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Rancang Bangun Sistem Informasi Quality Control Berbasis User Acceptance Testing (UAT) Untuk Project Digital Pada PT ARG Solusi Teknologi Dina Febrianti; Ahmaddul Hadi; Yeka Hendriyani; Geovanne Farell
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 2 (2024): Vol. 12, No 2, Juni 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i2.128680

Abstract

Penelitian ini bertujuan mengembangkan Sistem Informasi Manajemen Pengujian berbasis User Acceptance Testing (UAT) di PT. ARG Solusi Teknologi, sebuah perusahaan software house yang menghadapi kendala dalam memahami kebutuhan pengguna akhir, perubahan persyaratan proyek, dan pengujian manual yang kurang efisien. Sistem ini dirancang menggunakan framework Laravel, PHP, dan MySQL untuk mengoptimalkan proses pengujian akhir proyek secara lebih efisien dan akurat. Dengan melibatkan pengguna akhir dalam proses UAT, sistem ini bertujuan meningkatkan validasi produk sesuai standar kualitas yang diharapkan dan memastikan kesesuaian dengan kebutuhan pengguna. Implementasi sistem berbasis UAT ini diharapkan dapat meningkatkan kualitas proyek, efisiensi operasional, dan kepuasan pengguna terhadap hasil pengembangan perangkat lunak di PT. ARG Solusi Teknologi.Kata kunci : Sistem Informasi, Manajemen Pengujian, User Acceptance Testing, PT. ARG Solusi Teknologi, Laravel, PHP. This study aims to develop a Testing Management Information System based on User Acceptance Testing (UAT) at PT. ARG Solusi Teknologi, a software house company facing challenges in understanding end-user requirements, changing project specifications, and inefficient manual testing processes. The system is designed using the Laravel framework, PHP, and MySQL to optimize the final project testing process more efficiently and accurately. By involving end-users in the UAT process, the system aims to enhance product validation according to expected quality standards and ensure alignment with user needs. The implementation of this UAT-based system is expected to improve project quality, operational efficiency, and user satisfaction with the software development outcomes at PT. ARG Solusi Teknologi.Keywords: Information System, Testing Management, User Acceptance Testing, PT. ARG Solusi Teknologi, Laravel, PHP.
University Students' Intentions Toward Entrepreneurial Careers in The Hospitality and Tourism Sector: Empirical Insights From The Techno-Savvy Generation in Higher Education Asmar Yulastri; Ganefri Ganefri; Feri Ferdian; Elfizon Elfizon; Yudha Aditya Fiandra; Geovanne Farell
Journal of Applied Engineering and Technological Science (JAETS) Vol. 6 No. 2 (2025): Journal of Applied Engineering and Technological Science (JAETS)
Publisher : Yayasan Riset dan Pengembangan Intelektual (YRPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/jaets.v6i2.6328

Abstract

This study investigates the impact of family support, entrepreneurial passion, entrepreneurial motivation, and techno-savvy culture on the entrepreneurial career intentions of university students in the hospitality and tourism sector, with entrepreneurship education as a moderating variable. Data were collected from 277 students at Universitas Negeri Padang’s Faculty of Tourism and Hospitality who had completed entrepreneurial courses. Partial least squares structural equation modeling was employed to analyze the data. The findings reveal that family support, entrepreneurial passion, and entrepreneurial motivation significantly influence students’ entrepreneurial career intentions, while techno-savvy culture showed no direct impact. However, entrepreneurship education significantly moderated the relationships between these factors and entrepreneurial intentions. These findings provide actionable insights for enhancing entrepreneurship education to foster innovation and career readiness in the hospitality and tourism industry. The study contributes to existing knowledge by elucidating the interplay of support systems, intrinsic motivations, and education in shaping entrepreneurial aspirations, offering a foundation for educational and policy reforms to boost entrepreneurship in the sector.
Design and Implementation of a Web-Based Internship Management Information System for Vocational Education Muhamad Tegar Putra Perdana; Geovanne Farell; Titi Sriwahyuni; Lativa Mursyida
Jurnal Vokasi Teknik Informatika Vol 5 No 2 (2025)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v5i2.243

Abstract

The integration of information technology in vocational education plays a vital role in improving the effectiveness and efficiency of practical learning programs such as Field Work Practice (PKL). This study aims to develop a web-based internship management information system that supports the organization, supervision, and evaluation of PKL activities in vocational high schools. The system was developed using the Laravel framework with PHP as the programming language and MySQL as the database management system. The Waterfall method was adopted to ensure a structured and systematic development process. Key features of the system include real-time student attendance tracking through selfie verification with geolocation, a digital daily journal, an integrated assessment mechanism, and automated certificate generation accessible by both school and industry mentors. The implementation of the system at SMK Negeri 2 Padang demonstrates its effectiveness in reducing the accumulation of physical documents and enhancing the monitoring and administration of internship activities. The results highlight the system's potential to improve the quality of internship management and provide a model for similar implementations in other vocational institutions.
Optimization of Timing and Follow-Through Principles in Animal Motion Design: A 3D Approach for the Educational Game 'Suaka Satwa' Juyendra, Atifa Syalsabilla; Geovanne Farell; Sheanny Ocmi Sakti; Wiki Lofandri
The Future of Education Journal Vol 4 No 5 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i5.586

Abstract

This study optimizes the principles of timing and follow-through in 3D animation for the educational game "Suaka Satwa", which aims to introduce seven rare Indonesian animals to children aged 5–10. Using a Design Thinking approach, the study employs digital observation and literature review to identify the natural movement characteristics of each animal. The implementation of Inverse Kinematics (IK) and Forward Kinematics (FK) techniques was carried out to create realistic animations for idle, walking, and feeding movements. The results show a significant correlation between the animal's body size and the application of timing, as well as the effectiveness of follow-through in flexible body parts such as tails, trunks, and fins. The evaluation indicates that natural animation significantly contributes to the game's educational value by creating realistic and engaging visual representations. This research enhances animation standards in educational game development and offers an innovative approach to wildlife education.
Design and Development of the Moving Score Virtual Reality Game as a Game Programmer Maghribi, Muhammad Ridho; Geovanne Farell; Sheanny Ocmi Sakti; Wiki Lofandri
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.602

Abstract

The development of Virtual Reality (VR) technology opens up new opportunities to create exciting gameplay experiences while encouraging players to be more physically active. This study aims to design a VR-based game called Moving Score, focusing on the development of motion-based interaction systems and the implementation of responsive game mechanics. The game was developed using Unity and the XR Interaction Toolkit, featuring various elements such as a dynamic scoring system, visual and audio feedback, and real-time motion detection. The method used is prototyping, starting from needs identification, prototype development, to testing and iteration. The final results show that the game successfully delivers intuitive interaction, provides effective feedback, and enhances user engagement in a virtual environment. Moving Score not only offers entertainment but also holds potential as an educational medium that supports users' physical activity and movement coordination.
Designing a Moving Score Game Based on Virtual Reality from a UI/UX Designer Perspective Fernandes, Roy; Geovanne Farell; Sheanny Ocmi Sakti; Wiki Lofandri
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.605

Abstract

This final project discusses the design process of the Moving Score game based on Virtual Reality (VR), with a focus on developing a User Interface (UI) and User Experience (UX) that are easy to understand for users who are new to virtual reality. The game is designed to train users’ experiences in playing virtual reality through active interaction in an immersive virtual environment. The method used is a prototyping approach that includes observation, prototype development, testing, and revisions based on user feedback. The UI is designed to be simple, intuitive, and responsive to the user's body movements. Evaluation is conducted through SWOT analysis to identify the strengths, weaknesses, opportunities, and challenges of the UI/UX design. The results of the study show that proper implementation of UI/UX in VR games can enhance user engagement and provide an enjoyable and educational gameplay experience.
Design and Development of the RPG Game FORSAKEN Using a Visual and Narrative Approach in the Japanese Horror Genre Hendriansyah, Muhammad Aditya; Geovanne Farell
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.658

Abstract

Forsaken is a Japanese horror RPG that combines visual, narrative, and gore elements to create an immersive gameplay experience. The story is set in a world abandoned by the gods due to human greed, with players taking on the role of a Ronin named Kairo who explores a cursed land known as the Land of Absolute Misery. The development of the game follows a pipeline method to ensure an efficient and structured workflow, utilizing RPG Maker MV as the main engine, along with Clip Studio Paint and Aseprite for visual asset creation. The aim of this project is to deliver a strong atmospheric and narrative representation of Japanese horror games while promoting indie game development through a distinct visual-narrative approach.
Rancang Bangun Sistem Informasi Manajemen Rumah Sakit (SIMRS) Menggunakan Framework Laravel Berbasis Web Fadhila, Fajri; Kurniadi, Denny; Hadi, Ahmaddul; Farell, Geovanne
Jurnal Pendidikan Tambusai Vol. 8 No. 2 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Penelitian ini merancang dan mengembangkan Sistem Informasi Manajemen Rumah Sakit (SIMRS) berbasis web dengan fokus pada Rekam Medis Elektronik (RME) menggunakan framework Laravel. SIMRS dirancang untuk mengatasi masalah redundansi data, kurangnya integrasi, dan kesalahan manual dalam pengelolaan data rumah sakit. Dengan menggunakan metode waterfall, sistem berhasil mengintegrasikan modul manajemen obat, penjadwalan, dan pembuatan tagihan, serta modul RME sebagai inti utama. Pengujian awal menunjukkan peningkatan efisiensi dan akurasi pengelolaan data pasien, dengan keamanan yang terjamin melalui proses validasi. Sistem ini juga menunjukkan potensi integrasi dengan platform "Satu Sehat" melalui API dummy, membuka jalan bagi interoperabilitas sistem informasi kesehatan. Penelitian ini menyimpulkan bahwa SIMRS berbasis Laravel layak untuk diterapkan dan dikembangkan lebih lanjut sesuai kebutuhan rumah sakit.
Pengembangan Aplikasi E-Modul Berbasis Mobile Pada Mata Pelajaran Administrasi Sistem Jaringan Kelas XI TJKT, SMK Negeri 1 Bangkinang Raihan Maulana; Hadi Kurnia Saputra; Dony Novaliendry; Geovanne Farell
Jejak digital: Jurnal Ilmiah Multidisiplin Vol. 1 No. 5 (2025): SEPTEMBER
Publisher : INDO PUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/rswcs646

Abstract

Penelitian pengembangan ini memiliki tujuan untuk Mengembangkan media pembelajaran yang berbasis mobile pada materi Konfigurasi Sistem Operasi Server Server, serta Melakukan uji coba terhadap aplikasi e-modul berbasis mobile dalam pembelajaran Administrasi Sistem Jaringan kelas XI TJKT di SMK Negeri 1 Bangkinang. Permasalahan yang sering ditemui adalah masih digunakan modul pembelajaran konvensional yang cenderung bersifat satu arah. Modul ini sering kali kurang memberikan penjelasan yang mendetail serta minim visualisasi langkah-langkah yang diperlukan. Oleh karena itu, siswa mengalami kesulitan dalam memahami materi dan merasa bingung ketika mencoba menerapkan secara mandiri, padahal sudah sesuai dengan Langkah di modul tapi tidak berjalan sesuai yang di rencanakan karena ada beberapa Langkah unik yang dilakukan terutama pada mata pelajaran administrasi sistem jaringan dimana siswa mempelajari bagaimana cara mengoperasikan Sistem Operasi Server server, dimana siswa disini benar benar tidak tahu tentang apapun.
Learning Analytics Terhadap Perilaku Akses Digital Mahasiswa Pada Learning Management System Universitas Negeri Padang Adam, Al; Farell, Geovanne; Marta, Rizkayeni; Asmara, Delvi
Jurnal Pendidikan Tambusai Vol. 9 No. 3 (2025): Desember
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Transformasi digital pendidikan mendorong pemanfaatan Learning Management System (LMS) sebagai media utama pembelajaran daring dan blended learning. Di Universitas Negeri Padang, LMS digunakan secara luas, namun data log aktivitas mahasiswa belum dimanfaatkan secara optimal untuk analisis perilaku belajar. Penelitian ini bertujuan menganalisis perilaku akses digital mahasiswa menggunakan pendekatan Learning Analytics dengan analisis deskriptif dan diagnostik. Metode penelitian bersifat kuantitatif dengan teknik clustering (K-Means), association rules (Apriori), dan time-series. Data log mencakup aktivitas login, akses materi, partisipasi forum, dan pengumpulan tugas selama satu semester. Subjek penelitian adalah mahasiswa Departemen Teknik Elektronika Universitas Negeri Padang. Hasil penelitian menunjukkan tiga klaster perilaku mahasiswa, yaitu aktif tinggi, sedang, dan rendah. Ditemukan hubungan positif antara akses materi dan ketepatan pengumpulan tugas, serta korelasi antara keaktifan forum dan konsistensi login. Analisis time-series menunjukkan pola aktivitas meningkat menjelang tenggat tugas, mencerminkan perilaku deadline-driven. Penelitian ini membuktikan bahwa Learning Analytics mampu menggambarkan keterlibatan mahasiswa secara komprehensif dan menjadi dasar pengembangan sistem pembelajaran adaptif serta sistem peringatan dini bagi mahasiswa berisiko rendah keterlibatan.
Co-Authors Adam, Al Adek Siti Nurhalizah Afif Fadhilah Ahmaddul Hadi Ahmaddul Hadi, Ahmaddul Al-afif Muyassar, Raihan Ambiyar, Ambiyar Anita Yusmar Anori, Sartika Asmar Yulastri Asmara, Delvi Asrul Huda Aviola, Rawim Puja Aviska, Lady Budayawan, Khairi Bunda, Nur Intan Permata Cakranata, Raden Galuh Garhadi Dedy Irfan Delsina Faiza Denny Kurniadi Dina Febrianti Dony Novaliendry Efrizon Efrizon Elfizon Elfizon Elsy Maharani Putri Fadhila, Fajri Falma, Fris Okta Feri Ferdian Fernandes, Roy Ganefri . Hadi Kurnia Saputra Hadi Kurnia Saputra Hansi Effendi Hari Sabintang Hayati Rahmatika Hendriansyah, Muhammad Aditya Heri Kurniawan, Heri Herianis, Sofia Igor Novid Ika Parma Dewi Jannah, Amiratul Juyendra, Atifa Syalsabilla Kasman Rukun Khairi Budayawan Kurniadi, Denny Lativa Mursyida Lativa Mursyida Lenggogeni Lenggogeni Lise Asnur M Giatman Maghribi, Muhammad Ridho Maharani Hamidah Marta, Rizkayeni Miranda Miranda Muhamad Tegar Putra Perdana Muhammad Adri Muhammad Iqbal Muhammad Iqbal Muhammad Iqbal MUHAMMAD YUSUF Mursyida, Lativa Muskhir, Mukhlidi Mutawafika Rusliputri Muthia Shavira Mutiara Pratiwi Tarigan Nadia Dwi Nuristi Nizwardi Jalinus Novri Rahmad, Adib Novriyanda, Reyhan Nur Addina Pitri Yenti Pranoto, Dzenata Achmad Putra Jaya Putra, Muhammad Alfarizi Esa Putri Zega, Martalita Rachmah Nanda Octhavira Rahmadika, Sandi Raihan Maulana Resmi Darni Ridal Ardhi Rido Wahyudi Rizkayeni Marta Rosmiani Rosmiani Salsabila, Unik Hanifah Sandra, Randi Proska Sheanny Ocmi Sakti Simatupang, Wakhinuddin Syafrijon, Syafrijon Syah, Vidy Akbar Syahril Syahril Syukhri Syukhri Syukhri, Syukhri Syukri, Raihan Thamrin Thamrin Thamrin Titi Sri Wahyuni Titin Sriwahyuni Tri Fadliah Sona Vera Irma Delianti Vera Irma Delianti Wahyudi, Rido Waskito Waskito Wiki Lofandri Yeka Hendriyani Yudha Aditya Fiandra Zin Latt, Cho Nwe Zulwisli .