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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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<p style="line-height: 2">Rahardja, U., Aini, Q., & Faradilla, F. (2018). Implementasi Viewboard Berbasis Interaktif Javascript Charts Pada Sistem Penilaian Perkuliahan. Jurnal Ilmiah Teknologi Informasi Asia, 12(2), 91-102.
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<p style="line-height: 2">Aini, Q., Rahardja, U., & Khoirunisa, A. (2020). Blockchain Technology into Gamification on Education. IJCCS (Indonesian Journal of Computing and Cybernetics Systems), 14(2), 147-158.
 
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Revisi per 2 Juli 2021 08.22

 

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




DAFTAR PUSTAKA

  1. Chen, J. (2018). Implementasi Hybrid Application Dalam Mendukung Sistem Informasi SportMan Berbasis Platform As A Service (Doctoral dissertation, Universitas Bakrie).

  2. Buku Putih Sains, Teknologi, dan Pendidikan Tinggi Menuju 2045, hal 16, 2017.

  3. Anthony, R., Valentino, T. E., Purnama, J., & Galinium, M. (2020, May). Design and Development of Integrated Electronic Sport (E-Sport) Event Management Platform. In InCoGITE 2019: Proceedings of The First International Conference on Global Innovation and Trends in Economy, InCoGITE, 7 November 2019, Tangerang, Banten, Indonesia (p. 112). European Alliance for Innovation.

  4. Hasselbring, W., & Steinacker, G. (2017, April). Microservice architectures for scalability, agility and reliability in e-commerce. In 2017 IEEE International Conference on Software Architecture Workshops (ICSAW) (pp. 243-246). IEEE.

  5. Rahardja, U., Hardini, M., Al Nasir, A. L., & Aini, Q. (2020, November). Taekwondo sports test and training data management using blockchain. In 2020 Fifth International Conference on Informatics and Computing (ICIC) (pp. 1-6). IEEE.

  6. Rieger, C., & Majchrzak, T. A. (2019). Towards the definitive evaluation framework for cross-platform app development approaches. Journal of Systems and Software, 153, 175-199.

  7. Wang, Z., Zhang, Q., & Zhang, M. (2019, January). Training platform construction of omni-media live broadcast of sport event. In International Conference on Computer Science, Engineering and Education Applications (pp. 205-216). Springer, Cham.

  8. Aini, Q., Rahardja, U., & Al Nasir, A. L. (2019). Sistem Penilaian Penguji Pada Ujian Kenaikan Tingkat Sabuk Taekwondo Berbasis Laravel Framework Di Kota/Kabupaten. CESS (Journal of Computer Engineering, System and Science), 4(2), 157-161.

  9. Aini, Q., Yusup, M., Santoso, N. P. L., Ramdani, A. R., & Rahardja, U. (2021). Digitalization Online Exam Cards in the Era of Disruption 5.0 using the DevOps Method. Journal of Educational Science and Technology (EST), 7(1), 67-75.

  10. Febriyanto, E., Rahardja, U., Faturahman, A., & Lutfiani, N. (2019). Sistem Verifikasi Sertifikat Menggunakan Qrcode pada Central Event Information. Techno. Com, 18(1), 50-63.

  11. Sipahutar, R. J., Hidayanto, A. N., Rahardja, U., & Phusavat, K. (2020, November). Drivers and Barriers to IT Service Management Adoption in Indonesian Start-up Based on the Diffusion of Innovation Theory. In 2020 Fifth International Conference on Informatics and Computing (ICIC) (pp. 1-8). IEEE.

  12. Aini, Q., Rahardja, U., & Khoirunisa, A. (2020). Blockchain Technology into Gamification on Education. IJCCS (Indonesian Journal of Computing and Cybernetics Systems), 14(2), 147-158.

  13. Rahardja, U., Aini, Q., Apriani, D., & Khoirunisa, A. (2019). Optimalisasi Informasi Manajemen Laporan Assignment Pada Website Berbasis Content Management System. Technomedia Journal, 3(2 Februari), 213-223.

  14. Wicaksono, S. R. 2017. Rekayasa Perangkat Lunak. Seribu Bintang.

  15. Mustaqbal, M. S., Firdaus, R. F., & Rahmadi, H. (2016). Pengujian Aplikasi Menggunakan Black Box Testing Boundary Value Analysis (Studi Kasus: Aplikasi Prediksi Kelulusan (SNMPTN). Jurnal Ilmiah Teknologi Informasi Terapan, 1(3).

  16. Rahardja, U., Aini, Q., & Santoso, N. P. L. (2018). Pengintegrasian YII Framework Berbasis API pada Sistem Penilaian Absensi. SISFOTENIKA, 8(2), 140-152.

  17. Lutfiani, N., Harahap, E. P., Aini, Q., Ahmad, A. D. A. R., & Rahardja, U. (2020). Inovasi Manajemen Proyek I-Learning Menggunakan Metode Agile Scrumban. InfoTekJar: Jurnal Nasional Informatika Dan Teknologi Jaringan, 5(1), 96-101.

  18. Bibik I. (2018) Agile Scrum Deep Dive. In: How to Kill the Scrum Monster. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-3691-8_3

  19. Rahardja, U., Lutfiani, N., Harahap, E. P., & Wijayanti, L. (2021). iLearning: Metode Pembelajaran Inovatif di Era Education 4.0. Technomedia J, 4(2), 261-276.


Contributors

Admin, Adtylan