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Sistem Pendukung Keputusan Penerimaan Bonus Karyawan menggunakan Metode TOPSIS Sama, Hendi; Permata, Dwi Ninda
Telcomatics Vol. 8 No. 2 (2023)
Publisher : Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/telcomatics.v8i2.8588

Abstract

Decision support systems determine employees who have a high priority in receiving bonuses according to criteria set by the company. The decision system is only to help provide decision suggestions more quickly, accurately, and reduce the level of errors during the decision process. The bonus system that employees receive as a design strategy for each employee can work even more. The application of the TOPSIS method has the smallest distance from the positive ideal solution and has the largest distance from the negative ideal solution to produce the ideal solution in the form of a preference value. The results of this study indicate a decision support system that can determine the level of eligibility of an employee to receive bonuses. The criteria used are attendance, behavior, loyalty and work results. As a consideration for the decision makers such as the head of the division, manager. To improve the quality of employee appraisals, in order to be able to give bonuses properly by paying attention to the determination of criteria and provide assessment criteria that are appropriate to increase employee performance motivation.
Pengembangan Website di Sekolah SMK Advent Batam Sama, Hendi; Fernando, Ricky
Journal of Information System and Technology (JOINT) Vol. 5 No. 2 (2024): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v5i2.9485

Abstract

Digital technology is a discovery that continues to evolve along with the development of the world. Digital technology can be utilized for various purposes, such as supporting the teaching and learning process and accessing information more easily. One of the digital media that can be used to support schools is a profile website. The presence of a profile website can have a significant impact on users, such as prospective students and parents, as well as support school promotion and communication. This project aims to develop a profile website for SMK Advent Batam to provide information about the school's facilities, expertise programs, and activities. Data collection was carried out through literature studies and interviews with the principal. The result of this project is a responsive website that supports SMK Advent Batam's online visibility and effective communication.
Analisis Kualitas Online Marketplace Tanaman Hias Menggunakan Pendekatan Kualitatif Studi Kasus Kota Batam Sama, Hendi; Djayadhinata, Djayadhinata
Journals of Ners Community Vol 13 No 5 (2022): Jurnal of Ners Community
Publisher : Fakultas Ilmu Kesehatan Universitas Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55129/jnerscommunity.v13i5.2216

Abstract

Sistem informasi untuk mendukung para usaha kecil menengah berbasis website digunakan untuk mempermudah para perlaku usaha dalam mengelola toko online yang dibangun. Permasalahan yang mengemuka adalah bagaimana cara menguji keefektifan aplikasi merancang dengan pendekatan kualitatif, untuk mengetahui bagaimana menguji keefektifan online marketplace untuk menjual tanaman hias dengan metode SCRUM. Hasil dari penelitian ini menunjukan bahwa website online marketplace yang telah dikembangkan memudahkan para peminat tanaman untuk menjual atau membeli tanaman pada suatu online market.
Analysis of the Use of Distance Learning Technology in Universities in the Riau Islands Province with the Technology Acceptance Model (TAM) Sama, Hendi; Wibowo, Tony; Tukino
Jurnal Penelitian Pendidikan IPA Vol 9 No 12 (2023): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i12.5836

Abstract

The problem that is the focus of the research is the use of distance learning technology at universities in the Riau Islands Province using the Technology Acceptance Model approach. This research aims to analyze user perceptions on ease of use, usability, usage behavior, and use of distance learning technology. This research aims to determine user perceptions of distance learning technology in universities in the Riau Islands Province. Apart from that, this research also aims to evaluate the influence of the ease of use perspective, usability perspective, and usage behavior on the use of distance learning technology. The research results show that research respondents, who are academics and staff at universities in the Riau Islands Province, have a high perception of distance learning technology. From the test results, it was found that there was no significant influence between the ease of se perspective and the usability perspective on the use of distance learning technology. However, usage behavior has a significant influence on the use of distance learning technology. Apart from that, these three variables together have an influence of 69.70% on the use of distance learning technology.
Analisis Pengaruh Game Online Dan Motivasi Bermain Terhadap Minat Belajar Siswa SD di Kota Batam Sama, Hendi; Syahputra, Bayu; Siahaan, Mangapul; Zulkarnain, Zulkarnain; Sabariman, Sabariman; Eryc, Eryc
Journal of Information System and Technology (JOINT) Vol. 6 No. 3 (2025): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v6i3.11501

Abstract

This study aims to determine the effect of online games and playing motivation on the learning interest of elementary school students in Batam City. The research method used is a qualitative and quantitative method with variables Online Games (X1), Motivation to Play (X2) and Interest in Learning (Y). The qualitative method took 30 samples of elementary school students, and the quantitative method took 392 samples of elementary school students with the population set at 20,000, because there is no specific number. Qualitative data collection techniques were carried out by interviewing respondents, while quantitative data collection, it was done by distributing questionnaires and measurement using a Likert scale. Data analysis in both methods was carried out using the SPSS application, specifically for the qualitative method was codified first. From the results of the qualitative and quantitative analysis, it can be concluded that the variables Online Games and Motivation to Play partially and simultaneously have a significant effect on the variable Interest in Learning. It can also be concluded that the variable Interest in Learning is influenced by the variables Online Games and Motivation to Play by 59.9% while 40.1% is influenced by other variables not examined in this study.
CAMERA BASED OBJECT DETECTION AND TRACKING SYSTEM DESIGN FOR DETECTING PCB OBJECTS IN THE MANUFACTURING INDUSTRY Anas Aklani, Syaeful; Salsabila, Nanda; Sama, Hendi
Journal of Computer and Information System ( J-CIS ) Vol 8 No 2 (2025): J-CIS Vol. 8 No. 2 Tahun 2025
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/jcis.v8i2.5793

Abstract

Pengembangan sistem inspeksi kualitas pada industri manufaktur, khususnya pada Printed Circuit Board (PCB), menghadapi tantangan signifikan akibat proses manual yang memakan waktu dan berpotensi menimbulkan kesalahan. Penelitian ini bertujuan untuk merancang dan mengembangkan sistem object detection dan tracking berbasis kamera yang mampu mendeteksi serta melacak pergerakan PCB secara otomatis dengan tingkat akurasi tinggi pada kondisi produksi yang dinamis. Metode penelitian yang digunakan adalah research and development (R&D) melalui tahapan analisis kebutuhan, perancangan, implementasi, pengujian, dan evaluasi sistem. Model deteksi dilatih menggunakan algoritma Convolutional Neural Network (CNN) dengan framework YOLO untuk klasifikasi PCB dan Non-PCB, sedangkan pelacakan dilakukan secara real-time. Hasil pengujian menunjukkan bahwa model mencapai akurasi pelatihan dan validasi sebesar 100% dengan nilai precision, recall, dan F1-score sebesar 1.00 pada kedua kelas. Sistem yang dikembangkan terbukti mampu meningkatkan efisiensi proses inspeksi, meminimalkan kesalahan produksi, serta berkontribusi pada upaya transformasi digital di sektor manufaktur Indonesia.