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<p style="line-height: 1">'''[https://widuri.raharja.info/index.php?title=Tugas_Akhir TUGAS AKHIR]'''</P></div>
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<p style="line-height: 1">'''[https://widuri.raharja.info/index.php?title=Tugas_Akhir SKRIPSI]'''</P></div>
  
 
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|<div style="font-size: 14pt;font-family: 'times new roman';text-align: left">'''NIM'''</div>||<div style="font-size: 12pt;font-family: 'times new roman';text-align: left">: '''1722398929'''</div>
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|<div style="font-size: 14pt;font-family: 'times new roman';text-align: left">'''NIM'''</div>||<div style="font-size: 12pt;font-family: 'times new roman';text-align: left">: '''1612493934'''</div>
 
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|<div style="font-size: 14pt;font-family: 'times new roman';text-align: left">'''NAMA'''</div>||<div style="font-size: 12pt;font-family: 'times new roman';text-align: left">: '''[https://widuri.raharja.info/index.php?title=Muhammad_Fachri_Sholahuddin MUHAMMAD FACHRI SHOLAHUDDIN]'''</div>
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|<div style="font-size: 14pt;font-family: 'times new roman';text-align: left">'''NAMA'''</div>||<div style="font-size: 12pt;font-family: 'times new roman';text-align: left">: '''[https://widuri.raharja.info/index.php?title=Pembicaraan_Pengguna:Adtylan ADITIYA LITYANIAN AL NASIR]'''</div>
 
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<p style="line-height: 1">'''FAKULTAS [[FAKULTAS | SAINS DAN TEKNOLOGI ]]'''</P></div>
 
<p style="line-height: 1">'''FAKULTAS [[FAKULTAS | SAINS DAN TEKNOLOGI ]]'''</P></div>
 
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<p style="line-height: 1">'''PROGRAM STUDI [[PROGRAM STUDI|KOMPUTERISASI AKUNTANSI]]'''</P></div>
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<p style="line-height: 1">'''PROGRAM STUDI [[PROGRAM STUDI|SISTEM INFORMASI]]'''</P></div>
 
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<p style="line-height: 1">'''KONSENTRASI [[KONSENTRASI|KEUANGAN]]'''</P></div>
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<p style="line-height: 1">'''KONSENTRASI [[KONSENTRASI|BUSINESS INTELLIGENCE]]'''</P></div>
 
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<p style="line-height: 1">'''[[UNIVERSITAS RAHARJA]]'''</P></div>
 
<p style="line-height: 1">'''[[UNIVERSITAS RAHARJA]]'''</P></div>
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Saat ini dunia tengah dikejutkan dengan wabah COVID-19 dan dampak pada Pendidikan Pemerintah telah menutup sementara semua akademisi, di seluruh negara untuk membatasi penyebaran virus corona dan UNESCO telah merekomendasikan program pembelajaran jarak jauh dan platform pendidikan online lainnya sehingga guru dan sekolah dapat menjangkau siswa dan gangguan pendidikan dapat dikurangi selama penutupan sekolah yang disebabkan karena COVID –19. Dalam rangka mewujudkan tujuan nasional pendidikan mengenai Standar Nasional Pendidikan Tinggi, mahasiswa diberi kebebasan dan kesempatan menempuh 3 semester di luar Program Studi, sehingga hal ini menjadi sebuah peningkatan sistem pendidikan bagi Indonesia. Namun, hal tersebut masih belum diimbangi dengan pengolahan sistem yang baik pada beberapa Perguruan Tinggi maupun Universitas. Latar belakang dilakukannya penelitian ini yaitu, untuk memudahkan mendapatkan informasi mengenai hal-hal yang berkaitan dengan program Merdeka Belajar pada Universitas. Maka diperlukan suatu sistem yang bisa meningkatkan pengelolaan dan penyajian informasi dari teknologi viewboard businesss intelligence dengan metode gamifikasi. Sejalan dengan itu, sebagai langkah mendukung program Menristek-BRIN melalui hibah CPPBT-PT, REP ditujukan untuk mendorong pengembangan produk inovasi teknologi dan sudah masuk pada kategori prototype serta fase pra-komersial (telah teruji) untuk siap hilirisasi dan komersial (mass production), juga memenuhi tuntutan, arus perubahan dan kebutuhan akan link and match dengan dunia usaha dan dunia industri (DU/DI). Manfaat penelitian ini sebagai inovasi berbasis platform beserta viewboard business intelligence memberikan kemudahan dalam mengaksesnya, sehingga menghasilkan model platform pendidikan berbasis viewboard intelligence yang fleksibel sehingga tercipta kultur belajar yang inovatif, tidak mengekang, dan sesuai dengan kebutuhan mahasiswa.</p></div>
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Mendukung Permenpora Nomor 10 Tahun 2015 mengenai Pembinaan dan Pengembangan Industri Olahraga Nasional  serta Perpres Nomor 95 Tahun 2017 mengenai Peningkatan Prestasi Olahraga Nasional. Hal ini tentu menciptakan peningkatan yang berkesinambungan antara Industri Olahraga maupun pengembangan bakat calon Atlet Berprestasi melalui pertandingan - pertandingan yang diselenggarakan. Banyak aplikasi yang menyediakan kebutuhan dalam melaksanakan suatu pertandingan. Namun, hal tersebut masih belum diimbangi dengan pengolahan sistem yang baik sebagai prasarana olahraga secara digital dimana biasanya di setiap jenis olahraga ataupun di setiap bagian - bagian pertandingan memiliki aplikasi yang bergerak secara otonom sehingga mempersulit para <i>event organizer</i> dalam manajemen pertandingan, hal ini berdampak juga ke atlet serta klub/komunitas yang berpartisipasi.
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Tanding! adalah sebuah multi-platform yang menjadi salah satu prasarana olahraga secara digital yang ditujukkan bagi para atlet, klub/komunitas dan juga <i>event organizer</i>. <i>Event organizer</i> sangat terbantu dalam pembuatan pertandingan dan menjadi mudah, karena Tanding! juga menjadi media penyampaian informasi pertandingan membuat Atlet dan klub/komunitas mudah mendapatkan informasi mengenai pertandingan yang akan diadakan pada <i>platform</i> Tanding!. Selayang pandang dari proses pengolahan <i>platform</i> yang mengakomodir ini, Tanding! Dapat menjadi <i>platform center</i> dimana informasi disajikan melalui design <i>interface</i> yang <i>user friendly</i> yang menampilkan jenis olahraga, jenis pertandingan, kelas yang dipertandingkan, hingga kuota atlet di setiap kelas pertandingan. Adapun metode pengembangan aplikasi yang digunakan dalam Tanding! adalah metode <i>Scrum</i>.
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Tanding! memberikan kemudahan, kecepatan, serta integritas dalam pengelolaan dan penyajian informasi secara kuantitatif dan kualitas ketepatan yang akurat dengan mengusung perpaduan teknologi <i>Micro services</i> dengan metode <i>gamifikasi</i>. Tanding! Merealisasikan sebuah <i>multi-platform</i> yang valid, dimana data informasi yang ada di dalamnya dijamin keabsahannya, sehingga mengurangi <i>time expense</i> di setiap pertandingan yang dilaksanakan. Fleksibel, karena segala jenis pertandingan mampu di handle di dalam Tanding!. <i>Customer Oriented</i>, dimana Tanding! Menjadi prasarana digital yang memberikan kemudahan kepada <i>Event Organizer</i>, Atlet dan klub/komunitas untuk berpartisipasi  dalam melaksanakan dan menjalankan pertandingan.</p></div>
  
  
<div style="font-size: 12pt;font-family: 'times new roman';text-align: justify"><p style="line-height: 1">Kata kunci : REP, viewboard, platform, gamifikasi </p></div>
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<div style="font-size: 12pt;font-family: 'times new roman';text-align: justify"><p style="line-height: 1">Kata kunci : Tanding!, pertandingan, <i>multi-platform</i>, <i>gamifikasi</i> </p></div>
  
  
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''The world is currently in shock with the COVID-19 outbreak and the impact on Government Education has temporarily closed all academics, across the country to limit the spread of the coronavirus and UNESCO has recommended distance learning programs and other online education platforms so that teachers and schools can reach students and educational disruptions can be reduced during school closures caused by COVID-19. In order to realize the national goal of education on the National Standard of Higher Education, students are given the freedom and opportunity to take 3 semesters outside the Study Program, so that this becomes an improvement of the education system for Indonesia. However, this has not been balanced with good system processing in some universities and universities. The background of this research is to make it easier to get information about matters related to Merdeka Belajar program at the university. Then a system is needed that can improve the management and presentation of information from businesss intelligence viewboard technology with gamification method. In line with that, as a step to support the Menristek-BRIN program through CPPBT-PT grants, REP is intended to encourage the development of technological innovation products and has been included in the prototype category as well as the pre-commercial phase (has been tested) to be ready for downstream and commercial (mass production), as well as meet the demands, current changes and the need for links and matches with the business world and the industrial world (DU/DI). The benefits of this research as a platform-based innovation along with business intelligence viewboard provide convenience in accessing it, thus producing a flexible viewboard intelligence-based education platform model so as to create an innovative learning culture, not curb, and in accordance with the needs of students.
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''Supports Permenpora Number 10 of 2015 concerning Fostering and Development of the National Sports Industry and Presidential Regulation Number 95 of 2017 concerning Enhancing National Sports Achievement. This certainly creates a continuous increase between the Sports Industry and the talent of Achieving Athlete candidates through the competitions held. Many applications provide the needs in carrying out the event. However, this has not been matched by a good system processing as a digital sports infrastructure where usually in each type of sport or each part of the competition has an application that moves autonomously, making it difficult for event organizers in event management, this also impacts athletes as well as calculating clubs / communities.
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Tanding! is a multi-platform digital sports infrastructure aimed at athletes, clubs / communities and event organizers. Event organizers are very helpful in making events and made easy, because Tanding! It is also a medium for delivering event information, making it easy for athletes and clubs / communities to get information about the events that will be held on the Tanding! platform. At a glance from the processing platform that accommodates this, Tanding! It can be a central platform where information is presented through a user-friendly interface design that displays the type of sport, the type of competition, the classes competed in, to the quota of athletes in each class of competition The application development method used in Tanding! is the Scrum method.
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Tanding! provide, speed, and integrity in the management and presentation of quantitative information and accurate quality with a combination of Micro service technology with the gamification method. Tanding! Realizing a valid multi-platform, where the validity of the data information contained in it is guaranteed, thereby reducing the time spent on each event that is held. Flexible, as any event type is able to handle in Tanding!. Customer Oriented, Where to Tanding! Become a digital infrastructure that provides event organizers, athletes and clubs / communities to carry out and run matches.
 
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<div style="font-size: 12pt;font-family: 'times new roman';text-align: justify"><p style="line-height: 1">''<i>Keywords :REP, viewboard, platform, gamifikasi </i>
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<div style="font-size: 12pt;font-family: 'times new roman';text-align: justify"><p style="line-height: 1">''<i>Keywords :Tanding!, events, multi-platform, gamification </i>
 
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Revisi terkini pada 11 November 2022 02.38

 

SPORT EVENT MANAGEMENT BERBASIS APPLICATION PROGRAMMING INTERFACE

DENGAN TEKNOLOGI GO-LANGUAGE


   

SKRIPSI

   

 

Disusun Oleh :

NIM
: 1612493934
NAMA


FAKULTAS SAINS DAN TEKNOLOGI

PROGRAM STUDI SISTEM INFORMASI

KONSENTRASI BUSINESS INTELLIGENCE

UNIVERSITAS RAHARJA

TANGERANG

2020/2021



ABSTRAKSI

ABSTRAK

Mendukung Permenpora Nomor 10 Tahun 2015 mengenai Pembinaan dan Pengembangan Industri Olahraga Nasional serta Perpres Nomor 95 Tahun 2017 mengenai Peningkatan Prestasi Olahraga Nasional. Hal ini tentu menciptakan peningkatan yang berkesinambungan antara Industri Olahraga maupun pengembangan bakat calon Atlet Berprestasi melalui pertandingan - pertandingan yang diselenggarakan. Banyak aplikasi yang menyediakan kebutuhan dalam melaksanakan suatu pertandingan. Namun, hal tersebut masih belum diimbangi dengan pengolahan sistem yang baik sebagai prasarana olahraga secara digital dimana biasanya di setiap jenis olahraga ataupun di setiap bagian - bagian pertandingan memiliki aplikasi yang bergerak secara otonom sehingga mempersulit para event organizer dalam manajemen pertandingan, hal ini berdampak juga ke atlet serta klub/komunitas yang berpartisipasi. Tanding! adalah sebuah multi-platform yang menjadi salah satu prasarana olahraga secara digital yang ditujukkan bagi para atlet, klub/komunitas dan juga event organizer. Event organizer sangat terbantu dalam pembuatan pertandingan dan menjadi mudah, karena Tanding! juga menjadi media penyampaian informasi pertandingan membuat Atlet dan klub/komunitas mudah mendapatkan informasi mengenai pertandingan yang akan diadakan pada platform Tanding!. Selayang pandang dari proses pengolahan platform yang mengakomodir ini, Tanding! Dapat menjadi platform center dimana informasi disajikan melalui design interface yang user friendly yang menampilkan jenis olahraga, jenis pertandingan, kelas yang dipertandingkan, hingga kuota atlet di setiap kelas pertandingan. Adapun metode pengembangan aplikasi yang digunakan dalam Tanding! adalah metode Scrum. Tanding! memberikan kemudahan, kecepatan, serta integritas dalam pengelolaan dan penyajian informasi secara kuantitatif dan kualitas ketepatan yang akurat dengan mengusung perpaduan teknologi Micro services dengan metode gamifikasi. Tanding! Merealisasikan sebuah multi-platform yang valid, dimana data informasi yang ada di dalamnya dijamin keabsahannya, sehingga mengurangi time expense di setiap pertandingan yang dilaksanakan. Fleksibel, karena segala jenis pertandingan mampu di handle di dalam Tanding!. Customer Oriented, dimana Tanding! Menjadi prasarana digital yang memberikan kemudahan kepada Event Organizer, Atlet dan klub/komunitas untuk berpartisipasi dalam melaksanakan dan menjalankan pertandingan.


Kata kunci : Tanding!, pertandingan, multi-platform, gamifikasi




ABSTRACT

Supports Permenpora Number 10 of 2015 concerning Fostering and Development of the National Sports Industry and Presidential Regulation Number 95 of 2017 concerning Enhancing National Sports Achievement. This certainly creates a continuous increase between the Sports Industry and the talent of Achieving Athlete candidates through the competitions held. Many applications provide the needs in carrying out the event. However, this has not been matched by a good system processing as a digital sports infrastructure where usually in each type of sport or each part of the competition has an application that moves autonomously, making it difficult for event organizers in event management, this also impacts athletes as well as calculating clubs / communities. Tanding! is a multi-platform digital sports infrastructure aimed at athletes, clubs / communities and event organizers. Event organizers are very helpful in making events and made easy, because Tanding! It is also a medium for delivering event information, making it easy for athletes and clubs / communities to get information about the events that will be held on the Tanding! platform. At a glance from the processing platform that accommodates this, Tanding! It can be a central platform where information is presented through a user-friendly interface design that displays the type of sport, the type of competition, the classes competed in, to the quota of athletes in each class of competition The application development method used in Tanding! is the Scrum method. Tanding! provide, speed, and integrity in the management and presentation of quantitative information and accurate quality with a combination of Micro service technology with the gamification method. Tanding! Realizing a valid multi-platform, where the validity of the data information contained in it is guaranteed, thereby reducing the time spent on each event that is held. Flexible, as any event type is able to handle in Tanding!. Customer Oriented, Where to Tanding! Become a digital infrastructure that provides event organizers, athletes and clubs / communities to carry out and run matches.


Keywords :Tanding!, events, multi-platform, gamification




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Contributors

Admin, Adtylan