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IT Governance Audit Using COBIT 5: A Case Study of Banyumas Regency Regional Library Desi Riyanti; Purwadi Purwadi; Debby Ummul Hidayah
Journal of Information System and Informatics Vol 8 No 1 (2026): February
Publisher : Asosiasi Doktor Sistem Informasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63158/journalisi.v8i1.1457

Abstract

Penelitian ini bertujuan untuk mengevaluasi tingkat implementasi tata kelola Teknologi Informasi di Perpustakaan Daerah Kabupaten Banyumas menggunakan kerangka kerja COBIT 5. Penelitian ini dilakukan untuk mengatasi beberapa isu yang diidentifikasi terkait dengan responsivitas layanan TI, manajemen kontinuitas, tata kelola risiko, dan optimasi sumber daya, yang sangat penting untuk memastikan layanan perpustakaan yang andal dan berkelanjutan. Pendekatan studi kasus deskriptif digunakan, yang melibatkan pengumpulan data melalui tinjauan pustaka, observasi langsung, wawancara terstruktur, dan kuesioner yang dibagikan kepada 16 responden yang terdiri dari kepala perpustakaan, pustakawan, dan staf TI. Penilaian difokuskan pada empat proses COBIT 5, yaitu DSS02 (Manajemen Permintaan Layanan dan Insiden), DSS04 (Manajemen Kontinuitas), EDM03 (Optimasi Risiko Terjamin), dan EDM04 (Optimasi Sumber Daya Terjamin). Berdasarkan hasil penelitian, tingkat kemampuan rata-rata yang diperoleh dari semua domain penilaian adalah 4,06, menunjukkan proses yang dapat diprediksi di mana praktik tata kelola TI telah didefinisikan dengan baik, diukur, dan diimplementasikan secara konsisten. Skor kemampuan tertinggi dicapai pada DSS02 (4,24), sedangkan DSS04 mencatat skor terendah (3,95), yang menyoroti kelemahan dalam pemulihan bencana dan manajemen keberlanjutan bisnis. Keunikan studi ini terletak pada penerapan pengukuran tingkat kemampuan COBIT 5 dalam konteks perpustakaan umum, yang memberikan bukti empiris dan rekomendasi praktis untuk meningkatkan kematangan tata kelola TI dan mendukung penyediaan layanan publik yang berkelanjutan dan berorientasi pada nilai.
Identification of Usability Issues in the ELLS Website at Amikom University Purwokerto Debby Ummul Hidayah; Abdul Azis; Tyas Pratama Puja Kusuma; Irma Darmayanti
SISTEMASI Vol 15, No 4 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i4.5374

Abstract

The transformation of information technology has significantly influenced the education sector, particularly in the implementation of online learning. One of its key contributions is enabling lecturers and students to interact through e-learning platforms without the constraints of time and space. Amikom University Purwokerto, as one of the higher education institutions, has developed an e-learning platform called ELLS. Based on observational analysis, several issues are frequently encountered by users, including confusion in navigation, difficulty in locating information, repeated uploading of course materials for the same subject across multiple classes, the absence of notification messages, unexpected system logouts during grading activities, and a visually unappealing interface. To further investigate usability issues in the ELLS website, Nielsen’s heuristic evaluation method—consisting of 10 principles—was applied. The findings reveal that, out of 8 main features tested, a total of 19 usability issues were identified. The most frequently occurring problems are related to the principles of visibility of system status, user control and freedom, and consistency and standards across interface elements. One critical issue with a severity level of 4 (usability catastrophe) was identified in the assignment grading feature, which poses a risk of sudden loss of student grade data. In addition, 15 issues were categorized with severity level 3 and 3 issues with severity level 2. These findings indicate that although the ELLS system is functionally operational, there are still numerous interface design aspects that need improvement to enhance efficiency, clarity, and user comfort, particularly for lecturers and students as the primary users.
Peningkatan kompetensi guru dalam literasi digital melalui program “fun learning koding” Irma Darmayanti; Debby Ummul Hidayah; Tyas Pratama Puja Kusuma; Tarwoto Tarwoto; Sitaresmi Sitaresmi; Wahyu Handani
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 10, No 2 (2026): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v10i2.38871

Abstract

Abstrak Perkembangan teknologi informasi yang pesat menuntut peningkatan literasi digital, terutama bagi generasi muda dan para pendidik sebagai ujung tombak pembelajaran. Namun, banyak guru di Indonesia masih menghadapi tantangan dalam memahami literasi digital dan koding, serta kesulitan mengintegrasikan teknologi ke dalam pembelajaran. Untuk mengatasi masalah ini, Universitas Amikom Purwokerto bekerja sama dengan MGMP Informatika MTs Ma’arif NU Kabupaten Banyumas melaksanakan program pelatihan “Fun Learning Koding” pada tanggal 4 September 2025 di RM Rawalo. Program ini bertujuan untuk meningkatkan kompetensi guru dalam literasi digital dan koding melalui pendekatan hands-on learning menggunakan platform MIT App Inventor. Pelatihan diikuti oleh 18 guru dan mencakup empat tahap utama: survey awal, persiapan, pelaksanaan, serta evaluasi. Hasil evaluasi menunjukkan peningkatan signifikan dalam pemahaman guru tentang literasi digital dan koding, dengan skor rata-rata meningkat dari 55–60 (pre-test) menjadi 85–90 (post-test). Selain itu, 95% peserta menyatakan bahwa pelatihan ini relevan dengan kebutuhan mereka dan dapat langsung diterapkan dalam pembelajaran. Output kegiatan meliputi modul pelatihan, prototipe aplikasi edukatif sederhana, serta rencana tindak lanjut berupa pelatihan lanjutan oleh MGMP Informatika. Kegiatan ini berhasil meningkatkan keterampilan guru, mendorong kreativitas dalam menciptakan media pembelajaran digital, dan membangun komunitas belajar antar guru. Untuk meningkatkan efektivitas program serupa di masa mendatang, disarankan untuk menambah durasi pelatihan, menyediakan infrastruktur tambahan, serta memberikan pendampingan pasca-pelatihan. Diharapkan program ini dapat dikembangkan lebih luas untuk mendukung transformasi pendidikan di era digital. Kata kunci: pelatihan; literasi digital; peningkatan kompetensi; fun learning koding; hands-on learning Abstract The rapid development of information technology demands an increase in digital literacy, especially for the younger generation and educators as the spearhead of learning. However, many teachers in Indonesia still face challenges in understanding digital literacy and coding, as well as difficulties in integrating technology into learning. To address this issue, Amikom University Purwokerto collaborated with MGMP Informatika MTs Ma'arif NU Banyumas Regency to conduct a “Fun Learning Coding” training program on September 4, 2025, at RM Rawalo. This program aimed to improve teachers' competence in digital literacy and coding through a hands-on learning approach using the MIT App Inventor platform. The training was attended by 18 teachers and consisted of four main stages: initial survey, preparation, implementation, and evaluation. The evaluation results showed a significant increase in teachers' understanding of digital literacy and coding, with the average score increasing from 55–60 (pre-test) to 85–90 (post-test). In addition, 95% of participants stated that the training was relevant to their needs and could be directly applied in learning. The outputs of the activity included training modules, simple educational application prototypes, and a follow-up plan in the form of further training by the Informatics MGMP. This activity succeeded in improving teachers' skills, encouraging creativity in creating digital learning media, and building a learning community among teachers. To increase the effectiveness of similar programs in the future, it is recommended to increase the duration of training, provide additional infrastructure, and provide post-training assistance. It is hoped that this program can be developed more broadly to support educational transformation in the digital era. Keywords: training; digital literacy; competency improvement; fun learning coding; hands-on learning
Pelatihan Aplikasi Hand Craft Untuk Nasyiatul Aisyiyah Debby Ummul Hidayah; Masyruri Rizka Maulana; Puji Lestari
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 3 No 1 (2022): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v3i1.5835

Abstract

Improving technological competence in an organization can be done in various ways. One of them can be done by conducting training on the technology. Like the Rabak Branch of the Nasyiatul 'Aisyiyah organization, related technology training, until now, is still rarely done. One of the activities that technological tools can support is making handicrafts. However, the activity of making handicrafts is still done traditionally. Often do not arrive at the expected result. This condition makes the activity of making handicrafts not optimal. Even the modules used are usually unavailable, so each member of Nasyiatul 'Aisyiyah cannot finish making these handicrafts after the activity. Therefore, this community service activity aims to introduce android-based technology in the form of handicraft applications and to help Nasyiatul 'Aisyiyah members make handicrafts. The implementation methods in this community service activity include giving lectures explaining handcraft applications, assisting participants, and direct practice using handcraft applications. The activity is carried out offline, which is located in Bustanul Athfal 'Aisyiyah Rabak. The steps in this community service activity start from preparation, implementation, and evaluation. The implementation of this community service activity indicates that the handcraft application training activities are included in good criteria, with the evaluation value from the results of the questionnaire calculation showing the figure of 79.58%. This shows that most of the participants have been able to understand and use handcraft applications in making handicrafts
ANALISIS ASOSIASI PRODUK MENGGUNAKAN ALGORITMA FP-GROWTH UNTUK PENGAMBILAN KEPUTUSAN PENJUALAN DI AREI STORE Syawalia Rahayu; Debby Ummul Hidayah; Gustin Setyaningsih
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 4 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i4.7662

Abstract

Penelitian ini bertujuan untuk mengidentifikasi pola pembelian konsumen di Arei Store dengan melakukan analisis asosiasi produk menggunakan algoritma FP-Growth. Salah satu tantangan yang dihadapi Arei Store adalah kurang optimalnya strategi pemasaran dan pengaturan stok, yang disebabkan oleh kurangnya pemahaman mengenai kebiasaan belanja pelanggan. Dalam penelitian ini, data yang digunakan merupakan data transaksi penjualan yang dikumpulkan selama periode Agustus hingga Oktober 2024, yang diperoleh melalui sistem manajemen penjualan. Tahapan penelitian meliputi pengumpulan data, praproses untuk menghilangkan noise dan mengatasi data yang hilang, transformasi atribut, serta penerapan algoritma FP-Growth melalui aplikasi RapidMiner dengan parameter minimum support sebesar 0,95 dan minimum confidence sebesar 0,80. Hasil analisis mengungkapkan 35 aturan asosiasi, di antaranya adalah kombinasi produk seperti matras, sleeping bag, dan kasur yang berhubungan dengan pembelian tas dengan confidence mencapai 82,1%, serta tas ransel yang dipadukan dengan sandal dengan confidence sebesar 81,4%. Pola-pola ini dapat dimanfaatkan untuk merumuskan strategi bundling, pengaturan stok, dan perencanaan promosi yang lebih tepat sasaran. Penelitian ini menunjukkan bahwa algoritma FP-Growth efektif dalam menggali wawasan tersembunyi dari data transaksi, serta memberikan rekomendasi praktis untuk meningkatkan daya saing Arei Store di pasar perlengkapan outdoor.
Optimizing Multiclass Android Malware Family Classification Using SMOTE-Tomek Links and XGBoost Ali Nur Ikhsan; Adam Prayogo Kuncoro; Debby Ummul Hidayah; Fajar Ramadhan
Journal of Information System and Informatics Vol 8 No 4 (2026): August
Publisher : Asosiasi Doktor Sistem Informasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63158/journalisi.v8i4.1788

Abstract

The increasing sophistication of Android malware attacks has created significant challenges for accurate malware family classification, particularly under highly imbalanced data distributions where minority malware families are frequently misclassified. This study presents a robust multiclass Android malware family classification framework by combining SMOTE-Tomek Links hybrid resampling with an optimized Extreme Gradient Boosting (XGBoost) classifier. The proposed framework addresses two critical issues in previous studies: ineffective handling of minority classes and potential data leakage during resampling and model validation. Experiments were conducted using the CCCS-CIC-AndMal-2020 After Reboot dataset containing 25,059 malware samples distributed across 14 malware families. The proposed approach applies stratified data partitioning, leakage-free SMOTE-Tomek Links integration within an imbalanced-learn pipeline, and RandomizedSearchCV-based hyperparameter optimization with 5-fold stratified cross-validation. Evaluation on an independent holdout test set demonstrates that the optimized framework achieves 80.09% accuracy, 79.85% weighted F1-score, 74.00% macro F1-score, and 97.48% OvR ROC-AUC, outperforming baseline XGBoost and Random Forest models. The results confirm that hybrid resampling combined with optimized gradient boosting improves classification reliability, especially in addressing severe class imbalance and enhancing recognition capability across diverse Android malware families.