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Perancangan Sistem Informasi Kasir dan Inventori Berbasis Website dengan Metode RAD (Studi Kasus : Toko Sentra Utama 777) Fadli Widliandri, Shafwan; Euclides Wahyu Nugroho, Nicolaus
eProceedings of Engineering Vol. 12 No. 6 (2025): Desember 2025
Publisher : eProceedings of Engineering

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Abstract

Toko Sentra Utama 777 merupakan toko yangmenjual aneka furniture untuk parabot rumah, dalampengelolaan tokonya masih menggunakan sistem manual dalamtransaksi dan pengelolaan stok barang. Sistem ini menimbulkanpermasalahan seperti proses tidak efisien dan potensikehilangan data yang mempersulit analisis data transaksi danstok barang. Permasalahan ini penting diselesaikan karenamenghambat efisiensi operasional dan kinerja toko. Penelitianini mengembangkan sistem informasi kasir dan inventoriberbasis website menggunakan metode Rapid ApplicationDevelopment, metode RAD dipilih karena memiliki keunggulandapat mempercepat proses pengembangan sistem melaluiprototipe yang cepat dan umpan balik langsung dari pengguna.Pengembangan dilakukan melalui tahap perencanaan,workshop desain, dan implementasi. Sistem yang dibangunmemiliki fitur pengelolaan transaksi, manajemen produk danstok, laporan otomatis, manajemen pengguna, serta datapelanggan dan supplier. Pengujian menggunakan Black BoxTesting untuk fungsionalitas dan System Usability Scale untukkemudahan penggunaan. Hasil pengujian Black Box Testingmenunjukkan keberhasilan 100% dari 51 skenario untuk keduarole pengguna. Pengujian System Usability Scale dengan 14responden menghasilkan skor 76.79 dengan kategori usabilitybaik. Sistem berhasil mengotomatiskan proses bisnis danmeningkatkan efisiensi operasional.Kata kunci— sistem informasi, kasir, inventori, website, rapidapplication development, black box testing
Rancang Bangun Game Edukasi Teknologi Informasi dan Komunikasi Berbasis Android Menggunakan Metode GDLC Wulan Cahya, Putri; Euclides Wahyu Nugroho, Nicolaus; Widi Utomo, Hari
eProceedings of Engineering Vol. 12 No. 6 (2025): Desember 2025
Publisher : eProceedings of Engineering

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Abstract

Kurangnya media pembelajaran interaktif untuk mata pelajaran Teknologi Informasi dan Komunikasi (TIK) diSD Negeri Ledug menyebabkan rendahnya pemahaman siswa terhadap konsep dasar TIK. Pembelajaran di sekolah dasarumumnya masih menggunakan metode konvensional yang kurang menarik dan lebih menekankan praktik tanpapenjelasan teori yang memadai, sehingga siswa cenderung hanya menggunakan perangkat tanpa memahami konsepnya. Penelitian ini bertujuan merancang dan mengembangkan game edukasi TIK berbasis Android menggunakan metode Game Development Life Cycle (GDLC). Tahapan pengembangan meliputi analisis kebutuhan, perancangan desain, pembuatan aset 2D, implementasi dengan Unity, dan pengujian fungsionalitas. Hasil pengujian usability menggunakan System Usability Scale (SUS) memperoleh skor rata-rata 72,61 yang tergolong “Good” dan “Acceptable” dengan Grade B- pada persentil 65–69. Penilaian Net Promoter Score (NPS) menempatkan pengguna pada kategori “Passive” dengan sikap penerimaan netral. Pengukuran pemahaman siswa melalui pretest dan post-test menunjukkan peningkatan signifikan, dari rata-rata nilai 55 menjadi 75,5. Hasil ini membuktikan bahwa game edukasi yang dikembangkan mampu meningkatkan pemahaman siswa terhadap materi TIK sekaligusmenghadirkan media pembelajaran yang interaktif dan efektifdi tingkat sekolah dasar.Kata kunci— Game Edukasi, Teknologi Informasi dan Komunikasi, Android, GDLC, Pembelajaran Interaktif,Sekolah Dasar
Comparison of Airdrop Coin Prices in Cryptocurrency Using LSTM: A Case Study of Grass, Not Pixel, and Dogs Coins Fatih, Muhamad Ardi Al; Paradise, Paradise; Nugroho, Nicolaus Euclides Wahyu
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 6 No. 3 (2026): MALCOM July 2026
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v6i3.2748

Abstract

The distribution of airdrops across the cryptocurrency ecosystem often leads to extreme price volatility, complicating data-driven strategic decision-making for investors. This study aims to implement a Long Short-Term Memory (LSTM) architecture to predict airdrop coin prices and integrate the results into an interactive dashboard-based Decision Support System (DSS). The research methodology employs a Recursive Multi-step Forecasting strategy to model nonlinear time-series data across three case studies: GRASS, NOT PIXEL, and DOGS, covering the period from August 2024 to March 2026. Data were obtained via the CoinGecko API v3 and evaluated using MSE, MAE, RMSE, and MAPE metrics. The experimental results demonstrate that the LSTM model achieved high accuracy with MAPE values of 10.75% for GRASS, 6.29% for NOT PIXEL, and 6.73% for DOGS, with NOT PIXEL recording the best overall performance. The primary contribution of this research is the transformation of numerical projections into automated decision signals (Strong Buy, Hold, Caution, and Strong Sell) integrated into the DSS. In conclusion, this system serves as an effective tool for mitigating investment risk, providing strategic guidance to airdrop cryptocurrency users amid dynamic market fluctuations.
Design and Development of a Machine Learning-Based Mobile Application for Stress Detection Using Facial Expression Analysis Musyafa Al Adn; Muhamad Azrino Gustalika; Nicolaus Euclides Wahyu Nugroho
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 5 No. 2 (2026): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v5i2.685

Abstract

Background: Stress is a common mental health issue that requires early detection to prevent severe consequences.Aims: This study aims to develop an Android-based mobile application capable of detecting stress levels using facial expression analysis.Methods: The application was developed using the Rapid Application Development (RAD) approach. A Convolutional Neural Network (CNN) based on EfficientNetB0 was used and trained on the FER2013 dataset. The trained model was then converted into TensorFlow Lite format for efficient deployment on mobile devices.Results: The model achieved an accuracy of 80.23%, precision of 80.60%, recall of 73.84%, and F1-score of 77.07%. Furthermore, real-world performance testing on mobile devices demonstrated high efficiency. The optimized TensorFlow Lite model achieved a rapid inference time of 6.00 ms and a compact footprint of 2.85 MB. The developed application successfully performs real-time and offline stress detection using images captured from the camera or selected from the gallery. Functional testing using the black-box method showed that all application features operated correctly, while usability evaluation using the System Usability Scale (SUS) produced an average score of 79, indicating that the application is easy to use. Conclusion: This study demonstrates that integrating machine learning into mobile applications can provide a practical and accessible solution for early stress detection. However, dataset imbalance remains a limitation that affects model performance and should be addressed in future work.
Pelatihan Konten Digital Media Sosial sebagai Sarana Dakwah Remaja Masjid Purnawira Desa Ledug, Kabupaten Banyumas Tenia Wahyuningrum; Nicolaus Euclides Wahyu Nugroho; Silvia Van Marsally; Naurah Qatrunnada; Ade Fakthul Anam
Jurnal Pustaka Dianmas Vol 6, No 1 (2026)
Publisher : Universitas Prof. Dr. Moestopo (Beragama)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32509/dianmas.v6i1.7620

Abstract

This community service program aimed to strengthen the digital literacy and content production skills of youth and mosque administrators at Masjid Purnawira Ledug, Banyumas. The main problem faced by the partner was the limited use of social media as a medium for mosque information and digital da'wah, although participants already had access to smartphones and were familiar with digital platforms. The activity was implemented through a participatory action research approach consisting of coordination, training, guided practice, publication planning, and evaluation. Training materials covered digital da'wah ethics, basic smartphone photography and videography, and simple content production for social media. Evaluation was conducted through paired pretest and post-test scores for two topics: digital da'wah and photography-videography. The results showed positive changes in both topics. The average score for digital da'wah increased from 96.14 to 99.32, while the average score for photography-videography increased from 97.38 to 99.52. The participants were also actively involved in recording video practices around the mosque. The program indicates that mosque-based digital content training can support youth empowerment and improve the sustainability of mosque information management