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The Selection of Outstanding Teacher Analysis at SD Negeri 01 Perigi Using TOPSIS Method Rahmawati, Diah; Wanda, Sulistianto Sutrisno
JISA(Jurnal Informatika dan Sains) Vol 6, No 1 (2023): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v6i1.1578

Abstract

Teacher is an important part in the process of teaching and learning activities with students. A teacher can be declared an achiever if he is able to complete the assigned task charged such as: teaching in class, personality and attendance. At the moment, SD Negeri 01 Perigi has 25 permanent teachers, and usually to chose the best teacher candidate uses a subjective judgments standards which is based on the closeness of teacher personnel. For this reason, further analysis is needed to overcome the subjectivity of the procedure selection of outstanding teachers by the principal as the decision maker. This research proposes a solution based on the problem that has been mentioned, namely by performing analysis using the TOPSIS method. The TOPSIS method ranked the final results of the selected alternatives which calculate the positive ideal distance and negative ideal distance. Criteria set at this research is used as a weighting that is Teacher Evaluation Value, Absence, Discipline, Technology Proficiency, Learning Innovation, and Pedagogic then matrix calculations are carried out which produced the ranking order to select the best alternative from a number of alternative solutions, based on the ideal solution distance. The results of this research are produced 10 ranking of outstanding teachers in the order of Syifa Habibah (0,739154498), Rista Mila Karmelia, S.Pd. (0,689946165), Lila Sakilla,S.Pd. (0,683915136), Arbaini,S.Ag. (0,674172212), Abdul Qodir, M.Ag. (0,64436484), Panji Wahyu Utomo (0,58496903), Nita Susanti,S.Pd. (0,560390869), Een Wahyuni,S.Pd (0,54050899), Uus Husna, S.Ag. (0,534886111), Nurbaiti,S.Pd. (0,506297247). The use of the TOPSIS method can assisting the Principal of SD Negeri Perigi 01 in providing recommendations for selection of outstanding teachers objectively at SD Negeri Perigi 01.
Sistem Informasi Implementasi Sistem Pengolahan Anggaran Dana Bop Pada SDN Kramat Jati 19 Pagi Berbasis Java Gustianto, Hari; Wanda, Sulistianto Sutrisno
IDEALIS : InDonEsiA journaL Information System Vol. 9 No. 1 (2026): Jurnal IDEALIS Januari 2026
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/idealis.v9i1.3684

Abstract

Implementasi sistem merupakan kegiatan terencana dan benar-benar berdasarkan ketentuan acuan tertentu yang melibatkan keterkaitan antar komponen untuk mencapai tujuan organisasi, dalam hal pengawasan dan efisiensi. Diperlukan kesiapan sumber daya manusia serta dukungan infrastruktur teknologi agar sistem dapat dijalankan secara optimal dan berkelanjutan. Penelitian ini dilatarbelakangi oleh kendala kecepatan dan akurasi pelaporan anggaran Biaya Operasional Pendidikan (BOP) di SDN Kramat Jati 19 Pagi akibat proses pengelolaan yang masih konvensional. Ini berpotensi menimbulkan kesalahan pencatatan administrasi, keterlambatan pelaporan dan resiko hilangnya data yang berdampak pada akuntabilitas pengelolaan dana. Dengan tijuan penelitian merancang dan implementasi program secara komputerisasi pengelolaan anggaran BOP dalam hal peningkatkan efisiensi, akurasi data dan transparansi laporan keuangan sekolah. Sistem pengolahan anggaran dana BOP berbasis Java dengan basis data MySQL dirancang aMetode Design Thinking digunakan dalam pengembangan sistem meliputi: berempati, beride, mendefinisi, membangun prototipe dan menguji. Validasi sistem dilaksanakan melalui pengujian logika teknis menggunakan metode White Box serta pengukuran tingkat kegunaan sistem melalui System Usability Scale (SUS). Diperlihatkan hasil penerapan transformasi digital mampu mempercepat proses administrasi dan meminimalkan resiko kehilangan data. Skor SUS sebesar 77 menempatkan sistem dalam kategori B (Good) Ini membuktikan bahwa aplikasi berbasis pemrograman objek (Java) berfungsi baik secara teknis dan sangat intuitif serta relevan dengan kebutuhan operasional bendahara sekolah dalam mengelola dana bantuan pemerintah secara akuntabel.
PELATIHAN DESAIN LOGO DIGITAL UMKM BERBASIS CANVA BINAAN YAYASAN GENGGAM TANGAN INDONESIA Wanda, Sulistianto Sutrisno; Marlinda, Linda; Gata, Windu
PAKEM: Jurnal Pengabdian Kepada Masyarakat Vol 6 No 1 (2026): Pakem : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/pakem.6.1.8-15

Abstract

Limitations in design skills and costs are obstacles for MSMEs to create an attractive visual identity or branding. Community service aims to provide an alternative solution to the problems faced by MSMEs under the auspices of the Indonesian Hands Foundation regarding their business logos through training using Canva-based digital applications. The activity implementation method includes the following stages: preparation, implementation with the learning by doing method (lectures, demonstrations, and direct practice), and activity evaluation. The activity was implemented on Saturday, September 20, 2025, at Nusa Mandiri Jatiwaringin University. Of the 20 training participants, the questionnaire results showed high participant enthusiasm. The results of the questionnaire analysis, participants of productive age (35-50 years) and the elderly (> 50 years) were the majority. The results showed a level of satisfaction with an average perception of committee services of 90.47% and the usefulness of the activity results of 91.69%. Real solutions were generated from this training for the participants, increased skills in utilizing science and technology, and the participants' confidence to be more enthusiastic about promoting their businesses
REKOMENDASI PERBAIKAN UI/UX PADA APLIKASI SHOPEEFOOD DENGAN ANALISIS USABILITY DAN METODE DESIGN THINKING Yuliyanto, Yuliyanto; Wanda, Sulistianto Sutrisno
JRIS : Jurnal Rekayasa Informasi Swadharma Vol 6, No 1 (2026): JURNAL JRIS EDISI JANUARI 2026
Publisher : Institut Teknologi dan Bisnis (ITB) Swadharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56486/jris.vol6no1.1243

Abstract

The application of information and communication technology in managing digital-based services has become a primary need. One of the rapidly growing sectors of technology use is mobile app-based food ordering services. ShopeeFood, one of the popular food ordering platforms in Indonesia, makes it easy for users to choose and order food from various restaurants on their smartphones. The problems currently faced are less intuitive interfaces, a less-than-optimal user experience, and unclear information, which have the potential to affect user satisfaction. This study aims to establish a relationship between the Usability (Learnability, Efficiency, Memorability, Errors, Satisfaction) construct X1 and the Design Thinking Method (Emphatize, Define, Ideate, Prototype, Test) construct X2 as independent variables and UI/UX (Strategy, Scope, Structure, Framework, Surface) construct Y as dependent variables. Using a quantitative approach, online questionnaires with 15 statements were distributed; 100 responses were obtained and analyzed using SmartPLS, including the Patch Coefficient Test, Validity Test, Reliability Test, and Inner Model. The results indicate that the independent variables, Usability (X1) and Design Thinking (X2), simultaneously have a strong influence on the dependent variable, the UI/UX construct (Y). The Usability and Design Thinking variables are highly recommended for creating UI/UX designs for the Shopeefood application.Penerapan teknologi informasi dan komunikasi dalam pengelolaan layanan berbasis digital telah menjadi kebutuhan utama. Salah satu sektor yang berkembang pesat dalam pemanfaatan teknologi adalah layanan pemesanan makanan berbasis aplikasi mobile. ShopeeFood, sebagai salah satu platform pemesanan makanan yang populer di Indonesia, memberikan kemudahan bagi pengguna untuk memilih dan memesan makanan dari berbagai restoran hanya melalui smartphone mereka. Permasalahan yang saat ini dihadapi yaitu antarmuka yang kurang intuitif, pengalaman pengguna yang kurang optimal, dan ketidak jelasan informasi, yang berpotensi mempengaruhi tingkat kepuasan pengguna, Penelitian ini bertujuan untuk membangun keterhubungan antara Usability (Learnability, Efficiency, Memorability, Errors, Satisfaction) konstruk X1 dan  Metode Design Thinking (Emphatize, Define, Ideate, Prototype, Test) konstruk X2 sebagai variable independen serta UI/UX (Strategi, Cakupan, Struktur, Kerangka, Permukaan) konstruk Y sebagai variabel dependen. Menggunakan pendekatan kuantitatif, penyebaran kuesioner secara online dengan 15 pernyataan diperoleh 100 data  dan dianalisis menggunakan SmartPLS meliputi  Uji Patch Coefisient, Uji Validitas, Uji Reliabilitas dan Inner Model. Hasilnya menyatakan bahwa variable independen konstruk Usability (X1) dan Design Thinking (X2) secara bersama sama berpengaruh yang kuat terhadap vaeriabel dependen konstruk UI/UX (Y), artinya faktor variabel Usability dan faktor Design Thinking sangat direkomendasikan dalam membuat rancangan design interface pada aplikasi shopeefood dengan menggunakan UI/UX