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RANCANG BANGUN APLIKASI PROFIT PENJUALAN MOTOR BERBASIS DESKTOP KONSEP ARSITEKTUR MODEL VIEW CONTROLLER (MVC) Salam, Ibnu Alfitra; Prihandani, Kamal; Purnamasari, Intan
Jurnal Informatika dan Teknik Elektro Terapan Vol. 11 No. 3s1 (2023)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v11i3s1.3495

Abstract

Profit merupakan indikator utama pada suatu perusahaan untuk menilai performa rasio keuangannya. Sebagian besar perusahaan sudah mengenali konsep dari profitabilitas, namun untuk pengelolaan profit dengan menggunakan aplikasi masih terbilang masih kurang. Sering kali terjadi kesalahan perhitungan pada sistem sehingga perhitungan kurang akurat. Melihat permasalahan yang terjadi sebuah aplikasi berbasis desktop bisa dijadikan alternatif dalam perhitungan profit perusahaan. Dengan menggunakan metode pengembangan waterfall pada perancangan sebuah sistem dapat berlangsung secara cepat dan tepat. Pemrograman yang digunakan yaitu Java dengan tool Netbeans IDE 8.2 dan MySQL sebagai tempat penyimpanan data yang diproses. Dari pengujian yang dilakukan dengan teknik basis path  dan perhitungan cyclomatic complexity didapatkan hasil keberhasilan 100% untuk sistem tersebut. Angka tersebut sudah mencapai sempurna untuk sebuah sistem yang dikembangkan dan dapat diterapkan dengan baik kepada perusahaan.
PERANCANGAN SISTEM INFORMASI GEREJA BERBASIS WEBSITE MENGGUNAKAN FRAMEWORK LARAVEL (Studi Kasus: HKBP Sultan Mazmur Pancawati) Sinambela, Annabella Dian Dameria; Prihandani, Kamal; Rozikin, Chaerur
Jurnal Informatika dan Teknik Elektro Terapan Vol. 12 No. 3 (2024)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v12i3.4840

Abstract

Currently, many churches still use paper or booklets for worship events, which causes paper usage to be very high and inefficient. Based on observations and questionnaires with church members, many feel this method is inefficient as paper is often only used once and then discarded. The church's internal assessment also showed this method resulted in a waste of resources and lack of easy access to information. To address these issues, a dedicated website is needed for HKBP Sultan Psalm Pancawati to deliver information efficiently and effectively. This research designs and develops a web-based church information system using the SDLC method with a prototype approach, involving mutual interaction between developers and users. The steps include needs identification, rapid design, prototype building, system development and testing, and implementation. Testing is done through alpha and beta testing, where alpha testing checks internal smoothness and beta testing uses questionnaires to evaluate external acceptance. Results showed a level of feasibility with a score of 91%, reflecting positive acceptance from users and the effectiveness of the system in meeting the needs of the congregation as well as reducing reliance on paper usage.
PERANCANGAN DESAIN UI/UX APLIKASI E-LIBRARY BERBASIS MOBILE MENGGUNAKAN METODE DESIGN THINKING (STUDI KASUS: SMP DAARUN NI’MAH) Alamry, Syarifah Helmiah; Prihandani, Kamal; Purnamasari, Intan
Jurnal Ilmiah Wahana Pendidikan Vol 10 No 3 (2024): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.10646837

Abstract

Data from UNESCO in 2021 revealed that Indonesia's literacy interest ranked 62nd out of 70 countries, becoming a serious concern for the government. Several factors contributed to this worrying trend, including limited access to suitable reading materials and a scarcity of libraries, exacerbated by the impact of the pandemic, which led to a higher focus on digital gadgets. Among students, increased internet usage has resulted in a decline in reading interest due to distractions from social media, digital games, and entertainment content, posing a challenge to improving literacy among students. Additionally, SMP Daarun Ni'mah faces a critical literacy situation with students showing little interest in reading, attributed to inadequate facilities, including the absence of proper reading materials and a library. To address these challenges, this research focuses on designing a user-friendly and appealing user interface (UI) and user experience (UX) for a mobile-based e-library application using the design thinking method. Testing the design using the Single Ease Question (SEQ) and System Usability Scale (SUS) methods with 15 respondents received positive feedback, indicating the effectiveness and acceptance of the UI/UX design. This research aims to promote reading habits and enhance literacy in the digital era through an attractive e-library application.
Rancang Bangun Rest Api Pengumpulan Tugas Akhir Program Merdeka Belajar-Kampus Merdeka (MBKM) Berbasis Java Spring Wijaya, Yahya; Prihandani, Kamal; Purnamasari, Intan
Jurnal Ilmiah Wahana Pendidikan Vol 10 No 8 (2024): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11160198

Abstract

Keterbatasan website fasilkom UNSIKA yang belum menyediakan tempat pengumpulan tugas akhir MBKM menjadi salah satu kendala yang dialami oleh beberapa mahasiswa sehingga menimbulkan kesulitan bagi sebagian besar mahasiswa. Tujuan dari penelitian ini untuk mengembangkan sebuah sistem pengumpulan tugas akhir yang efektif, efisien, dan mudah digunakan. Sistem ini akan menggunakan teknologi REST API yang memungkinkan komunikasi antara aplikasi dan server, sehingga mahasiswa dapat mengumpulkan tugas akhir secara online dan dosen dapat melakukan penilaian dengan mudah dan akurat. Rancang bangun REST API ini dibuat dengan menggunakan metode Agile eXtreme Programming (XP) yang memungkinkan pengembangan dengan cepat dan adaptif, serta memberikan fleksibilitas dalam menghadapi perubahan kebutuhan yang mungkin terjadi selama proses pengembangan. Agile eXtreme Programming ini meliputi planning, design, coding dan testing. Planning (perencanaan) dilakukan identifikasi kebutuhan serta menentukan fitur-fitur yang akan diimplementasikan serta membuat daftar backlog yang berisi user stories yang diperlukan. Design (perancangan) dilakukannya rancangan struktur dan arsitektur REST API berdasarkan kebutuhan yang telah diidentifikasi kemudian dilanjutkan membuat desain use case diagram, entity relationship diagram, dan activity diagram. Coding (pengkodean) yaitu membuat pengkodean atau implementasi REST API sesuai dengan desain yang telah dibuat dengan menggunakan bahasa pemrograman java dan framework spring untuk mengembangkan REST API. Testing (pengujian) dilakukannya uji coba dengan menggunakan black box testing dan white box testing seperti pengujian unit, pengujian integrasi, dan pengujian sistem kemudian melakukan debugging dan perbaikan jika ditemukan kesalahan atau bug. Hasil dari penelitian ini menghasilkan dokumentasi API yang dapat digunakan untuk mempermudah pengembang dan pengguna dalam mengintegrasikan API dengan multiplatform.
Cross-cultural adaptation and validation of the game performance assessment instrument (GPAI) for team sports in Indonesian physical education Rahayu, Ega Trisna; Prihandani, Kamal; Afrinaldi, Rolly; Syafrida, Rina; Ahmedov, Farruh
Edu Sportivo: Indonesian Journal of Physical Education Vol. 7 No. 2 (2026): Edu Sportivo: Indonesian Journal of Physical Education
Publisher : UIR Press Bekerjasama dengan International Association of Physical Education and Sports

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/esijope.2026.vol7(2).22855

Abstract

Background: Assessing students’ game performance in physical education requires valid and reliable instruments that can capture tactical behaviors during authentic gameplay situations. However, a standardized Indonesian version of the Game Performance Assessment Instrument (GPAI) for team sports assessment in physical education has not yet been established. Objectives: This study aimed to translate, culturally adapt, and evaluate the psychometric properties of the Indonesian version of the Game Performance Assessment Instrument (GPAI) for assessing students’ tactical performance in team sports. Methods: A cross-sectional validation design was employed involving 200 students from junior and senior high schools participating in physical education classes. The Indonesian GPAI evaluates six components of game performance: decision making, skill execution, support, cover, guarding, and base. Content validity was assessed using the Content Validity Ratio (CVR), while construct validity was examined using Confirmatory Factor Analysis (CFA). Internal consistency reliability was measured using Cronbach’s alpha, and inter-rater reliability was evaluated using the Intraclass Correlation Coefficient (ICC). Results: All GPAI components demonstrated acceptable content validity (CVR ≥ 0.60). The CFA results indicated a satisfactory model fit (CFI ≥ 0.90; RMSEA ≤ 0.08), supporting the factorial structure of the instrument. The Cronbach’s alpha values exceeded 0.70, indicating strong internal consistency, and the ICC values showed high agreement between observers. Conclusion: The Indonesian version of GPAI demonstrates satisfactory validity and reliability for assessing students’ tactical performance in team sports. The instrument provides a useful tool for teachers and researchers to conduct systematic and objective assessments of game performance in physical education contexts.