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Measuring the Quality of Higher Education Website using Webqual Method and Importance-Performance Analysis Effendi Muftikhali, Qilbaaini; Satria, Deki; Nurul Jamilah, Eva
Sistemasi: Jurnal Sistem Informasi Vol 13, No 3 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i3.3666

Abstract

Website is one of the necessities needed by organizations, including educational organizations. Telkom University Jakarta Campus (TUJC) is an educational organization that needs it. Analysis methods needed to be conducted to find what needed to be improved. WebQual is utilized to gain this insight. Web Quality Index and Importance Performance analysis are performed to calculate the results. The results of the Web Quality index show that users' perspective is 60% on average and got a negative gap analysis. Therefore, the website needs improvements to satisfy the user. Importance Performance Analysis is used to find the indicator that needs improvement. The Importance Performance Analysis shows that timely website information and security are the main priority for improvement.
eLearning Gamification Prototype Development using User Centered Design Approach Satria, Deki
Jurnal Komtika (Komputasi dan Informatika) Vol 7 No 1 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v7i1.8958

Abstract

Abstract eLearning is one of the tools used by the educational institution. Unfortunately, many eLearning systems were not fully utilized by the user. These problems occur because of a lack of interaction in the eLearning system, dulling the learning process. Another problem is the lack of preparation from the user. This research tried to tackle these problems using gamification. The gamification adopted in this prototype is Medals, Ratings, and Discussion. The development prototype development using User Centred Design to gather the requirements and system flows. The use of these elements is hoped to be able to elevate the eLearning adoptions. The results of this research are the prototype of the gamification features and the business process of discussion in the eLearning system
RE-DESIGNING JAKLINGKO APPS UI/UX USING AGILE REQUIREMENT ENGINEERING APPROACH Satria, Deki; Muftikhali, Qilbaaini Effendi; Rahma, Dea Wemona; Arkaan, Dimas Bayu; Falih, Zain Ammar
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 11 No. 2 (2025): JITK Issue November 2025
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v11i2.6576

Abstract

Public transportation has become a staple in a lot of countries, including Indonesia. As the largest city in Indonesia, is trying to accommodate the dense traffic in Jakarta by implementing various types of public transportation, one of which is the Bus Rapid Transit (BRT). BRT has its own application called Jaklingko, which the commuter uses to gain information about the BRT. Unfortunately, this application has bad reviews in the app store. This research tried to redesign the UI/UX of this application using prototyping and the System Usability Scale (SUS) as tools for agile requirement engineering tools. In Agile requirements usually conducted the same as traditional which is using interview or observation. But, using this method proved to be time consuming. Therefore this research tried to incorporate prototyping and SUS into the requirements gathering process. After the requirements are collected, the next phase is redesigning the application based on the gathered requirements. From the research conducted, the main pain point of the responses is how much information is given in the apps. This research also found that prototyping and SUS could be used to gather requirements, but they will depend heavily on the test case being used. Therefore, it is not suitable for stand alone gathering tools but good as a confirmation tool
Pengembangan Website Renovasi Dan Perbaikan Rumah Untuk Meningkatkan Akses Klien Menggunakan Metode Prototype Fahri Yusuf; Arif Rahman Hakim; Deki Satria
eProceedings of Engineering Vol. 12 No. 5 (2025): Oktober 2025
Publisher : eProceedings of Engineering

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

Abstract

Penelitian ini bertujuan untuk mengembangkan sebuah website renovasi rumah yang dapat meningkatkan akses klien terhadap penyedia jasa renovasi dan perbaikan rumah, dengan menggunakan metode prototype. Website ini akan memfasilitasi komunikasi antara klien dan penyedia jasa, serta menyediakan informasi yang dibutuhkan oleh kedua belah pihak. Metode prototype dipilih karena memungkinkan pengembangan untuk memahami kebutuhan pengguna dengan lebih baik, mengumpulkan umpan balik pada setiap iterasi desain, dan menyempurnakan fitur sebelum versi final dirilis. Hasil penelitian ini diharapkan dapat memberikan solusi efektif dalam mengatasi kesulitan klien dalam mencari kontraktor terpercaya dan meningkatkan efisiensi operasional bagi penyedia jasa konstruksi.
PELATIHAN PEMANFAATAN SCRUM UNTUK MANAJEMEN TIM DI SMK CITRA NEGARA DEPOK Dea Wemona Rahma; Siti Zahrotul Fajriyah; Deki Satria; Qilbaaini Effendi Muftikhali; Hesmi Aria Yanti; Zuki Pristiantoro Putro
The Proceeding of Community Service and Engagement (COSECANT) Seminar Vol. 3 No. 1 (2023): Prosiding COSECANT : Community Service and Engagement Seminar
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cosecant.v3i1.7083

Abstract

Perkembangan zaman dan teknologi menuntut peseta didik atau siswa untuk tidak hanya memiliki kemampuan problem-solving dan nilai yang bagus saja. Siswa perlu dibekali dengan keterampilan 4C yaitu Communication, Collaborative, Critical Thinking, hingga Creativity and Innovation. Keterampilan kolaborasi menekankan kemampuan untuk bekerja sama dengan orang lain dan mengelola tim. Kolaborasi dibutuhkan untuk memecahkan permasalahan yang kompleks dan memerlukan keterlibatan dari berbagai disiplin ilmu. Kolaborasi juga sangat dibutuhkan di era digital yang memungkinkan semua orang untuk saling terhubung dari mana pun dan kapan pun. Siswa memerlukan kemampuan untuk beradaptasi dan mengatasi perubahan yang cepat. Hal ini mendorong tim abdimas untuk memberikan pelatihan kepada para siswa di SMK Citra Negera Depok. Pelatihan ini bertujuan untuk mengenalkan Scrum dan melatih kemampuan kolaborasi para siswa. Scrum adalah pendekatan dalam proyek dinamis yang dirancang untuk menyelesaikan suatu permasalahan secara iteratif. Scrum menekankan pentingnya kolaborasi tim dan komunikasi yang efektif. Pelatihan ini membahas apa itu Scrum dan bagaimana Scrum dapat membantu mereka dalam hal manajemen tim. Pelatihan ini dihadiri oleh 140 siswa yang terbagi menjadi dua sesi. Tiap sesinya dihadiri oleh sekitar 70 siswa. Secara garis besar, rangkaian kegiatan pelatihan dimulai dengan penyampaian materi. Kemudian dilanjutkan dengan sesi games yang memungkinkan siswa untuk secara langsung mempraktikkan Scrum secara nyata. Peserta pelatihan dibagi menjadi beberapa kelompok dengan anggota 5-8 orang. Selama sesi games berlangsung, para siswa terlihat senang dan antusias. Setelah sesi games berakhir, para siswa mendiskusikan apa yang telah mereka pelajari dari games yang baru saja dimainkan. Sebelum kegiatan pelatihan berakhir, tim abdimas meminta para siswa untuk mengisi kuesioner umpan balik. Hasil yang didapatkan yaitu 77 persen peserta merasa bahwa materi pelatihan sesuai dengan apa yang mereka butuhkan. Peserta juga merasa bahwa materi yang disampaikan mudah dipahami. Dari segi animo, peserta dan pihak sekolah sangat antusias mengikuti kegiatan workshop dan berharap kegiatan workshop seperti ini diadakan kembali di periode berikutnya
RE-DESIGNING JAKLINGKO APPS UI/UX USING AGILE REQUIREMENT ENGINEERING APPROACH Deki Satria; Qilbaaini Effendi Muftikhali; Dea Wemona Rahma; Dimas Bayu Arkaan; Zain Ammar Falih
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 11 No. 2 (2025): JITK Issue November 2025
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v11i2.6576

Abstract

Public transportation has become a staple in a lot of countries, including Indonesia. As the largest city in Indonesia, is trying to accommodate the dense traffic in Jakarta by implementing various types of public transportation, one of which is the Bus Rapid Transit (BRT). BRT has its own application called Jaklingko, which the commuter uses to gain information about the BRT. Unfortunately, this application has bad reviews in the app store. This research tried to redesign the UI/UX of this application using prototyping and the System Usability Scale (SUS) as tools for agile requirement engineering tools. In Agile requirements usually conducted the same as traditional which is using interview or observation. But, using this method proved to be time consuming. Therefore this research tried to incorporate prototyping and SUS into the requirements gathering process. After the requirements are collected, the next phase is redesigning the application based on the gathered requirements. From the research conducted, the main pain point of the responses is how much information is given in the apps. This research also found that prototyping and SUS could be used to gather requirements, but they will depend heavily on the test case being used. Therefore, it is not suitable for stand alone gathering tools but good as a confirmation tool
Rancang Bangun Sistem E-Survey Berbasis Web dengan Fitur Speech-to-Text Menggunakan Metode Waterfall M. Aziz Kurniawan; Yumna Zahran Ramadhan; Muhammad Solehuddin; Deki Satria; Sasmi Hidayatul Yulianing Tyas
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 16 No 02 (2026): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v16i02.2331

Abstract

Web-based electronic survey systems are widely used in higher education due to their efficiency and flexibility in data collection. However, many existing survey platforms still rely on conventional text-based input and provide limited accessibility support for users with disabilities. This study aims to develop a web-based E-Survey system integrated with a speech-to-text feature to improve accessibility and support inclusive participation in digital survey activities. The system was developed using the System Development Life Cycle (SDLC) with the Waterfall method, covering requirements analysis, system design, implementation, and testing. Accessibility considerations were based on the Web Content Accessibility Guidelines (WCAG) 2.1, while speech-to-text functionality was implemented using Automatic Speech Recognition (ASR) technology. System evaluation included black box testing, WCAG-based accessibility assessment, and speech-to-text performance testing using Accuracy and Word Error Rate (WER) metrics. The results indicate that all selected accessibility criteria evaluated in this study were successfully implemented and were consistent with the selected WCAG 2.1 principles assessed through developer-based inspection. The speech-to-text feature achieved an accuracy rate of 85.71% and a Word Error Rate (WER) of 5.41%. These findings demonstrate that the proposed system provides a more accessible and inclusive survey environment by enabling respondents to complete surveys through text or voice input, while highlighting the potential of speech-to-text technology in supporting inclusive participation in higher education.
Inserting Message Secret on File Data Bank using Steganography Engineering with EoF (End of File) Method Michael Sitorus; Deki Satria
Jurnal Riset Informatika Vol. 2 No. 4 (2020): Period September 2020
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1245.254 KB) | DOI: 10.34288/jri.v2i4.121

Abstract

Exchanging information does not realize that is important information. Circulates often important information insignificant but such as account bank customer information. The threat of security to information such as interruption, interception, modification, and fabrication. Thefts of information data by irresponsible parties. This research aims to secure information data in the form file digital image to be inserted with a secret message on building application for a secret message security system in the Bank with applying steganography using the End Of File (EOF) method. Steganography application capable of inserting secret messages in digital image data files. The results of the research can keep the existence of the message hidden. When other people receive image files, they can only see the images with the naked eye. So all messages are invisible and will not be read for hackers or other people before knowing the security side and open of password or reading the secret message.
Pelatihan Kemampuan Non-Teknis Mengetahui Potensi Diri dan Manajemen Waktu Menggunakan Aplikasi Trello Deki Satria; Fadhil Rozi Hendrawan; Adrian Faturohman; Hesmi Aria Yanti; Desi Nurnaningsih; Fayiz Apriwansyah Nugraha; Quinnsha Thara Diva; Nada Devi Meilani; Aliya Fayyaza Raisandrina
SOROT : Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2026): Januari
Publisher : Fakultas Teknik dan Ilmu Komputer (FASTIKOM) UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/bafq2950

Abstract

  Vocational High School is one kind of high school in Indonesia. The alumni of this school are intended as a ready-to-work workforce. Therefore, the curriculum of said school mainly focused on hard skills. Unfortunately, the job market nowadays also requires the applicant to have the ability in soft skills, such as time and task management. Therefore, in these public service programs, the soft skills have become the main priority. In this public service program, two themes were presented to the audience, the first is about how student can know their potential, and the second theme is about time management using Trello. These two themes are presented using discussion and lecture methodology. Using discussion as the methodology, the audience contribution can be achieved. From the feedback questionnaire given to the audience, the programs are considered a success since the average results are more than four on a five-point Likert scale for all ten questions.   Abstrak Sekolah menengah kejuruan merupakan salah satu bentuk sekolah menengah yang ada di Indonesia. Perbedaan utama jenis sekolah ini dan sekolah menengah lainnya adalah pada lulusan. Lulusan dari sekolah menengah kejuruan diharapkan dapat menjadi tenaga siap kerja setelah lulus dari pendidikan. Oleh karena itu dalam kurikulumnya sering kali lebih berfokus pada kemampuan teknis dibandingkan dengan kemampuan non-teknis. Sayangnya, banyak sekali pemberi kerja yang juga mengharapkan tenaga kerja ini memiliki kemampuan non-teknis seperti manajemen waktu. Oleh karena itu dalam kegiatan pengabdian masyarakat ini dilaksanakan kegiatan pelatihan terkait dengan manajemen waktu dan mengetahui potensi diri. Kegiatan pengabdian masyarakat ini dilakukan dalam bentuk diskusi dan ceramah. Penggunaan metode diskusi dapat meningkatkan antusiasme dari peserta. Kegiatan ini dianggap sukses dilaksanakan berdasarkan hasil evaluasi yang dilaksanakan. Dimana dari sepuluh pertanyaan yang diberikan, semua pertanyaan mendapatkan nilai diatas 4 dari 5 skala Likert.
Pelatihan Pembuatan Media Pembelajaran Interaktif Menggunakan Canva di SMK Gloria Bogor Muhammad Solehuddin; Deki Satria; Muhammad Aziz Kurniawan; Muhammad Umar Fathan Al Faruq; Naila Najmi Aulia; Dwitama Galih Permana; Keysha Athallia Sukandar
SOROT : Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2026): Juli
Publisher : Fakultas Teknik dan Ilmu Komputer (FASTIKOM) UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/xk7jyn75

Abstract

Tantangan pembelajaran pada abad 21 menuntut guru SMK untuk memiliki literasi digital tinggi dalam menyusun media pembelajaran. Namun, pendidik di SMK Bukit Gloria Bogor masih menghadapi keterbatasan dalam memanfaatkan teknologi digital secara kreatif. Kegiatan pengabdian masyarakat ini bertujuan meningkatkan kapabilitas guru melalui lokakarya pengembangan media ajar visual menggunakan Canva. Metode pelaksanaan dilakukan melalui lima tahapan yaitu: analisis masalah, perancangan pelatihan, penyusunan modul, pelaksanaan lokakarya dengan pendampingan, serta evaluasi pelaksanaan kegiatan. Hasil pengabdian menunjukkan lokakarya berjalan sukses dan mendapat respons positif. Berdasarkan data kuesioner skala Likert, mayoritas peserta sangat puas karena materi yang disajikan mudah dipahami dan sesuai kebutuhan. Evaluasi mencatat keterbatasan durasi pelatihan yang hanya berlangsung selama 2 jam, sehingga disarankan untuk memperpanjang waktu pelaksanaan pada program replikasi berikutnya agar materi dapat tersampaikan lebih mendalam.