28 research outputs found

    Sistem Pendukung Keputusan Pemberian Beasiswa Menggunakan Metode Simple Additive Weighting di Universitas Panca Marga Probolinggo

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    Panca Marga Probolinggo University as a place of learning and self developments provides facilities for student achievements scholarships. The scholarship program is expected to spur student interest in learning to be more accomplished. In determining the scholarship recipients, the administrator selects candidates for faculty scholarship recipients base on existing criteria. In the process of selecting, admin faculty have difficulty selecting a data prospective recipients. Because each type of scholarship criteria and weight have different criteria. It makes the calculation of the value criteria requires precision. Knowing the problem that occur, the autors designed the decision support system and make the determination of scholarship by using the SAW method. This system can help admins to perform data administration faculty scholarship recipients, the data type of scholarship, the data criteria, criteria weighting data, and data recipients. With this system the loss of data can be minimize. After testing the use of decision support system determining the scholarship by using the SAW method, it can be concluded that this decision support system to help admins faculty in performing their duties

    Sistem Informasi Food Court Pada Pusat Perbelanjaan Smart Surabaya

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    In managing a food court generally apply the concept of self-service to the customer, that is order and pay over the counter or cashier. For booth renters, income calculations performed every day manually when the food court closed. It takes a long time and caused frequent occurrence of miscalculation that led to losses and a decrease in turnover for managers and tenants outlets. Facing these problems, food court manager making design and implementation an information systems of the food court at the shopping center smart Surabaya. The food court will apply the touch-screen technology and a smart card in the application to facilitate buyer transactions. For a rent system, food court manager will apply the accounting system every day. Tenants pay rent in accordance with the revenue received each day. With the application of information systems food court at a shopping mall Smart Surabaya has to be used in accordance with management's desire food court manager. The use of touch screen technology and a smart card has been successful in an application. Besides the need for management information and reporting food court have been met

    Rancang Bangun Aplikasi Knowledge Management Multimedia dalam Proses Pengembangan Video Pendidikan pada Bpmtv Surabaya

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    In the development of educational videos, training and learning is a very important activity. But the experience, knowledge and skills possessed only by the participants in the training so that the absence of learning or knowledge transfer to people who have no knowledge about the training. One reason is the lack of a system that can manage, collect and manage data of existing knowledge into useful information for the development of educational videos.Based on the above, requires a knowledge management system in terms of manufacturing, management, maintenance of data storage is explicit knowledge and tacit knowledge through report creation. Knowledge management system (KMS) is a system that is capable of performing the classification of existing knowledge, how to preserve knowledge, and how to use that knowledge. One solution to overcome the above problems is to create a multimedia knowledge management system.This application can be used by users in obtaining information about knowledge relating to the development of video media for education. This system provides the required knowledge in the form of multimedia files (text, images, documents and videos). This system can also provide statistical reports of users accessing the system, active users, multimedia files are frequently accessed, searched and needed

    Design and Build Academic Information System at Smk Kartika 2 Surabaya

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    SMK Kartika 2 Surabaya an educational institution that was established since 1994, and has several processes that include new admissions activities, class divisions and homeroom, scheduling subjects, and management student value as a material for preparing the results of student studies. Processes that exist in SMK Kartika 2 Surabaya there are some problems such as the process of data management students, teachers, schedules, class divisions and homeroom, and processing student value. The number of data and limitations of the scheduling officer so it takes a long time in managing the existing data. The long process of managing the data has a direct impact on the performance of the administration department, employees/ teachers in school academic activities. Solutions that can be given to the above problems is the application of academic information system, is one solution that can help the administration, employees / teachers in managing student data, teachers, schedules, class divisions along with homeroom, processing student value and reporting to the head school. Creation of Web-based academic information system application. It is expected to conduct student data management activities, teacher data, schedules, class divisions and homeroom, and final value creation, making it easier for the administration to report to the principal

    Interface User Design in Educational Games for Kids Using the Child Centered Design Method

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    Educational Games For Kids is an android game application which there are several games to support the development of children's competencies. The process of child development will be more optimal if at an early age are taught by parents in playing and learning. But in fact not all parents pay attention to the development of children, so the authors want to know the factors can affect development in early childhood. In general, the application of technology must be evaluated and the level of use measured. The solution from the author to overcome this problem is to redesign educational games for kids using the child centered design method. This method has 4 main activities, namely specify the context of use, specific product requirements, product design solutions, and evaluate design. The ultimate goal of child centered design is users, namely children. The sampling technique uses a non-probability sampling formula or a random sample of 97 respondents. This study uses SPSS in data processing. Based on the results of using the heuristic evaluation method, there are several menus that are invalid and need to be corrected. So the author redesigned educational games for kids. The final result is a recommendation for the design of a new user interface. The results of the design of the user interface can be used by any party who wants to add a menu to the game that has been made
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