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All Journal Jupiter CESS (Journal of Computer Engineering, System and Science) Sistemasi: Jurnal Sistem Informasi Jurnal Informatika Indonesian Journal on Software Engineering (IJSE) Jurnal Teknik Komputer AMIK BSI Paradigma Jurnal Pengabdian Pada Masyarakat JURNAL TEKNIK INFORMATIKA DAN SISTEM INFORMASI Zero : Jurnal Sains, Matematika, dan Terapan METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Informatik : Jurnal Ilmu Komputer J-SAKTI (Jurnal Sains Komputer dan Informatika) IJISTECH (International Journal Of Information System & Technology) Jurnal Teknologi Komputer dan Sistem Informasi Jusikom: Jurnal Sistem Informasi Ilmu Komputer JATI (Jurnal Mahasiswa Teknik Informatika) JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH) Jurnal Infortech Infotek : Jurnal Informatika dan Teknologi Jurnal Ilmu Komputer dan Sistem Informasi (JIKOMSI) Akrab Juara : Jurnal Ilmu-ilmu Sosial International Journal Of Science, Technology & Management (IJSTM) IJISTECH JUSTIAN - Jurnal Sistem Informasi Akuntansi J-SAKTI (Jurnal Sains Komputer dan Informatika) Reputasi: Jurnal Rekayasa Perangkat Lunak Simpatik: Jurnal sistem Informasi dan Informatika PROSISKO : Jurnal Pengembangan Riset dan observasi Rekayasa Sistem Komputer Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Jurnal Informatika dan Teknologi Informasi Prosiding Seminar Nasional Rekayasa dan Teknologi (TAU SNAR- TEK) Journal of Informatics and Information Security JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)
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Sistem Pendukung Keputusan Pemberian Bonus Sales Menggunakan Metode TOPSIS Wahyudin, W; Handayani, Popon; Syahriani, S
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 1 (2021): EDISI MARET
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i1.330

Abstract

In improving the quality of employee performance in a company, it is necessary to have motivation in the form of giving employee bonuses. Bonuses are additional wages given to employees for the achievement of the best work they have done. PT Lexus Elektronik itself has implemented bonuses for its employees, it's just that the bonuses are given based on sales achievement targets and have not used an assessment based on other supporting criteria. This research was made in order to assist company leaders in determining employee bonuses, especially in the Sales section by taking into account several objective criteria. The method used in this research is the TOPSIS (Technique For Others Preference by Similarity To Ideal Solution) method with several assessment criteria, namely sales, service, performance, teamwork and attendance. The TOPSIS method has several stages, namely: determining the normalization of the decision matrix, determining the normalized weight of the matrix, the distance between the alternative Ai and the ideal positive solution, the distance between the alternative Ai and the negative ideal solution, the preference value for each alternative (Vi). After the calculation process of these stages is carried out, the highest preference result is 0.697 (V14)
PERBANDINGAN AKURASI C4.5 DAN NAIVE BAYES UNTUK EVALUASI KINERJA KARYAWAN PT CATUR SENTOSA ADIPRANA Rudianto, Rudianto; Wahyudi, Tedi; Handayani, Popon
Jurnal Sistem Informasi dan Ilmu Komputer Vol. 5 No. 2 (2022): JURNAL SISTEM INFROMASI DAN ILMU KOMPUTER PRIMA (JUSIKOMP)
Publisher : Fakultas Teknologi dan Ilmu Komputer Universitas Prima Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34012/jurnalsisteminformasidanilmukomputer.v5i2.2350

Abstract

ABSTRAK- Proses evaluasi penilaian kinerja karyawan PT Catur Sentosa Adiprana (CSA) belum sepenuhnya efektif dikarenakan proses perhitungannya yang masih dilakukan secara manual dan masih terdapat unsur subjektif dalam proses penilaiannya, sehingga hasil penilaian yang diperolehpun menjadi kurang akurat dan Algoritmamenyebabkan ketidakpuasan serta ketidakadilan bagi karyawan. Menilai setiap karyawan tentunya bukan hal yang mudah jika jumlah karyawan begitu banyak, maka dari itu penerapan data mining dengan metode Algoritma klasifikasi C4.5 (Decision tree) dan Naïve Bayes dipilih untuk membantu proses evaluasi penilaian kinerja karyawan dalam menentukan mana karyawan yang layak dan mana yang tidak layak untuk dipertahankan dengan mengidentifikasi berbagai faktor apa saja yang dapat memengaruhinya. Pengimplementasian kedua metode algoritma ini diharapkan dapat digunakan untuk mengetahui perbadingan akurasi yang lebih komprehensif dengan mencari nilai tertinggi. Berdasarkan hasil penelitian yang dilakukan, diperoleh hasil uji komparasi algoritma klasifikasi C4.5 memiliki nilai akurasi sebesar 98.18% lebih unggul 3.03% dibandingkan dengan Naïve Bayes yang memiliki nilai akurasi 95.15%. sedangkan pada nilai uji ROC, kedua algoritma ini memiliki nilai uji ROC yang masuk tingkat paling baik (excellent classification), yaitu C4.5 sebesar 0.994 dan Naïve Bayes 0.981 dengan perbedaan yang tidak terlalu signifikan. Dengan demikian, Algoritma C4.5 memiliki performa lebih baik dan dapat diterapkan sebagai bahan dasar pertimbangan dalam menentukan karyawan yang layak atau tidak layak untuk dipertahankan secara adil, objektif, dan cepat oleh pihak pengambil keputusan dengan bantuan perangkat lunak Rapid Miner Studio. Kata kunci : Klasifikasi, Karyawan, Algoritma C4.5, Naïve Bayes, Rapid Miner.
Analisis Clustering Menggunakan Algoritma K-Means Dalam Pengelompokan Penjualan Produk Bahan Bangunan Syahriani, Syahriani; Handayani, Popon; Santoso, Tri
Journal of Information System Research (JOSH) Vol 6 No 1 (2024): Oktober 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i1.5837

Abstract

Sandimas Group is a trading airline that is a leading supplier of building materials throughout Indonesia. This building materials trading company markets various granite tile and sanitary products. But unfortunately, this trading company still has a problem, namely that it is still difficult to ensure the quantity of supply of products that customers really like. This problem can be solved with a system that can identify the best-selling products from various product groups. The aim of this research is to find out the right and appropriate product supply so that there is no buildup of product in the warehouse. This can be seen based on the clusters that have been formed. The formation of clusters to group merchandise products in this trading airline uses the K-Means Clustering algorithm. This algorithm can perform calculations accurately. This research is expected to be able to answer this problem correctly based on the similarity of the data. The application of the K-Means Clustering algorithm at the Sandimas Group is by collecting known product supplies in the sales transaction recap for 1 period in 2022. The results of calculating the K-Means Clustering algorithm from 15 known products are 5 products which are included in clusters 1, 6 products are included in cluster 2 and 4 products are included in cluster 3. This cluster can be seen based on the similarity of the data, namely cluster 1 is formed where buyers really like the price in the range of IDR 152,640 to IDR 225,000, cluster 2 is formed where customers quite like the product price in the range of IDR 455,896 to IDR 530,000 while cluster 3 was formed where customers liked product prices ranging from IDR 217,000 to IDR 252,000.
Perancangan Sistem Infomasi Penjualan Berbasis Website CV Jaya Agung Jakarta Barat Mohamad Fikriyansah Taba; Popon Handayani
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 5, No 3 (2022): JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)
Publisher : Institut Bakti Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jtksi.v5i3.1268

Abstract

Technology today is growing so rapidly, especially in the field of information technology. It is a natural thing for people who live in today's technological era, CV. Jaya Agung is a company engaged in the trading industry, especially the sale of spare parts for four-wheeled vehicles, CV. Jaya Agung is located at Jl. Daan Mogot KM 14 No.14, Cengkareng Barat, West Jakarta 11730. At this time the CV system. Jaya Agung is still done manually, which is still done by recording and there is no sales report per period, and doing every customer spare part sales transaction who comes to the CV store. Jaya Agung. With this research, it is hoped that the creation of a website-based sales media using the Waterfall method, with this system aims to facilitate the sales transaction process of CV. Jaya Agung to make it easier and customers do not need to come to the store. Provide complete information regarding spare parts information.
Perancangan Sistem Informasi Analisa Website Penjualan Mobil menggunakan Metode Webqual 4.0 Fransisca Angellina Wijaya; Popon Handayani
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 6, No 1 (2023): JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)
Publisher : Institut Bakti Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jtksi.v6i1.1271

Abstract

The existence of the internet is no longer foreign to almost all circles of society. Internet has become one of the important needs in everyday lives, especially in information exchange. Utilization of the internet can’t be separated from the existence of website, a place where the information needed by the user is located. To attract the attention of visitors, a website should have an attractive, communicative, and user-friendly appearance. This research was conducted at PT. Sejahtera Buana Trada – Suzuki Pantai Indah Kapuk (PIK), where the sample used in this study are consumer PT.SBT – PIK totaling 100 people. To determine the sample, Webqual 4.0 method is used in which data is collected through interview and questionnaires. The data analysis technique used validity test and reliability test, then to calculate the data results used quantitative descriptive analysis methods. From the test results based on the usability aspect, the percentage is 96,25%, the Information Quality aspect is 96,77%, the Service Interaction Quality aspect is 85,75%, and Overall Impression is 87,40%. Results The average of the four aspects obtained a percentage of 91,54%. So it can be concluded that the highest aspect is Information Quality, while the lowest aspect is Service Interaction Quality.
Rancang Bangun Aplikasi Game Edukasi Tebak Gambar Dan Fuzzle Untuk Anak Usia Dini Huzena, Bayu Ramdhan; Fatmawati , Fatmawati; Handayani, Popon
Journal of Informatic and Information Security Vol. 1 No. 1 (2020): Juni 2020
Publisher : Program Studi Informatika, Fakultas Ilmu Komputer Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/jiforty.v1i1.139

Abstract

Abstract One form of entertainment that is familiar and indeed much in demand in our lives is the game. Games are applications that are familiar to the community and also early childhood from all walks of life. But the development of the game itself is currently still dominated by productions from abroad. In this study the authors chose early childhood as a sample of game users because remembering children prefer playing games rather than learning theoretically. From the existing problems, in this study the authors built an educational game application so that children can learn while playing. The purpose of this study is to facilitate children in the learning process in the form of games and the existence of educational guessing game pictures of animals and puzzles is expected to improve the ability of children in the learning process. The method used in this study is the method of data collection consisting of observations, interviews, and literature studies, for supporting tools used, namely UML (Unified Modeling Language) while the algorithm used by Fisher-Yates which functions to change the order of questions in educational game applications. With this educational guessing game application, guess the picture of animals and puzzle can make it easier for children in the process of learning to recognize the animals that exist on this earth. Keywords: Games, Guess Pictures, Puzzles, UML (Unified Modeling Language), Fisher Yates Abstrak Salah satu bentuk hiburan yang tidak asing lagi dan memang banyak diminati dalam kehidupan kita adalah game. Game merupakan aplikasi yang tidak asing lagi bagi masyarakat dan juga anak-anak usia dini dari segala lapisan. Namun perkembangan game itu sendiri saat ini masih di dominasi oleh produksi-produksi dari luar negeri. Pada penelitian ini penulis memilih anak-anak usia dini sebagai sampel pengguna game karena mengingat anak-anak lebih suka bermain game dibandingkan belajar secara teoritis. Dari permasalahan yang ada maka pada penelitian ini penulis membangun sebuah aplikasi game edukasi agar anak-anak bisa belajar sambil bermain. Tujuan dari penelitian ini yaitu untuk mempermudah anak-anak dalam proses pembelajaran dalam bentuk game dan dengan adanya game edukasi tebak gambar hewan dan puzzle ini diharapkan dapat meningkatkan kemampuan anak-anak dalam proses belajar. Metode yang digunakan pada penelitian ini yaitu metode pengumpulan data yang terdiri dari observasi, wawancara dan studi pustaka, untuk tools pendukung yang digunakan yaitu UML(Unified Modeling Language) sedangkan Algoritma yang digunakan Fisher Yates yang berfungsi untuk merubah urutan soal pada aplikasi game edukasi. Dengan adanya aplikasi game edukasi tebak gambar hewan dan fuzzle ini dapat mempermudah anak-anak dalam proses belajar mengenal hewan-hewan yang ada di bumi ini. Kata kunci: Game, Tebak Gambar, Puzzle, UML (Unified Modeling Language), Fisher Yates
ATTENDANCE APPLICATION PROGRAM DESIGNING FOR EMPLOYEE Handayani, Popon; Noviandini, Astrid; Junadi, Bambang
Akrab Juara : Jurnal Ilmu-ilmu Sosial Vol. 5 No. 4 (2020)
Publisher : Yayasan Azam Kemajuan Rantau Anak Bengkalis

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

Abstract

Para Pegawai disebuah perusahaan diharuskan disiplin dalam bekerja, terutama perihal kehadiran. Karena masih saja Para Pegawai yang tidak datang tepat waktu ataupun pulang cepat. Proses Pencatatan Kehadiran Para Pegawai pun sering terjadi kesalahan perhitungan. Sehingga pembuatan laporan membutuhkan waktu yang lama. Berdasarkan permasalahan tersebut, penulis merancang sebuah aplikasi berbasis mobile untuk kehadiran para pegawai. Diharapkan nantinya perhitungan kehadiran dengan tepat guna, meminimalkan kehilangan dan kerusakan data, mengatasi ketidak konsistenan atau duplikasi data, menghasilkan laporan yang akurat dan tepat waktu serta meningkatkan keamanan dengan membatasi hak akses bagi yang tidak berhak.
DESIGN AND BUILD POS WEBSITE SOFTWARE FOR CV DIGITAL PRINTING BASED ON VISUAL CODE SOFTWARE USING THE IGNITER CODE FRAMEWORK 3 Popon Handayani; Ade Setiawan; Santoso Setiawan
Akrab Juara : Jurnal Ilmu-ilmu Sosial Vol. 10 No. 2 (2025): Mei
Publisher : Yayasan Azam Kemajuan Rantau Anak Bengkalis

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

Abstract

This study designs a web-based Point of Sale (POS) system for CV Digital Printing, focusing on requirements analysis, user-level page allocation, database design, software architecture, and associated costs. The primary goal is to streamline and expedite sales transactions, product stock management, sales reporting, and customer data management. The main page is divided into "Administrator" and "Cashier" sections, each featuring login functionality, sales transactions, and reporting. The database design is illustrated through an Entity Relationship Diagram (ERD). The software architecture employs an object-oriented approach (OOP) using the PHP programming language and open-source software. Cost details encompass hardware, such as VPS and DNS, as well as software expenses, including IDE and software licenses. Testing is conducted using the black-box method to ensure software quality and functionality alignment. This article discusses the crucial steps in designing a POS system tailored to the needs of CV Digital Printing.
Analisis Pengaruh Kualitas Harga dan Kualitas Pelayanan terhadap Kepuasaan Pelanggan (Studi Kasus Shopee) Rahmawati, Devi; Rahmawati, Devi Arina; Handayani, Popon
Jurnal Sistem Informasi Akuntansi Vol. 5 No. 1 (2024): Periode Maret 2024
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/justian.v5i1.2081

Abstract

Changes in communication technology that are very fast have brought extraordinary changes. Offline trading patterns are starting to shift to online business. It can be seen that in the shopee comments or reviews column there are still various complaints from customers indicating that customer satisfaction on the shopee side is still too low. Price is the first reason shopee customers buy the items they want. Service quality is also a consideration for shopee customers. Shopee must provide excellent and satisfying service to customers. With the aim of research to find out how much price quality and service quality affect customer satisfaction in shopee users. The data were processed in this study using an associative method with a quantitative approach. With the results of the calculation of the validity test each obtained a value of r count> r table at a significant value of 5% or 0.195. And the results of the reliability test each obtained a Cronbach's alpha value of 0.705, which was greater than the r table value of 0.195. The results of the classic assumption test, namely the normality test, multicollinearity test, and heteroscedasticity test each state that it is feasible to be used as a benchmark. The results of the t test on the price quality variable obtained a significant value of 0.055 <0.05, so partially there is a positive effect of price quality on customer satisfaction. The results of the f test on the price quality variable, service quality obtained a sig value of 0.000 <0.05, so simultaneously there is a positive influence on customer satisfaction. The results of r square show the value (r square) obtained from the study of 0.237. The r square results mean that 23.7% of the variation in customer satisfaction is influenced by the two variables, namely price quality and service quality. While the remaining 76.3% is influenced by other causes outside the model.
Perancangan Sistem Informasi Penjualan Pakaian Berbasis Web Pada CV. Cahaya Baru Jakarta Farhan, Muhamad; Handayani, Popon
Jurnal Ilmu Komputer dan Sistem Informasi (JIKOMSI) Vol. 7 No. 1 (2024): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Utility Project Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jikomsi.v7i1.2596

Abstract

Dalam era globalisasi sekarang ini informasi melaju sangat cepat. Adapun komputer yang merupakan peralatan yang diciptakan untuk mempermudah pekerjaan manusia. Saat ini mencapai kemajuan baik didalam pembuatan hardware maupun software. CV. Cahaya Baru yaitu perusahaan yang bergerak pada produksi pakaian seperti menjual kaos, jaket, dan kemeja. Dalam proses pemasaran dan penjualannya saat ini masih manual yang dimana kurang luas cakupan dalam pemasarannya serta sulitnya memperoleh informasi mengenai produk pakaian. Untuk mencapai hasil yang maksimal dan memenuhi kepuasan pelanggan atau customer, maka diperlukan sebuah layanan penjualan produk pakaian melalui internet yang bisa disebut dengan istilah e-commerce. E-commerce merupakan transaksi dalam bentuk pertukaran bisnis atau perdagangan barang dan jasa melalui jaringan internet. Metode yang digunakan dalam perancangan sistem informasi penjualan pakaian berbasis web pada CV. Cahaya Baru adalah metode waterfall, dalam proses pembuatan sistem ini dimulai dengan menganalisa sistem yang telah ada pada CV. Cahaya Baru, analisa sistem berjalannya, kemudian dibuatkan UML, ERD (Entity Relationship Diagram) class diagram sampai pembuatan sequence diagram. Dilanjutkan dengan mendesain prototype. Dengan adanya perancangan sistem berbasis web ini yang akan terkoneksi dengan database, tentunya akan sangat mempermudah pengelolaan data produk yang dijual dan memberikan solusi yang terbaik dalam hal pemasaran dan penjualan pakaian, karena setiap informasi yang diberikan kepada pelanggan menjadi lebih cepat dan akurat.