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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: Jurnal Sistem Informasi Vol 15, No 4 (2026): 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.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