cover
Contact Name
Muhammad Nur Faiz
Contact Email
faiz@pnc.ac.id
Phone
+6282324039994
Journal Mail Official
jinita.ejournal@pnc.ac.id
Editorial Address
Department of Informatics Engineering Politeknik Negeri Cilacap Jln. Dr.Soetomo No.01 Sidakaya, Cilacap, Indonesia
Location
Kab. cilacap,
Jawa tengah
INDONESIA
Journal of Innovation Information Technology and Application (JINITA)
ISSN : 27160858     EISSN : 27159248     DOI : https://doi.org/10.35970/jinita.v2i01.119
Software Engineering, Mobile Technology and Applications, Robotics, Database System, Information Engineering, Interactive Multimedia, Computer Networking, Information System, Computer Architecture, Embedded System, Computer Security, Digital Forensic Human-Computer Interaction, Virtual/Augmented Reality, Intelligent System, IT Governance, Computer Vision, Distributed Computing System, Mobile Processing, Next Network Generation, Natural Language Processing, Business Process, Cognitive Systems, Networking Technology, and Pattern Recognition
Articles 8 Documents
Search results for , issue "Vol 2, No 2 (2020): JINITA, December 2020" : 8 Documents clear
Pembelajaran Cepat English Grammar Tenses Rules dengan penerapan kolaborasi Website dan Android Anis, Abdullah Al; Sudrianto, Sudriyanto; Yaqin, Moh. Ainol
Journal of Innovation Information Technology and Application (JINITA) Vol 2, No 2 (2020): JINITA, December 2020
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

English is an international language, most developing or developed countries make English a second language in daily communication. One of the reasons learning English is important to learn. By providing English lessons from an early age, as the initial foundation for developing English language education is one way to compete with this Nation in the international world. The urgent discussion in English is how to make good and correct sentences, according to the rules of English. This learning is in the discussion of tenses, tenses are the rules for writing sentences from subject verb (verb) objects or information that are in accordance with the conditions of the time that occur (present, past or future). So that learning is not boring, the media that will be used are website and Android based, so that it is more interactive and learning English is fun. Website as a data or information manager so that learning is dynamic and Android as a medium for accommodating the results of the website. This collaboration will make learning faster, more interactive and sustainable. The results of this study are to build and design web and android applications regarding the discussion of Grammar Tense Rules quickly and correctly.
Sistem Informasi Akademik Berbasis Web pada Lembaga Bimbingan Belajar Laksono, Agung Tri; Prasetyanti, Dwi Novia; Hartono, Antonius Agung
Journal of Innovation Information Technology and Application (JINITA) Vol 2, No 2 (2020): JINITA, December 2020
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v2i02.402

Abstract

The Cendika Cilacap Tutoring Institute is a learning institution that provides learning programs for elementary, junior high and high school students. In Cendika Cilacap, academic data management is still done by means of books and has not been computerized, such as student registration data, delivery of value information, delivery of schedule information, and reports to leaders are still done manually. The problem that arises is that the increasing number of academic data, so there must be a system that can accommodate these data properly and can improve services. This study aims to develop a Web-based academic information system that can assist in managing academic data, student registration process, delivery of value information, delivery of schedule information and reports to leaders. This application was developed with the waterfall method. Based on the results of questionnaire testing with 10 respondents, it was enough for 4%, both 32%, and very good at 64%, that this application can help and make it easier to manage academic data and solve problems that occur in Cilacap cendika.
Sistem Pendukung Keputusan Kelayakan Penerima Program Keluarga Harapan (PKH) Menggunakan Metode TOPSIS dan Metode WP Riani, Ade; Nurahman, Nurahman
Journal of Innovation Information Technology and Application (JINITA) Vol 2, No 2 (2020): JINITA, December 2020
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v2i02.331

Abstract

Program Keluarga Harapan (PKH) is a program from the Indonesian government in the form of providing conditional social assistance to families or poor people who are registered in the integrated data for the poor handling program. As for recipients of assistance can be assessed from several criteria including building area, type of floor, type of wall, defecation facility, source of drinking water, source of lighting, type of fuel for cooking, frequency of buying meat and chicken in a week, frequency of eating in a day , The number of sets of new clothes purchased in a year, access to health centers, access to employment, the latest education of household heads and ownership of several assets. In this study will build a decision support system with calculations using the Technique For Orders Reference by Similarity to Ideal Solution Method (TOPSIS) and Weighted Product Method (WP). Then the final results of this study can be used as an alternative priority for the government in sorting based on the calculation results of the criteria of each family or PKH beneficiar
Implementasi Metode K-Means Clustering Dalam Pengelompokan Bibit Tanaman Kopi Arabika Ginting, Benny; Riandari, Fristi
Journal of Innovation Information Technology and Application (JINITA) Vol 2, No 2 (2020): JINITA, December 2020
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v2i02.394

Abstract

The emergence of various information on good coffee seeds to be planted has prompted the Agriculture and Plantation Service to group the seeds to be recommended in coffee planting centers in the working area of Sarimunthe Village, Kec. Munte Karo District. Data mining is used to extract valuable information from a dataset and then present it in a format that is easily understood by humans with the aim of making a decision. In this study, data processing for Arabica Coffee seedlings consisted of 30 items, in the Karo Regency Agriculture sector, in preparing the seeds to be distributed to the public, the assessment was divided into 3 phases, namely coffee seeds that did not produce (Phase 0-1 Year), immature (Phase 1-2 years) and produce (Phase 2 years and above). The final result of the grouping of Arabica coffee seedlings is that there are 10 recommended items suitable for planting
Pemanfaatan Augmented Reality Sebagai Media Pembelajaran Protozoa Sahida, Fatki; Nurfaizal, Yusmedi; Waluyo, Retno
Journal of Innovation Information Technology and Application (JINITA) Vol 2, No 2 (2020): JINITA, December 2020
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v2i2.291

Abstract

One of the efforts to improve the quality of education is the use of technology as a medium of learning. The learning media used by XYZ SMA teachers to teach about protozoa in class X MIPA still use graphic images in books. Problems that occur students find it difficult to understand the form, name and function of protozoa animals. To see protozoan animals in real terms, a microscop tool is needed, but there are not many microscopes owned by XYZ SMA. The purpose of this research is to make learning media with Augmented Reality technology about Protists on mobile devices. This application will only display four 3D objects, namely Paramecium, Flagellata, Sporozoa, and Amoeba. The method used by MDLC consists of six stages, namely concept, desing, material collecting, assembly, testing, and distribution. The results of this study are in the form of an Augmented Reality application as a learning medium for the discussion of protozoa. After testing using the alpha test, all buttons / menus run according to their function. Then in testing using the beta test, respondents stated that the application is very good for use as a learning medium.
Steganografi Video Digital dengan Algoritma LSB (Least Significant Bit) dan Rijndael Riadi, Imam; Sunardi, Sunardi; Aryanto, Dwi
Journal of Innovation Information Technology and Application (JINITA) Vol 2, No 2 (2020): JINITA, December 2020
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v2i02.361

Abstract

Steganography is the science and art of hiding information so that confidential information cannot be known by others, except the sender and receiver. This research is designed to create a steganography system on video with mp4 format. The message is inserted in one of the video frames, first encrypted with the Rijndael algorithm. The method of inserting messages in the video frame is the Least Significant Bit (LSB) method. Extraction of frames on video using ffmpeg software. Qualitative testing used to identify changes in video frames with human senses. Quantitative testing was carried out by testing six videos with different resolutions, while there were five inserted messages with varying Byte lengths. The frame that has been inserted with a message is measured for noise with the Peak Signal to Noise Ratio (PNSR). The test results show that the LSB method cannot be used for message insertion whose Byte size is greater than the capacity of the cover video. There is a change in image quality if the size of the inserted message bytes is getting bigger.
Peningkatan Pelayanan PMB Berbasis Android di Politeknik Harapan Bersama Tegal Nurohim, Nurohim; Sulasmoro, Arfan Haqiqi; Rakhman, Arif
Journal of Innovation Information Technology and Application (JINITA) Vol 2, No 2 (2020): JINITA, December 2020
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v2i2.156

Abstract

Currently the development of information and communication technology has been approved by the aspects of human life, undeniable in the field of education including the development of mobile technology that presents SmatPhone in various functions that are not only as a means of communication, but also use today's information sources. This creates greater public demand for information on education and encourages Educational Institutions including the Harapan Bersama Tegal Polytechnic to use it as an information media and to register prospective new students based on Android. This study takes the theme "Improving Android-Based PMB Services at the Polytechnic of Harapan Bersama Tegal" with the aim of assisting new students in registering using the SmatPhone device and to assist the Polytechnic of Hope together in processing registration data. This application is a development of an application that was previously still using the Web, then developed into an Android-Based PMB Application by developing using the MIT Ai2 programming that can run on the Android operating system
Aplikasi Permainan Edukasi Bahasa Jawa Bagi Siswa SD Berbasis Android Atmoko, Bayu Surya; Bahroni, Isa; Prasetyanti, Dwi Novia
Journal of Innovation Information Technology and Application (JINITA) Vol 2, No 2 (2020): JINITA, December 2020
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v2i02.362

Abstract

Technological advances that can be used by the public as a media for education are the development of Android smartphone technology, Android is the most popular of smartphone operating system in Indonesia with a percentage of 92%. Javanese language is one of the regional languages in Indonesia, but now its condition is threatened with extinction due to the smaller number of speakers in daily conversation. SD Negeri Karangmangu 1 is one of the institutions where students experience this problem, because some students feel ashamed and doubtful about using Javanese when talking to older people, due to the lack of Javanese vocabulary they understand. This research about Android Based Application Of Javanese Language Educational Games For Elementary Students. The application built is expected to help and make it easier for students in grades 3-6 to learn Javanese, by packaging Javanese into a fun interactive multimedia application (playing while learning). This application was developed using the Multimedia Development Life Cycle (MDLC) method. The concept of the game is that some Javanese vocabulary will be provided and the user is required to answer and sort the words according to the questions provided before the time runs out, if the answer is correct so the answer and Javanese script will be displayed, as well as the sound of the pronunciation. The results of the application testing were 38% agreed and 62% strongly agreed that the Android Based Application Of Javanese Language Educational Games For Elementary Students can help and make it easier for students in grades 3-6 to learn Javanese language with fun interactive multimedia.

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