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Implementasi Python Folium dalam Pembangunan Sistem Informasi Peta Interaktif Cagar Budaya Provinsi Bali Subiksa, Gde Brahupadhya; Ariawan, Made Pasek Agus; Peling, Ida Bagus Adisimakrisna
MEANS (Media Informasi Analisa dan Sistem) Volume 8 Nomor 2
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54367/means.v8i2.2738

Abstract

The journal titled "Implementation of Python and Folium in Developing an Interactive Cultural Heritage Map Website for Bali Province" explores the effective utilization of Python and Folium in developing an interactive map website that showcases Bali Province's cultural heritage sites. The study focuses on creating a visually appealing and user-friendly platform to promote the exploration and preservation of Bali's cultural treasures. Python and Folium were employed to develop dynamic maps that allow users to navigate and interact with the cultural sites seamlessly. The website's implementation was evaluated using the WebQual 4.0 framework, which assesses dimensions such as usability, information quality, service quality, and user satisfaction. The research findings revealed an impressive overall score of 82.6% on the WebQual 4.0 evaluation, indicating high-quality implementation and user satisfaction. The integration of Python and Folium enabled a captivating and immersive experience, providing comprehensive information about the cultural sites and facilitating smooth navigation. By leveraging Python and Folium, the developed website serves as a valuable educational resource and promotes cultural awareness. It encourages tourism and appreciation for Bali's unique cultural heritage by offering an engaging platform for users to explore the diverse cultural sites.In conclusion, the study highlights the successful implementation of Python and Folium in developing an interactive map website for Bali's cultural heritage. With its visually appealing design and user-friendly interface, the website provides an accessible means for individuals to discover and appreciate Bali's rich cultural treasures.
Analisis Tingkat Usability Aplikasi Catur Klasik Berbasis Desktop Menggunakan Metode System Usability Scale (SUS) Subiksa, Gde Brahupadhya; Ariawan, Made Pasek Agus; Peling, Ida Bagus Adisimakrisna; Prayudha, I Putu Astya
Jurnal Riset dan Aplikasi Mahasiswa Informatika (JRAMI) Vol 6, No 03 (2025): Jurnal Riset dan Aplikasi Mahasiswa Informatika (JRAMI)
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jrami.v6i03.13957

Abstract

Permainan catur klasik merupakan salah satu permainan strategi yang populer dan telah mengalami transformasi signifikan dengan hadirnya versi digital berbasis desktop. Penelitian ini bertujuan untuk menganalisis tingkat usability aplikasi permainan catur klasik berbasis desktop yang dikembangkan menggunakan framework JavaFX, dengan fokus pada kemudahan penggunaan dan kepuasan pengguna. Evaluasi usability dilakukan menggunakan metode System Usability Scale (SUS), sebuah instrumen standar internasional yang efektif dalam mengukur persepsi pengguna terhadap kemudahan penggunaan sistem. Aplikasi yang dikembangkan menyediakan mode permainan dua pemain serta fitur variasi posisi bidak awal secara acak melalui algoritma Fisher-Yates pada mode Fischer Random. Pengujian melibatkan 20 responden dari berbagai latar belakang pengguna, yang diminta untuk mencoba aplikasi dan mengisi kuesioner SUS setelah sesi penggunaan. Data hasil pengisian kuesioner kemudian dianalisis untuk memperoleh skor SUS rata-rata sebagai indikator tingkat usability aplikasi. Hasil pengujian menunjukkan bahwa aplikasi memperoleh skor SUS rata-rata sebesar 75, yang termasuk dalam kategori baik menurut standar interpretasi SUS. Hal ini menandakan bahwa mayoritas pengguna merasa nyaman dan mudah dalam menggunakan fitur-fitur utama aplikasi tersebut. Desain antarmuka berbasis JavaFX terbukti mampu memberikan pengalaman interaktif serta responsif bagi para pengguna, mendukung kelancaran proses bermain catur digital. Meskipun demikian, terdapat beberapa masukan terkait navigasi menu dan kecepatan respons sistem pada kondisi tertentu yang menjadi bahan evaluasi penting untuk pengembangan lebih lanjut agar kualitas pengalaman pengguna dapat terus ditingkatkan. Secara keseluruhan, penelitian ini memberikan kontribusi nyata dalam pengembangan game strategi klasik berbasis desktop dengan pendekatan usability testing menggunakan metode SUS sebagai alat ukur kuantitatif terpercaya.
Prediksi Nilai Akhir Matakuliah Mahasiswa Menggunakan Metode K-Means Clustering (Studi Kasus : Matakuliah Pemrograman Dasar) Ariawan, Made Pasek Agus; Peling, Ida Bagus Adisimakrisna; Subiksa, Gde Brahupadhya
Jurnal Nasional Teknologi dan Sistem Informasi Vol 9 No 2 (2023): Agustus 2023
Publisher : Departemen Sistem Informasi, Fakultas Teknologi Informasi, Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/TEKNOSI.v9i2.2023.122-131

Abstract

Nilai akhir matakuliah merupakan salah satu komponen untuk kelulusan mahasiswa, selain mahasiswa dosen juga memiliki peran penting dalam hasil dari nilai akhir matakuliah mahasiswa. Tentunya diharapkan nilai akhir dari matakuliah yang diambil mahasiswa mendapatkan hasil yang maksimal. Dosen biasanya akan memberikan remedial bagi mahasiswa yang nilainya kurang dari standar kelulusan. Remedial biasanya akan diberikan setelah nilai akhir dikeluarkan. Remidial biasanya dilakukan berkali – kali sampai nilai akhir mahasiswa memenuhi standar dari perguruan tinggi. Tentunya proses remidial ini akan menghabiskan    banyak waktu bagi dosen dan mahasiswa, dengan mengetahui perkiraan nilai akhir mahasiswa dapat memahami sejauh mana pemahaman mereka terhadap materi dan sejauh mana mereka telah mencapai tujuan pembelajaran. Hal ini dapat membantu mereka mengidentifikasi area-area di mana mereka perlu meningkatkan pemahaman atau keterampilan mereka.Berdasarkan permasalahan ini peneliti melakukan penelitian untuk memprediksi nilai akhir matakuliah mahasiswa. Data yang digunakan pada penelitian ini adalah data mahasiswa yang mengambil matakuliah pemrograman dasar. Metode yang digunakan pada penelitian ini adalah metode K-means clustering. Hasil dari prediksi menggunakan metode K-means clustering menunjukan tingkat Precision 86%, Recall 100%, akurasi 93%.
Sistem Informasi Manajemen Keuangan Rumah Tangga Berbasis Object Oriented Programing (Java Desktop App) Subiksa, Gde Brahupadhya; Peling, Ida Bagus Adisimakrisna; Ariawan, Made Pasek Agus; Prayudha, Putu Astya
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 8 No. 2 (2025): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v8i2.42165

Abstract

The application of information technology in household financial management has provided individuals with the convenience of being more disciplined in recording income and expenses. This study aims to develop a desktop-based household financial management application using Object-Oriented Programming (OOP). The application is designed to facilitate transaction recording, financial goal planning, and financial analysis, which can help users make more informed financial decisions. The development method employed is Agile Development, following sprint stages including requirements analysis, design, development, testing, and deployment. System testing was conducted using the black-box testing method to ensure that the application functions as expected. The testing results showed a high level of success, with an overall success rate of 98% for the core features of the application, such as transaction recording, financial goal planning, and financial analysis. There was a minor issue identified with the category management feature, with an error rate of approximately 2%, which will be addressed in the next development phase. The application was also tested across various usage scenarios and demonstrated optimal performance in managing household financial data without significant issues. In conclusion, the application successfully achieves its goal of providing a practical and effective solution for household financial management. With a success rate of 98% for its main features, the application is ready for real-life implementation. Recommendations for future development include enhancing integration with external financial services and developing a mobile version to expand user reach.
Design of an Interactive Quiz Management System for Early Childhood Learning Using Object-Oriented Programming in a Desktop-Based Application Subiksa, Gde Brahupadhya; Peling, Ida Bagus Adisimakrisna; Pasek Agus Ariawan, Made
Jurnal Sistem Informasi Bisnis Vol 15, No 4 (2025): Volume 15 Number 4 Year 2025 (In Press)
Publisher : Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/vol15iss4pp%p

Abstract

This study focuses on developing a more engaging and interactive quiz system for early childhood education based on a desktop platform (to prevent children from using gadgets directly). It implements four elements of early childhood learning theories: the theory of knowledge, the theory of development, the theory of learning, and the theory of teaching. The research and system development consist of three main stages. The first stage, data collection, aims to gather useful information for research and system development. The second stage involves system development using the waterfall model, implementing object-oriented programming in the Java desktop-based coding process. The final stage is system testing, conducted directly by its users (kindergarten teachers) to gather user experience information based on fundamental early childhood learning theories. The results of this study indicate that the quiz system can be built using Java programming based on object-oriented programming with a desktop application platform, ensuring that young children do not directly use the devices. Instead, teachers play a role in the teaching and learning process to help children focus more on the quiz. According to early childhood teaching theories, the quiz management system (QMS) helps young children develop awareness, thinking skills, and object understanding. Additionally, QMS supports the social growth and development of children by solving problems through quizzes, as well as helping them acquire general knowledge and basic skills.