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RANCANGAN BASIS DATA ABSENSI PEGAWAI MENGGUNAKAN MYSQL DENGAN CONCEPTUAL DATA MODEL (CDM), PHYSICAL DATA MODEL (PDM), DAN ENTITY RELATIONSHIP DIAGRAM (ERD) Mukhlis, Iqbal Ramadhani; Satibi, Iswanda Fauzan; Sembilu, Nambi; Rahmawati, Rafika; Rahma Aulia, Virdha; Rinjeni, Tri Puspa; Sugata, Tri Luhur Indayanti; Ananto, Prasasti Karunia Farista
Computing Insight : Journal of Computer Science Vol 6 No 2 (2024)
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/comp_insight.v6i2.24337

Abstract

Kemajuan teknologi tidak hanya memberikan kemudahan untuk sarana informasi maupun komunikasi. Akan tetapi, kemajuan teknologi juga memberikan manfaat untuk menyimpan data dalam satu tempat agar mudah diolah. Seperti halnya pada sistem MySQL yang memberikan kemudahan pengguna untuk menyimpan banyak database. Dalam sistem absensi pegawai pada umumnya memerlukan rangkaian tabel yang meliputi aktivitas pegawai, seperti absensi keseharian, penggajian, cuti, lembur, peminjaman, dan lainnya. Pengolahan absensi pada perusahaan tentu harus di kontrol dengan baik agar tidak mempengaruhi kualitas pegawai maupun industri yang terlibat, sehingga kesejahteraan pegawai akan terjamin karena sistem pengelolaan industri baik. Untuk meminimalisir kesalahan atau kejadian tak terduga ketika mengolah data absensi pegawai yang biasanya berjumlah banyak, perlu dihubungkan sistem absensi pegawai dengan menggunakan MySQL dan model konseptual data seperti CDM, PDM, dan ERD. Dengan ini, diharapkan bisa mengetahui tabel/relasi yang dibutuhkan dalam sistem informasi absensi pegawai. Hasil studi kasus membuktikan bahwa dengan adanya model konseptual dari CDM, PDM, dan ERD memberikan kemudahan untuk pengontrolan tabel dalam database dengan tujuan menghindari duplikasi ataupun data yang tidak utuh. Berdasarkan analisis dan perancangan basis data absensi pegawai menggunakan model Conceptual Data Model (CDM), Physical Data Model (PDM), dan Entity Relationship Diagram (ERD), disertai dengan Normalisasi Data dapat disimpulkan bahwa ketiga konsep model tersebut dapat membantu penyusunan tabel relasi atau database yang baik untuk diarahkan ke dalam MySQL, sehingga ketika pegawai melakukan absensi maka akan otomatis masuk ke dalam database.
Penerapan Metode Weighted Product dalam Sistem Pendukung Keputusan Program Penerimaan Bantuan Beras Iqbal Ramadhani Mukhlis; Thomas Aquino Berno Doduk; Tri Puspa Rinjeni; Virdha Rahma Aulia; Rafika Rahmawati; Tri Luhur Indayanti Sugata; Prasasti Karunia Farista Ananto; Nambi Sembilu
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 2 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i2.1120

Abstract

This study aims to develop an effective Decision Support System (DSS) in the process of the rice aid program. The Weighted Product (WP) method is used as the basis for decision-making to determine the receipt of rice aid. This DSS is designed to assist program organizers in selecting rice aid recipients more efficiently and objectively. The Weighted Product method is used to calculate the weight value of each criterion given by the rice aid recipient. This study's results can positively contribute to increasing efficiency and transparency in decision-making for the rice aid program. With this Weighted Product-based DSS, it is hoped that the selection process for rice aid recipients can be carried out more objectively and measurably so that the program's benefits can be more evenly distributed and targeted.
Analysis Of Acceptance Factors Of Tiket Pendakian Application Using UTAUT Moch. Abdillah Emha Ramdhani; Anita Wulansari; Tri Puspa Rinjeni
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 8 No. 2 (2025): Jurnal Teknologi dan Open Source, December 2025
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v8i2.4693

Abstract

The popularity of mountain climbing has created a need for an efficient and user-friendly reservation system. However, in December 2024, the Tiket Pencakian application only received a rating of 3.9 on digital platforms, reflecting user dissatisfaction with the application's functionality and user experience. Complaints included unstable connections and login failures. The purpose of this study was to analyze the factors influencing user acceptance of the Tiket Pencakian application using the Unified Theory of Acceptance and Use of Technology (UTAUT) model. This study applied a quantitative approach through an online questionnaire distribution, which successfully collected 390 respondents from various regions in Indonesia. After the data cleaning process, 371 valid data were analyzed using the Partial Least Square technique through SmartPLS 3 software. The research model includes nine hypotheses that measure the influence between factors on the intention and actual behavior of using the application. The results of the study proved that six hypotheses were significantly accepted, including Performance Expectancy, Social Influence, Hedonic Motivation, and Habit having a significant positive effect on Behavioral Intention, and Behavioral Intention and Habit having a positive and significant effect on ICT Usage Behavior. Meanwhile, Effort Expectancy and Facilitating Conditions on Behavioral Intention, as well as Facilitating Conditions on ICT Usage Behavior, did not have a significant effect. It can be concluded that perceived usefulness, social influence, enjoyment of use, habits, and intention to use are the main factors that shape user behavior in using the Tiket Pendakian application.
EVALUASI FAKTOR-FAKTOR YANG MEMPENGARUHI PENGGUNAAN QRIS BAGI PELAKU UMKM MENGGUNAKAN MODEL UTAUT Kusuma Dewi, Faradila; Pratama, Arista; Rinjeni, Tri Puspa
ILTEK : Jurnal Teknologi Vol. 20 No. 02 (2025): ILTEK : Jurnal Teknologi
Publisher : Fakultas Teknik Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47398/iltek.v20i02.302

Abstract

Perkembangan sistem pembayaran di Indonesia semakin pesat seiring dengan kemajuan teknologi digital, salah satunya melalui implementasi QRIS (Quick Response Code Indonesian Standard) bagi pelaku usaha. Tingkat adopsi QRIS di berbagai daerah terus meningkat, dengan Jawa Timur sebagai salah satu wilayah dengan partisipasi signifikan, mencapai 4.51 juta pelaku usaha. Namun demikian, penerapannya masih menghadapi sejumlah kendala yang teridentifikasi dari observasi dan ulasan negatif pengguna di playstore, seperti kesulitan login, hambatan dalam proses transaksi, serta tingginya frekuensi kegagalan transaksi. Oleh karena itu, diperlukan penelitian lebih lanjut yang bertujuan untuk mengevaluasi faktor-faktor yang mempengaruhi penggunaan QRIS sebagai metode pembayaran oleh pelaku UMKM di Jawa Timur dengan menggunakan model UTAUT dengan penambahan variabel Trust. Penelitian dilakukan dengan pendekatan kuantitatif menggunakan PLS-SEM melalui software SmartPLS dengan melibatkan 407 responden pelaku UMKM. Berdasarkan hasil penelitian ditemukan bahwa faktor Performance Expectancy, Effort Expectancy, dan Social Influence berpengaruh positif dan signifikan terhadap Behavioral Intention. Faktor Trust dan Facilitating Conditions terbukti berpengaruh positif dan signifikan terhadap Use Behavior, begitu pula Behavioral Intention yang juga berpengaruh positif dan signifikan terhadap Use Behavior. Temuan ini menegaskan pentingnya peningkatan kualitas layanan, keandalan sistem, serta penguatan kepercayaan pengguna untuk mempertahankan sekaligus memperluas adopsi QRIS di kalangan UMKM Jawa Timur.
EVALUASI PENERIMAAN KONSUMEN UNTUK BERTRANSAKSI DENGAN E-COMMERCE SARUNGINDONESIA.CO.ID MENGGUNAKAN MODEL TAM Wibowo, Cintami Prasista; Faroqi, Asif; Rinjeni, Tri Puspa
ILTEK : Jurnal Teknologi Vol. 20 No. 02 (2025): ILTEK : Jurnal Teknologi
Publisher : Fakultas Teknik Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47398/iltek.v20i02.304

Abstract

Perkembangan teknologi menjadikan e-commerce sebagai pilihan utama dalam berbelanja online. SarungIndonesia.co.id milik PT. Behaestex hadir sebagai alternatif platform penjualan di luar e-marketplace besar, namun penjualannya masih rendah sehingga perlu dievaluasi tingkat penerimaan konsumen. Penelitian ini bertujuan untuk mengevaluasi penerimaan konsumen terhadap e-commerce SarungIndonesia.co.id menggunakan model TAM dengan penambahan variabel Perceived Enjoyment, Trust, dan Privacy. Metode penelitian ini menggunakan pendekatan kuantitatif dengan PLS-SEM melalui SmartPLS 3.2.9. Data dikumpulkan dari 404 responden dengan pendekatan simple random sampling. Hasil penelitian menunjukkan bahwa Perceived Ease of Use berpengaruh signifikan terhadap Perceived Usefulness dan Attitude Toward Using. Perceived Usefulness terbukti berpengaruh signifikan terhadap Behavioral Intention, namun tidak signifikan terhadap Attitude Toward Using. Attitude Toward Using berpengaruh negatif namun signifikan terhadap Behavioral Intention. Behavioral Intention berpengaruh signifikan terhadap Actual Use. Variabel Perceived Enjoyment dan Trust berpengaruh signifikan terhadap Behavioral Intention, sedangkan Privacy tidak berpengaruh signifikan. Temuan ini menunjukkan bahwa penerimaan konsumen lebih dipengaruhi oleh kemudahan, kegunaan, kenyamanan, dan kepercayaan dibandingkan sikap dan privasi.
Applying Importance-Performance Analysis to Identify Strategic Factors Enhancing User Satisfaction in Dana Adibah Dewi Satriani; Asif Faroqi; Tri Puspa Rinjeni
bit-Tech Vol. 8 No. 1 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i1.2629

Abstract

The use of digital wallets in Indonesia has grown significantly alongside increasing public demand for fast, secure, and practical financial transactions. One of the widely used applications is Dana. However, user satisfaction with its services still requires a comprehensive evaluation to ensure continued usage. This study aims to measure and analyze user satisfaction with the Dana application by integrating the End User Computing Satisfaction (EUCS) model and the Importance-Performance Analysis (IPA) method. This research employed a quantitative approach by distributing online questionnaires to 403 respondents. The research instrument was tested for validity and reliability, and the data were analyzed using IPA to map service attributes based on their perceived importance and performance. The results show that attributes such as system security, content completeness, and information accuracy fall into the high-priority quadrant (Quadrant I), indicating that they are highly important but currently underperforming. Meanwhile, attributes like content format and timeliness meet user expectations and should be maintained. The study concludes that Dana’s development team should prioritize improvements in the aspects that most significantly affect user satisfaction. These findings are expected to serve as a strategic foundation for decision-making in enhancing service quality, while also contributing to the academic literature on evaluating digital financial applications.
Analysis of User Acceptance of Police Service Application Based on the UMEGA Model Alamsyah, Arya Hafidz; Faroqi, Asif; Rinjeni, Tri Puspa
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3419

Abstract

Digitization of police services has become an essential component in improving the quality and responsiveness of public services. However, the adoption rate of the Polri Super App remains suboptimal, indicating challenges in user acceptance that cannot be fully explained by the core constructs of the UMEGA model. This condition highlights the need for an analytical approach that incorporates institutional factors, service quality, and public trust. This study explicitly contributes by expanding the UMEGA model through the integration of institutional capacity, information quality, service quality, and multidimensional trust, offering a more comprehensive framework for understanding digital policing adoption. A quantitative survey was conducted involving 432 respondents who had used the National Police Super App within the last six months. Data were analyzed using Partial Least Squares–Structural Equation Modeling (PLS-SEM) to assess construct validity, reliability, and structural relationships among variables. The results show that performance expectancy, information quality, service quality, computer self-efficacy, attitude, and trust significantly influence users’ intentions and actual usage behavior, while perceived risk and facilitating conditions show no significant effect. These findings indicate that institutional quality, information accuracy, and public trust play dominant roles in shaping user acceptance. Practically, the results provide guidance for policymakers to strengthen digital policing services through improved service reliability, enhanced data transparency, and targeted user capability support. The study concludes that expanding the UMEGA model offers a more complete understanding of digital policing service adoption and provides an empirical basis for improving the quality and sustainability of technology-based public services.
Adopsi AIGC oleh Mahasiswa Desain: Efisiensi, Etika, dan Kreativitas Enggrayni, Freya; Wulansari, Anita; Rinjeni, Tri Puspa
MDP Student Conference Vol 5 No 2 (2026): The 5th MDP Student Conference 2026
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/mdp-sc.v5i2.15498

Abstract

This study aims to understand how Artificial Intelligence Generated Content (AIGC) is adopted by design students by examining the theoretical framework used and the factors that influence the intention and behavior of its use. The study was conducted through a systematic literature review by searching scientific databases and relevant references. The results of the analysis show that models such as the Technology Acceptance Model (TAM) and the Unified Theory of Acceptance and Use of Technology (UTAUT) are most frequently used, with a focus on perceived usefulness, ease of use, and performance expectations. However, in the context of design, the adoption of AIGC is also influenced by psychological factors, such as perceptions of risk and anxiety about AI, as well as ethical issues related to originality and creative integrity. These findings indicate that the acceptance of AIGC is not only a technical issue but also involves psychological considerations and creative values in the design learning process.
Pelatihan dan Pendampingan E-Learning Berbasis Gamifikasi Menggunakan Moodle untuk Meningkatkan Kompetensi Guru Rinjeni, Tri Puspa; Safitri, Eristya Maya; Arifiyanti, Amalia Anjani
JUPAMU: Jurnal Pengabdian Masyarakat Multidisiplin Vol. 1 No. 3: Mei 2026 (Dalam Proses)
Publisher : Ihsan Cahaya Pustaka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66031/jupamu.v1i3.296

Abstract

Rendahnya keterlibatan siswa dalam pembelajaran daring menjadi tantangan utama yang dihadapi oleh para pendidik di era digital. Pengabdian masyarakat ini bertujuan untuk meningkatkan kompetensi guru dalam merancang media pembelajaran yang interaktif melalui integrasi elemen gamifikasi pada platform e-learning Moodle. Metode pelaksanaan kegiatan dilakukan melalui enam tahapan sistematis, meliputi Focus Group Discussion (FGD), pelatihan teknis penggunaan Moodle, praktik perancangan gamifikasi, implementasi mandiri oleh guru, pendampingan berkelanjutan, hingga evaluasi kegiatan. Kegiatan ini melibatkan 31 guru sebagai peserta pendampingan. Hasil pengabdian menunjukkan bahwa integrasi fitur gamifikasi seperti sistem poin, level, leaderboard, dan badges efektif dalam mentransformasi e-learning menjadi media pembelajaran yang lebih menarik. Berdasarkan evaluasi kepuasan peserta, kegiatan ini memperoleh skor rata-rata sebesar 3,91 dari skala 4,00, dengan tingkat kepuasan tertinggi pada aspek kompetensi pemateri (3,94). Disimpulkan bahwa pelatihan ini berhasil meningkatkan kemampuan teknis dan pedagogis guru dalam memanfaatkan teknologi gamifikasi untuk menciptakan ekosistem pembelajaran digital yang partisipatif.