Jurnal Teknologi dan Informasi (JATI) 2019-09-18T17:54:59+07:00 Leonardi Paris Hasugian Open Journal Systems <p align="Center"><img src="/public/site/images/hasugian/JATI_Vol.9_No_.1_4.jpg"></p> <p align="justify"><em><strong>Synopsis</strong></em><br>Jurnal Teknologi dan Informasi (JATI) (<a style="text-decoration: none;" href=";1300403683&amp;1&amp;&amp;" target="_blank" rel="noopener">p-ISSN: 2088-2270</a>, <a style="text-decoration: none;" href=";1545881718&amp;1&amp;&amp;" target="_blank" rel="noopener">e-ISSN: 2655-6839</a>) is published by Program Studi Sistem Informasi, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia&nbsp; regularly (every six months in March and September) with the aim of disseminating various types of research results in the field of technology and information to the public. JATI receives article submissions from research in technology and information written in Indonesian or English. The author must state that articles sent to JATI are not sent or published in other journals. In order for the results of research in technology and information contained in JATI to be useful for the development of the fields of technology and information, the author of the article is obliged to provide research data to those who need it. Determination of articles contained in JATI through a double-blind review process by JATI, taking into account: the fulfillment of standard requirements for journal publications, the research methodology used, and the significance of the contribution of research results to the scientific and technological development of information. The editor is responsible for providing a constructive review, and if deemed necessary, submit the results of the evaluation to the author of the article.<br><br><em><strong>Focus and Scope</strong></em><br>The scientific fields that are the focus of this issue are Information Systems, Enterprise Systems, Management Information Systems, Information Technology Infrastructure, Knowledge Management Systems, Project Management Systems, Geographic Information System, Supply Chain Management, Customer Relationship Management, Artificial Intelligence, Expert Systems, Intelligent Decision Support Systems, Business Intelligence, Business Process Modelling, System Modelling, e-Business, e-Government, e-Learning, IT Audit &amp; Assessment, Algorithm &amp; Programming, Software Engineering, Mobile, Desktop, &amp; Website Application Development, Big Data, Data Mining, Data Warehouse, Database Systems, Cloud Computing, Smart City, Internet of Thing, Networking &amp; Communication, and Other topic related to Information Systems.</p> Game Edukasi Pembelajaran Bahasa Inggris untuk Pengenalan Benda-Benda di Rumah bagi Siswa Kelas 4 Sekolah Dasar 2019-09-18T17:54:57+07:00 Yogiek Indra Kurniawan Fatah Yasin Al Irsyadi Rifai Annas <p>English has become one of the international languages ​​in this era. In the world of education, English lessons have been given since elementary school. "Madrasah Ibtidaiyah Al Islam Program Plus Dibal" is one of the schools that provides English language lessons for students in grade 4. One of the material provided is the introduction of objects in the house according to the 2013 curriculum. During the English learning activities in the classroom, the ability of some students to memorize vocabulary is still weak and the students' willingness to learn is low. The purpose of this study is to make an Android-based English education game application that can facilitate students in vocabulary recall and can increase students' willingness to learn. This study uses interviews with tutors at MI Al Islam Program Plus Dibal to collect data needed in the process of making educational games. This educational game was built using Construct 2 software as well as making game assets using CorelDraw X7. Testing is done by demonstrating the game in front of students and accompanied by teachers. After the application has been demonstrated, the game is played by students alternately, then students are given a questionnaire to test the performance and usability of the game. This game has 3 menus, namely 'Belajar' Menu, 'Kuis' Menu and 'Bermain' Menu. From the results of blackbox testing, it was found that the application was running well, in accordance with the expectations of the developer. From the test results of the User Acceptance Test, the average value of 'Strongly Agree' from the 5 statements given is 69.18% which shows a high level of acceptance from users of the application.</p> 2019-08-31T00:00:00+07:00 ##submission.copyrightStatement## Sistem Informasi Manajemen pada PT. Andalas Bioteknologi Saiyo Padang 2019-09-18T17:54:58+07:00 Dahniel Dahlan Ilham Tri Maulana Gusrino Yanto Joe Faisal <p><em>PT. Andalas Biotechnology Saiyo Padang is a company engaged in providing medical materials and equipment. In carrying out its business services, the administration process of the company has not used software specifically in the form of management information systems. A company certainly has a company data processing report. At present the data processing is still manual, resulting in not optimal performance of PT. Andalas Saiyo Biotechnology Padang. With the creation of a new management information system, it will be able to provide fast and appropriate output for the decision making process. The system development method used in this research is the waterfall method and uses Unified Modeling Language (UML) tools. Management information systems are developed with a website-based framework, using the PHP programming language (Pear Hypertext Preprocessor) and MySQL database as a database server. The final result of this research is the creation of a management information system of PT. Saiyo Padang Andalas Biotechnology that can help employees manage Company data that is well-systemized</em><em>.</em></p> 2019-08-31T00:00:00+07:00 ##submission.copyrightStatement## Perancangan E-Learning di SMAN 1 Margahayu 2019-09-18T17:54:59+07:00 Mayuga Wicaksana Myrna Dwi Rahmatya <p>Kegiatan belajar mengajar di sekolah umumnya terbatas pada pertemuan yang dilakukan di kelas. Ketidakhadiran pengajar menjadi salah satu penyebab kegiatan belajar mengajar tidak berlangsung. Hal ini, berdampak pada tidak tersampaikannya materi pada siswa. Sementara itu, <em>e-learning</em> dapat menjadi solusi dalam permasalahan ini. Tujuan penelitian ini ialah membangun rancangan <em>e-learning</em> pada SMAN 1 Margahayu. Metode pendekatan sistem yang digunakan adalah pendekatan objek dengan metode pengembangan <em>prototype</em>. <em>Tools</em> yang digunakan dalam penelitian ini ialah UML. Dengan adanya <em>e-learning</em>, pengajar dapat memberikan materi bahkan jika pertemuan di sekolah tidak dapat terjadi. Bukan hanya itu, murid yang absen di kelas tidak akan tertinggal materi pelajaran. Manfaat lain ialah siswa dapat berdiskusi mengenai materi pelajaran meski di luar jam pelajaran serta memungkinkan siswa mendapatkan materi pendukung selain yang sudah pengajar sampaikan di kelas. Oleh karena itu, perancangan <em>e-learning</em> ini dapat mendukung proses kegiatan belajar mengajar dan menjadi cara baru bagi pengajar dan siswa untuk berinteraksi.</p> 2019-08-31T00:00:00+07:00 ##submission.copyrightStatement## Pengembangan Sistem Informasi Manajemen Layanan Perpustakaan SMK Merdeka Bandung 2019-09-18T17:54:56+07:00 Agung Soetedjo Rangga Sidik <p><em>The library becomes an important place for students, as well as educators in finding information about knowledge. The presence of technology must be able to be used by libraries to improve library </em><em>of </em><em>services and accessibility to information. The library at </em><em>SMK Merdeka </em><em>Bandung requires the application of information technology as a supporting tool for managing library service activities. Library activity services have not been able to run well marked with several obstacles that arise. The purpose of this study is to make the library at </em><em>SMK Merdeka</em><em> Bandung able to apply information technology in the form of computerized information systems in the services </em><em>as </em><em>provided to library members. The study was conducted using qualitative descriptive methods with the method of developing protoyping systems and structured approach models. Development of information system applications using the Java programming language. The results of this research can produce a desktop-based information system application that is capable of handling library services including; member registration services, loans, returns, stock, library catalog services, and damage and loss replacement services. With the application of this information system can make library activities at Merdeka Vocational School Bandung become more computerized so that the problems that arise can be resolved properly.</em></p> 2019-08-31T23:06:02+07:00 ##submission.copyrightStatement##