tersebut masih memiliki sedikit permasalahan yaitu sering terjadinya penumpukan sampah pada bank sampah yang ada, selain itu juga terdapat penumpukan sampah yang daerah tertentu yang disebabkan tidak disiplinnya masyarakat dalam membuang sampah. Untuk itu di dalam penelitian ini bertujuan untuk memberikan solusi berupa partisipasi masyarakat dalam memberikan pengaduan terkait dengan masalah sampah tersebut. Proses pelaporan yang ditawarkan dalam penelitian ini yaitu berupa aplikasi mobile dan web yang dikhususkan untuk memberi pengaduan penumpuka sampah dengan nama Smart Cleaning. Proses pengembangan digunakan metode prototype. Metode ini memiliki kelebihan yaitu melibatkan pengguna dalam proses pengembangannya sehingga akurasi aplikasi yang hasilkan tergolong tinggi. Hasil dari penelitian ini berupa aplikasi smart cleaning yang memiliki akses pengguna masyarakat, administrator dan petugas. Masing-masing pengguna memiliki akses dan fitur tersendiri yang dapat memproses pengaduan masyarakat terkait penumpukan sampah
Technology is growing with the times, relentlessly and constantly moving forward to make new breakthroughs in all aspects of life. The IEA report in the Study of Reading Literacy states that the ability of elementary school children in Indonesia is very low. Of the 31 countries studied, Indonesia was ranked 30th. Based on the explanation of the background above, the researchers formulated the problem in this study, namely how to design and build an Android-based educational game with unity using the Game development life cycle (GDLC). This research was conducted in August 2021 in 9/10 Ulu Village, Plaju District, Palembang with a sample of 10 children. The research method uses Action Research and application development methods use GDLC. The results of testing the game system with blackbox that can be operated smoothly and for the results of testing the feasibility of games with the results of 84.6% in the appropriate category, the results of development with Unity and GDLC succeeded in creating learning media based on android games quite well.
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