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Digitalisasi Layanan Kafe melalui Sistem Pemesanan dan Pembayaran QRIS: Peluang dan Tantangan Transformasi Bisnis Wira Afriyani Putri; Yulifda Elin Yuspita; Abdul Yamin; Muhammad Rezeki
BALQIS : Journal of Business Innovation and Digital Marketing Vol. 2 No. 1 (2026): June 2026
Publisher : Program Studi Bisnis Digital - Fakultas Ekonomi dan Bisnis Islam

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Abstract

The rapid shift in consumer behavior toward digital services has placed growing pressure on café businesses to deliver fast, transparent, and integrated customer experiences. However, most cafés continue to rely on manual processes for table reservations, menu ordering, and payment transactions, which limits operational efficiency and risks diminishing customer satisfaction in an increasingly competitive digital marketplace. This study aims to develop a web-based system that integrates table booking, pre-order menu selection, and QRIS digital payment as a form of digital transformation for café service operations. The novelty of this research lies in the unification of an interactive table layout for seat selection, pre-arrival menu ordering, digital payment processing via a payment gateway, QR Code-based booking tickets, and an administrative operational dashboard within a single integrated service platform. The study employs a Research and Development (R&D) approach using the DevOps model, encompassing the stages of Plan, Design, Code, Build, Test, Release, Deploy, and Monitor. The system was developed using Laravel 13, MySQL, Blade, and JavaScript, with QRIS payment simulation conducted through Midtrans Sandbox. The results demonstrate that the system successfully digitizes the reservation process, enhances real-time table availability transparency, accelerates the ordering workflow, and reduces reliance on manual record-keeping. The admin dashboard further provides transactional data to support evidence-based business decision-making. This system contributes a replicable model of digital service innovation relevant to café business needs, improved customer experience, and operational management in the era of digital marketing.
Digitalisasi Layanan Kafe melalui Sistem Pemesanan dan Pembayaran QRIS: Peluang dan Tantangan Transformasi Bisnis Wira Afriyani Putri; Yulifda Elin Yuspita; Abdul Yamin; Muhammad Rezeki
BALQIS : Journal of Business Innovation and Digital Marketing Vol. 2 No. 1 (2026): June 2026
Publisher : Program Studi Bisnis Digital - Fakultas Ekonomi dan Bisnis Islam

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

Abstract

The rapid shift in consumer behavior toward digital services has placed growing pressure on café businesses to deliver fast, transparent, and integrated customer experiences. However, most cafés continue to rely on manual processes for table reservations, menu ordering, and payment transactions, which limits operational efficiency and risks diminishing customer satisfaction in an increasingly competitive digital marketplace. This study aims to develop a web-based system that integrates table booking, pre-order menu selection, and QRIS digital payment as a form of digital transformation for café service operations. The novelty of this research lies in the unification of an interactive table layout for seat selection, pre-arrival menu ordering, digital payment processing via a payment gateway, QR Code-based booking tickets, and an administrative operational dashboard within a single integrated service platform. The study employs a Research and Development (R&D) approach using the DevOps model, encompassing the stages of Plan, Design, Code, Build, Test, Release, Deploy, and Monitor. The system was developed using Laravel 13, MySQL, Blade, and JavaScript, with QRIS payment simulation conducted through Midtrans Sandbox. The results demonstrate that the system successfully digitizes the reservation process, enhances real-time table availability transparency, accelerates the ordering workflow, and reduces reliance on manual record-keeping. The admin dashboard further provides transactional data to support evidence-based business decision-making. This system contributes a replicable model of digital service innovation relevant to café business needs, improved customer experience, and operational management in the era of digital marketing.
Gamifikasi Berbasis Roblox Studio sebagai Media Pembelajaran Kimia Interaktif di MTI Canduang Raseb Henra; Yulifda Elin Yuspita
Didactum : Journal of Educational Innovation and Learning Studies Vol. 1 No. 1 (2026): Maret 2026
Publisher : Didactum : Journal of Educational Innovation and Learning Studies

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Abstract

Chemistry learning in madrasahs still relies heavily on lecture-based methods and conventional media such as PowerPoint presentations and Student Worksheets (LKPD), making it difficult for students to visualize abstract chemistry concepts. A preliminary study at Madrasah Tarbiyah Islamiyah (MTI) Canduang found that 84.6% of eleventh-grade students experienced difficulties in understanding chemistry through conventional learning, while 61.5% regularly played digital games in their leisure time, indicating an opportunity to adopt a game-based learning approach. This study aimed to develop a gamified interactive chemistry learning medium using Roblox Studio for eleventh-grade students at MTI Canduang that is valid, practical, and effective. The study employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) involving 24 students from Class XI 1 of MTI Canduang. Data were collected through observations, interviews, and questionnaires during the analysis stage; validation questionnaires completed by three media validators, two content validators, and two language validators; practicality response questionnaires completed by two chemistry teachers; and learning outcome tests using a pretest-posttest design administered to all students. The analysis stage confirmed students’ strong interest in three-dimensional, game-based learning environments covering acid-base equilibrium, solubility product, hydrolysis, buffer solutions, and titration. The design stage produced a storyboard consisting of six progressive mission levels equipped with a points system, badges, and quizzes, which were developed through the creation of virtual maps and Lua scripts in Roblox Studio. The results showed that the media was valid, with Aiken’s V values of 0.95 for construct validity, 0.95 for content validity, and 0.91 for language validity; highly practical, with a teacher response score of 91.8%; and effective, with an N-Gain score of 0.81 (high-g category), indicated by an increase in the average score from 15.25 to 27.67. These findings demonstrate that Roblox Studio can serve as an effective and adaptive alternative learning medium for madrasahs with limited laboratory facilities.
Sistem Pakar Deteksi Dini Gangguan Fokus Belajar Akibat Kecanduan Game Online dengan Metode Certainty Factor M.Yusuf Armando; Yulifda Elin Yuspita; Gusnita Darmawati
Didactum : Journal of Educational Innovation and Learning Studies Vol. 1 No. 2 (2026): Juni 2026
Publisher : Didactum : Journal of Educational Innovation and Learning Studies

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Abstract

Learning-focus disorders triggered by online-gaming addiction are frequently found among senior high school students. Unfortunately, detection in the field still relies on teachers' direct classroom observation, which tends to be subjective. To address this issue, this study designed a web-based expert system to help teachers carry out early detection of learning-focus disorders caused by online-gaming addiction, using students at SMA Negeri 1 Sungai Limau, Padang Pariaman, as the case study. The method applied was Certainty Factor (CF). The development model followed the Waterfall stages by Pressman, starting from communication through to deployment, within a Research and Development framework. Knowledge on twenty symptom indicators and their certainty values was obtained from a Guidance and Counseling teacher acting as the domain expert, then encoded into IF-THEN rules processed using the CF combination formula. The system was evaluated in three stages: expert validity testing using the Aiken's V formula, user practicality testing with the Cohen's Kappa coefficient, and accuracy testing by comparing the system's output against the expert's manual diagnosis. The system obtained a validity score of 0.86 (valid), a practicality score of 0.857 (very high), and an accuracy rate of 86.25% (very accurate) across 80 test data. These findings indicate that the CF-based expert system can help teachers identify students' learning-focus disorders more objectively, systematically, and measurably at an early stage.
Perancangan Aplikasi Ujian Berbasis Web pada Mata Pelajaran Informatika di SMP Negeri 7 Bukittinggi Hery Kurniawan; Yulifda Elin Yuspita
Didactum : Journal of Educational Innovation and Learning Studies Vol. 1 No. 4 (2026): Desember 2026
Publisher : Didactum : Journal of Educational Innovation and Learning Studies

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Abstract

Examination management in schools remains constrained, particularly in institutions that rely on generic platforms such as Google Forms. These platforms lack centralized data management, are vulnerable to academic dishonesty, and hinder teachers from analyzing learning outcomes. This study aims to develop a web-based examination application for the Informatics subject at SMP Negeri 7 Bukittinggi that is valid, practical, and effective. A Research and Development (R&D) approach was employed using the Prototype model, comprising communication, quick design, prototype building, user evaluation, refinement, and implementation. The subjects were three expert validators (two programming experts and one language expert), two Informatics teachers for the practicality test, and 30 seventh-grade students for the effectiveness test. Data were collected through questionnaires and analyzed using Aiken's V for validity, Moment Kappa for practicality, and the N-Gain Score for effectiveness.The results showed a validity score of 0.95 (valid), a practicality score of 0.959 (very high), and an effectiveness score of 0.898 (high), with all respondents in the high-gain category. These findings indicate that the application is a feasible, more secure, and integrated alternative for learning assessment that supports digital assessment under the Merdeka Curriculum.
Perancangan Website sebagai Media Promosi Hasil Karya Keterampilan Siswa di MAN 2 Bukittinggi Fernanda Putra Armei; Yulifda Elin Yuspita
Didactum : Journal of Educational Innovation and Learning Studies Vol. 1 No. 3 (2026): September 2026
Publisher : Didactum : Journal of Educational Innovation and Learning Studies

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Abstract

Rapid advancements in digital technology have driven the use of websites as promotional tools capable of expanding publication reach and enhancing public access to educational information. This research was motivated by the suboptimal promotion of students' skill-based projects at MAN 2 Bukittinggi, where reliance on social media and limited information dissemination meant that project documentation and publication were neither integrated nor widely accessible to the public. The study aimed to develop a website serving as a promotional medium for students' skill-based projects that is viable, practical, and effective in supporting the publication of their work. A Research and Development (R&D) methodology was employed, utilizing Pressman’s Waterfall development model, which encompasses the stages of Communication, Planning, Modeling, Construction, and Deployment. The website was developed using the Laravel framework, the PHP programming language, and a MySQL database. Product quality was evaluated through tests of validity, practicality, and effectiveness. The results indicate that the developed website achieved a validity score of 0.90 (categorized as Valid), a practicality score of 0.9544 (categorized as Very High), and an effectiveness score of 0.78 (categorized as High). Based on these findings, the website is deemed viable, practical, and effective as a promotional medium for students' skill-based projects at MAN 2 Bukittinggi. The website is expected to assist the school in documenting, managing, and publishing student projects in a more integrated manner, while also broadening the dissemination of information regarding students' potential and creativity to the public.
Perancangan Sistem Pakar Identifikasi Bakat Siswa Menggunakan Metode Certainty Factor di SMP Negeri 3 Bukittinggi Radiatul Hasnah; Yulifda Elin Yuspita
Didactum : Journal of Educational Innovation and Learning Studies Vol. 1 No. 2 (2026): Juni 2026
Publisher : Didactum : Journal of Educational Innovation and Learning Studies

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Abstract

This study was conducted in response to teachers’ difficulties in identifying student talents objectively at SMP Negeri 3 Bukittinggi, where the process previously relied on classroom observation and questionnaires that were not systematically processed. The study aimed to develop and evaluate an expert system based on the Certainty Factor (CF) method for student talent identification. A Research and Development (R&D) approach was applied using the Waterfall System Development Life Cycle (SDLC), consisting of communication, planning, modeling, construction, and deployment. Expert knowledge was obtained through observation, literature study, and interviews with Guidance and Counseling teachers. The system applies Certainty Factor calculations to eight talent categories using 48 predefined indicators and was implemented with PHP, CodeIgniter 4, and an SQLite database. Product evaluation produced an Aiken’s V validity score of 0.98, a practicality score of 0.95, and an N-Gain effectiveness score of 0.78. The resulting system presents students’ dominant talents together with their confidence levels and can assist teachers in providing more focused guidance. The findings indicate that a Certainty Factor-based expert system can serve as a practical decision-support instrument for guidance and counseling services at the junior secondary level by reducing dependence on subjective observation and supporting earlier, more consistent talent development.
Workshop Pemanfaatan Artificial Intelligence dalam Transformasi Pembelajaran Digital di MTsS Gumarang Pondok Pesantren Darul Hidayah Zeki Alex Sandra; Yulifda Elin Yuspita
TadrisReach: Journal of Educational Service Vol. 1 No. 1 (2025): Maret 2025
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan - UIN Bukittinggi

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Abstract

Program pengabdian kepada masyarakat ini dilaksanakan dengan memberikan pelatihan penggunaan Artificial Intelligence (AI) dalam upaya mendukung perubahan cara belajar di MTsS Gumarang – Pondok Pesantren Darul Hidayah. Kegiatan ini dilatarbelakangi oleh minimnya penggunaan teknologi digital di lingkungan pesantren, yang disebabkan oleh kurangnya perangkat, akses internet yang terbatas, serta tingkat literasi teknologi yang rendah baik pada guru maupun siswa. Tujuan utama dari kegiatan ini adalah memperkenalkan konsep dasar AI dan memberikan pengalaman langsung dalam menggunakan aplikasi berbasis AI dalam proses belajar. Pelatihan dilakukan dengan mengelompokkan siswa kelas VII dan VIII, yang didampingi oleh mahasiswa KKN dari Prodi Pendidikan Teknik Informatika. Materi yang diberikan mencakup penjelasan konsep AI, demonstrasi, latihan langsung menggunakan ChatGPT, Quizizz AI, ClassPoint AI, dan Tome AI, serta refleksi terhadap proses belajar. Hasil yang diperoleh menunjukkan peningkatan semangat belajar, partisipasi yang lebih aktif, keberanian dalam mempresentasikan hasil kerja, serta pemahaman awal tentang etika digital. Guru juga mulai tertarik untuk menerapkan teknologi setelah melihat manfaatnya bagi siswa. Kegiatan ini membuktikan bahwa kendala infrastruktur tidak menjadi hambatan utama jika strategi pembelajaran dirancang secara bersama, sesuai konteks, dan praktis. Dengan demikian, pelatihan ini dapat menjadi awal dari upaya transformasi pendidikan berbasis teknologi di pesantren. This community service program is implemented by providing training for the use of Artificial Intelligence (AI) in an effort to support the change in learning at MTsS Gumarang – Pondok Pesantren Darul Hidayah. This activity is backed by the lack of digital technology in the pesantren environment, caused by lack of devices, limited internet access, and low level of technology literacy both in teachers and students. The main objective of this activity is to introduce basic concepts of AI and provide hands-on experience in using AI-based applications in the learning process. Training is conducted by grouping students of class VII and VIII, accompanied by KKN students from Prodi Education Informatics Engineering. The materials provided include explanations of AI concepts, demonstrations, direct exercises using ChatGPT, Quizizz AI, ClassPoint AI, and Tome AI, as well as reflections on learning processes. The results obtained showed improved learning spirit, more active participation, courage in presenting work, and an initial understanding of digital ethics. Teachers also started to be interested in applying technology after seeing its benefits for students. This activity proves that infrastructure constraints are not a major obstacle if learning strategies are designed together, context-context-practical. Thus, this training can be the beginning of the efforts of technological-based education transformation in pesantren.
Peningkatan Literasi Digital Siswa SMP 3 Palembayan melalui Pengenalan Microsoft Excel sebagai Media Pembelajaran Muhammad Mu’tada; Yulifda Elin Yuspita
TadrisReach: Journal of Educational Service Vol. 1 No. 3 (2025): September 2025
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan - UIN Bukittinggi

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Abstract

Perkembangan teknologi digital telah mendorong penggunaan aplikasi berbasis teknologi di berbagai kelompok usia, termasuk siswa sekolah menengah pertama. Namun, pemanfaatan teknologi di kalangan siswa umumnya masih terbatas pada perangkat portabel seperti smartphone dan laptop, sementara penguasaan perangkat komputer personal (PC) dan aplikasi pengolah data dasar masih relatif rendah. Kondisi ini ditemukan pada siswa kelas VIII SMP Negeri 3 Palembayan, meskipun sekolah telah memiliki fasilitas laboratorium komputer yang belum dimanfaatkan secara optimal akibat keterbatasan tenaga pendidik TIK. Sebagai upaya untuk mengatasi permasalahan tersebut, dilaksanakan Program Penerapan Teknologi di Sekolah (PETIS) yang bertujuan meningkatkan literasi teknologi siswa melalui pengenalan dan pelatihan penggunaan PC serta aplikasi pengolah data dasar, seperti Microsoft Word dan Microsoft Excel. Metode pelaksanaan kegiatan meliputi pemberian materi, praktik langsung, dan pendampingan penggunaan aplikasi. Hasil kegiatan menunjukkan adanya peningkatan pemahaman dan keterampilan siswa dalam mengoperasikan PC serta menggunakan aplikasi pengolah data dasar secara mandiri. Program ini diharapkan dapat menjadi langkah awal dalam menyiapkan siswa menghadapi tuntutan penggunaan teknologi di dunia pendidikan lanjutan dan dunia kerja di masa depan. The development of digital technology has encouraged the use of technology-based applications across various age groups, including junior high school students. However, the utilization of technology among students is generally still limited to portable devices such as smartphones and laptops, while proficiency in personal computers (PCs) and basic data-processing applications remains relatively low. This condition was observed among eighth-grade students at SMP Negeri 3 Palembayan, even though the school is equipped with a computer laboratory that has not been optimally utilized due to the limited availability of ICT teaching staff. To address this issue, the School Technology Application Program (Program Penerapan Teknologi di Sekolah/PETIS) was implemented with the aim of improving students’ technological literacy through the introduction and training in the use of PCs and basic data-processing applications, such as Microsoft Word and Microsoft Excel. The implementation methods included material delivery, hands-on practice, and guided assistance in using the applications. The results of the program indicate an improvement in students’ understanding and skills in operating PCs and independently using basic data-processing applications. This program is expected to serve as an initial step in preparing students to meet the technological demands of higher education and the future workforce.
Optimalisasi Pembelajaran Materi Dasar Keislaman untuk Meningkatkan Pemahaman Santri Taman Pendidikan Al-Qur’an di Masjid Raya Gumarang Yolla Adria Mida; Yulifda Elin Yuspita
TadrisReach: Journal of Educational Service Vol. 2 No. 1 (2026): Maret 2026
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan - UIN Bukittinggi

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Abstract

The limited understanding of basic Islamic knowledge among some students in Qur'anic learning centers remains a challenge in achieving effective religious education. This community service program aimed to optimize the learning of basic Islamic materials to improve the understanding of students at the Qur'anic Learning Center (Taman Pendidikan Al-Qur'an) of Masjid Raya Gumarang. The program employed a participatory educational approach through interactive learning activities, including review sessions, memorization practice, question-and-answer discussions, educational games, and quizzes. The participants were students of the Qur'anic Learning Center at Masjid Raya Gumarang. Program implementation was evaluated through direct observation of student participation, learning enthusiasm, memorization performance, and comprehension of the materials delivered. The results indicated an increase in students' understanding of fundamental Islamic concepts, such as the pillars of Islam, the pillars of faith, the names of angels, prophets and messengers, daily prayers, and selected Qur'anic verses. Students also demonstrated higher learning motivation and greater confidence in answering questions and participating in classroom activities. The contribution of this community service lies in strengthening educational practices through interactive and participatory learning strategies that create a more engaging learning environment while reinforcing students' mastery of basic Islamic knowledge. This program demonstrates that interactive learning activities can serve as an effective educational approach to improving the quality of Islamic learning in community-based Qur'anic education institutions.