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Desain Tata Kelola Teknologi Informasi Hotel Menerapkan Kerangka COBIT 2019 Joe Yuan Mambu; Rinny Rantung; Stenly Adam; Debby Pungus
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 3 No. 6 (2023): Juni 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v3i6.841

Abstract

The advancement of technology has ushered the world into a new era, particularly in the field of information. In this context, information technology plays a significant role in supporting and enhancing the management of companies to remain competitive. One commonly used method in managing information technology is IT governance, which is included in the framework of COBIT (Control Objective for Information and Related Technology) 2019. Until now, there has been no evaluation or research conducted on the IT performance of Hotel Sutan Raja, thus the extent of the implementation of information technology in the hotel's operations is still unknown. This project focuses on the use of information systems and IT at Hotel Sutan Raja to manage the hotel's operations and data. The project was carried out by conducting a literature study on the design factors of COBIT 2019, with the result that there are four core models with high levels of importance for the Hotel Sutan Raja governance system, namely APO06, DSS01, EDM04, and BAI07. Five core models are at level 2, while two core models are at level 1
Aplikasi Mobile Pengingat Pajak Kendaraan Bermotor Pada Badan Pendapatan Daerah Provinsi Sulawesi Utara Stenly Ibrahim Adam; Edson Yahuda Putra; Jimmy Moedjahedy; Stenly Richard Pungus
CogITo Smart Journal Vol. 9 No. 1 (2023): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v9i1.441.218-227

Abstract

Di era digital saat ini, teknologi informasi semakin canggih dan sudah banyak diterapkan di berbagai bidang. Hal ini disebabkan oleh meningkatnya kebutuhan masyarakat akan kemudahan pengolahan data dan pekerjaan. Teknologi informasi banyak digunakan karena memiliki kelebihan seperti kecepatan, ketepatan, dan kemudahan dibandingkan dengan sistem manual. Dalam penelitian ini, peneliti menggunakan System Development Life Cycle (SDLC) Agile dengan metode Scrum dalam pengembangan perangkat lunak. Scrum merupakan salah satu metode Agile yang memungkinkan tim untuk fokus menghasilkan nilai bisnis yang maksimal dalam waktu yang singkat. Hasil pengujian menunjukkan bahwa pengguna dapat membuat akun dan masuk ke aplikasi menggunakan nomor telepon atau akun email Google. Pengguna juga dapat menambahkan kendaraan dengan memasukkan nomor polisi dan 6-digit terakhir nomor rangka kendaraan. Selain itu, pengguna dapat melihat informasi kendaraan seperti nama kendaraan, estimasi biaya pajak, tanggal batas pembayaran pajak kendaraan, nomor mesin, nomor polisi, tahun pembuatan, tipe kendaraan, masa berlaku STNK. Berdasarkan hasil pembahasan dan pengujian yang dilakukan oleh peneliti, aplikasi ini memudahkan pengguna untuk mengetahui kewajiban mereka dalam melakukan pembayaran pajak kendaraan dan mengakses berita terkait Bapenda. Selain itu, aplikasi ini membantu dalam pendataan pemilik kendaraan yang terdaftar di dalam aplikasi. 
Development of Web-Based Uteach Tutoring Application Rolly Lontaan; Stenly Ibrahim Adam; Oktoverano Lengkong; Virgil Steven Weol; Gerald Varon Alexius Poluan
CogITo Smart Journal Vol. 10 No. 1 (2024): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v10i1.669.706-718

Abstract

In the rapidly evolving digital era, challenges in the field of education have become increasingly complex. This research aims to develop the UTeach learning guidance application, designed to assist students of Universitas Klabat in addressing academic issues. The application enables students to book mentors and meet face-to-face for guidance sessions. By implementing and utilizing the prototype model development method using the Software Development Life Cycle (SDLC), this study designs a prototype application aimed at facilitating student access to learning guidance by reducing time and distance barriers. Prototype testing is conducted through trials to evaluate the performance and usability of the application. This application is anticipated to serve as a potential tool in supporting Universitas Klabat students in improving academic performance and addressing financial issues. Development recommendations for this application may include adding conversation features, incorporating notification features, and developing a mobile application to enhance user efficiency. This research contributes to the advancement of educational technology by offering innovative solutions to enhance student learning experiences.
Applying COBIT 2019 to Design a Tailored IT Governance System for PT. Telekomunikasi Seluler Manado Branch Mambu, Joe Yuan; Wulyatiningsih, Toetik; Adam, Stenly
Jurnal Informasi dan Teknologi 2024, Vol. 6, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60083/jidt.v6i2.572

Abstract

This study evaluates IT governance at PT. Telkomsel Manado using the COBIT 2019 framework. The main issue is how to enhance IT performance and manage risks more effectively. The research methodology includes a literature review and stakeholder interviews to gather data on the company's IT strategy, goals, risks, and challenges. The findings indicate that the implementation of COBIT 2019 provides a comprehensive assessment of the company's IT governance. The IT audit revealed several areas needing improvement, particularly in risk management and aligning IT strategy with business objectives. Based on these findings, recommendations are made to optimize IT utilization to improve operational efficiency and effectiveness. The study shows that PT. Telkomsel Manado has 7 core models with capability level 4, including EDM03, APO12, BAI03, BAI06, DSS04, DSS05, and MEA03. In conclusion, adopting the COBIT 2019 framework can enhance IT performance and efficiency, assisting PT. Telkomsel Manado in addressing their technological and business challenges.
Analisa Tata Kelola Teknologi Informasi Menggunakan Framework COBIT 2019 Pada Dinas Kominfo Provinsi Sulawesi Utara Mambu, Joe Yuan; Kaligis, Jofan Erlich; Willar, Antares Mario; Adam, Stenly
CESS (Journal of Computer Engineering, System and Science) Vol 9, No 2 (2024): July 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/cess.v9i2.60904

Abstract

Teknologi Informasi (TI) menjadi esensial dalam operasi bisnis modern, mempengaruhi daya saing, efektivitas, dan efisiensi organisasi. Keberhasilan tata kelola TI terletak pada kesesuaian dengan tujuan organisasi dan adaptasi terhadap perubahan teknologi. COBIT 2019, sebuah framework yang membantu manajemen bisnis dalam mengelola TI, menjadi kunci dalam memandu strategi pengembangan. Penelitian di Dinas Kominfo Sulawesi Utara menemukan tiga proses prioritas: APO12 - Managed Risk, DSS01 - Managed Operations, dan DSS05 - Managed Security Services. Hasil penelitian menunjukkan tingkat kapabilitas dan keefektifan masing-masing proses, dengan APO12 berada pada kapabilitas level 2 dan rating 66%, DSS01 pada level 4 dengan rating 83%, dan DSS05 pada level 2 dengan rating 84%. Evaluasi ini memberikan wawasan yang berharga untuk meningkatkan kinerja dan keamanan TI di institusi tersebut, serta memastikan kontribusi TI yang optimal terhadap tujuan organisasi. Dengan demikian, pemahaman yang mendalam tentang aspek TI yang spesifik dan perannya dalam konteks bisnis lokal menjadi kunci dalam mengambil langkah-langkah yang relevan dan efektif dalam pengelolaan TI.
Sosialisasi Digital Parenting Terhadap Penyalahgunaan IT Pada Anak-anak di Desa Sampiro Putra, Edson; Tombeng, Marchel; Ibrahim Adam, Stenly; Herawan Moedjahedy, Jimmy
Servitium Smart Journal Vol 3 No 1 (2024): Servitium Smart Journal
Publisher : Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/servitium.v3i1.10

Abstract

The author carried out this community service in Sampiro village, Sangkub subdistrict, North Bolaang Mongondow district, North Sulawesi province together with students who are members of the Maranatha Unklab evangelism group. Carried out over a period of 10 days with many programs carried out, one of which is providing digital parenting outreach to parents in Sampiro village with the aim of ensuring that parents have digital literacy and provide supervision and control to children in using cellphones to avoid deviations. The method used is tiered qualitative, conducting interviews, in-depth research and outreach to each party starting from the village head, to the children and finally to the parents. The results obtained were that the children of Sampiro village all used cellphones, although not all of them had their own. The majority, namely 85%, play games, both online and offline games, and the majority, 65%, already have social media accounts. And children admit that their parents often remind them about using cellphones. Meanwhile, on the parents' side, the results showed that not all parents understood how to limit children's use of cellphones, even though most parents could afford cellphones. The conclusion is that the people of Sampiro village still need a lot of understanding on how to limit children's use of cellphones.
Digital Information and Navigation Kiosk Application Based on Progressive Web Apps and Leaflet Technology Adam, Stenly Ibrahim; Lontaan, Rolly Junius; Supit, Vincent Vian; Kolibonso, Shyalenn Cerolin
CogITo Smart Journal Vol. 10 No. 2 (2024): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v10i2.745.393-402

Abstract

Digital information and navigation kiosk applications offer a solution for communities to access updated information and navigate to locations within a specific environment. This app allows users to easily search for and access information about various locations such as lecture halls or faculty residences. The Agile Software Development method was used in the development of the app, facilitating rapid, iterative progress, and quick adjustments based on user feedback. The application provides details regarding various administrative departments and features for searching locations, accessing information, and identifying points of interest. Designed as a Progressive Web App (PWA) and Leaflet Technology, it combines the best features of web and mobile applications, allowing users to access them through a web browser while providing offline capabilities and an app-like user experience. The PWA design ensures that the app is fast, reliable, and can be accessed from any device using a web browser. This enables efficient information dissemination and rapid navigation within the environment.
Literasi Digital Game Online Terhadap Perkembangan Otak Manusia di Siswa SMK Kristen Dian Halmahera Maluku Utara Putra, Edson Yahuda; Marwa , Julius Alfin; Moedjahedy, Jimmy Herawan; Pungus, Stenly Richard; Adam, Stenly Ibrahim
Servitium Smart Journal Vol 1 No 1 (2022): Servitium Smart Journal
Publisher : Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/servitium.v1i1.4

Abstract

Kegiatan pengabdian kepada masyarakat ini dilakukan oleh penulis dan sejumlah mahasiswa di sekolah menengah atas di kecamatan Jailolo kabupaten Halmahera Barat propinsi Maluku Utara. Menurut laporan Kominfo propinsi Maluku Utara memiliki tingkat literasi digital paling rendah di seluruh propinsi di Indonesia. Dalam berkegiatan PKM penulis memilih SMA K Dian Halmahera untuk memberikan literasi digital game online terhadap perkembangan otak manusia. Metode yang digunakan adalah seminar dalam bentuk power point dengan memberikan ilustrasi dalam bentuk video agar lebih mudah dipahami materi yang diberikan. Selanjutnya memberikan pertanyaan dan siswa langsung merespon, mahasiswa yang terlibat dalam kegiatan ini mencatatnya. Hasil dari kegiatan ini adalah siswa SMA K Dian Halmahera mempunyai kecenderungan bermain game online sebanyak 83%, dan siswa mengerti akan dampak baik negatif maupun positif dari game online. Dari hasil PKM ini menurut penulis ada beberapa hal, pertama Infrastruktur dari teknologi informasi dan komunikasi di propinsi Maluku Utara memang perlu penanganan lebih dari pemerintah dan pemangku kepentingan. Siswa SMA K Dian Harapan sudah mengerti tentang literasi digital game online terhadap perkembangan otak dan harapan penulis kedepan literasi digital di Maluku Utara akan lebih baik lagi.
Meningkatkan Literasi AI dan Kesadaran Etika Digital melalui Edukasi Interaktif bagi Pelajar Sekolah Menengah Atas Pungus, Stenly Richard; Sondakh, Debby Erce; Liem, Andrew Tanny; Adam, Stenly Ibrahim; Mambu, Joe Yuan Yulian; Tombeng, Marchel Timothy
Servitium Smart Journal Vol 3 No 2 (2025): Servitium Smart Journal
Publisher : Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/servitium.v4i1.38

Abstract

This Community Service Program was conducted at SMA Negeri 2 Kota Bitung with the aim of enhancing students’ literacy on the basic concepts of Artificial Intelligence (AI), while also fostering awareness regarding ethical and privacy issues in the use of AI-driven technologies in educational settings. The approach employed was an interactive workshop consisting of AI introduction, discussions on digital ethics and privacy, and practical training in designing effective and responsible AI prompts. A total of 27 eleventh-grade students from various academic tracks actively participated in this program. The results of pre-tests and post-tests indicated a significant improvement in students’ understanding of how AI works and its ethical implications. Furthermore, students demonstrated high enthusiasm in crafting contextually relevant prompts for learning purposes. This initiative shows that integrating AI education with a contextual and reflective learning approach can be an effective strategy to develop a generation of students who are not only technologically literate but also ethically conscious in their digital behavior. The program is recommended for replication in other schools as part of a broader effort to strengthen national digital literacy
Menumbuhkan Literasi Teknologi dan Pengembangan Potensi Akademik dan Nonakademik Siswa melalui Pengenalan AI di SMA Negeri 2 Bitung Taju, Semmy Wellem; Moedjahedy, Jimmy; Adam, Stenly Ibrahim; Rotikan, Reymon
Servitium Smart Journal Vol 3 No 2 (2025): Servitium Smart Journal
Publisher : Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/servitium.v3i2.40

Abstract

Artificial Intelligence (AI) has rapidly emerged as a central pillar in the transformation of education in the digital age. This program Pengabdian kepada Masyarakat (PKM) aims to introduce AI technology as an innovative tool in developing the academic and non-academic potential of students at SMA Negeri 2 Bitung. This activity is carried out in the form of an interactive introduction, demonstration of the latest AI applications (examples such as ChatGPT, Copilot and Gemini), as well as assistance in the use of AI in personalized learning, development of critical thinking skills, communication, collaboration and even adaptability. The methods used include participatory and problem-based approaches to encourage active involvement of SMA Negeri 2 Bitung students. As a result, students showed improved understanding of AI concepts and their practical applications, along with a growing interest in exploring digital technologies more deeply. With this activity, it is hoped that it can be a starting point for building an AI technology-based learning environment in schools, as well as creating a young generation that is more adaptive and ready to face the challenges of technological change.