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Pengembangan Objek Wisata Tampomas Desa Gentasari Banjarnegara Muhammad Lulu Latif Usman; Annisaa Utami; Ratih Windu Arini; Muhamad Azrino Gustalika
BANTENESE : JURNAL PENGABDIAN MASYARAKAT Vol. 5 No. 2 (2023): Bantenese : Jurnal Pengabdian Masyarakat
Publisher : Pusat Studi Sosial dan Pengabdian Masyarakat Fisipkum Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/ps2pm.v5i2.7519

Abstract

Pengembangan objek wisata Tampomas di Desa Gentansari, Kabupaten Banjarnegara, Jawa Tengah, merupakan upaya penting dalam mendukung perekonomian lokal dan mempromosikan potensi wisata alam yang unik. Objek wisata ini awalnya adalah gunung batu andesit yang telah diubah menjadi danau buatan dengan dinding batu yang mengelilinginya. Pengelolaan objek wisata ini diprakarsai oleh Kelompok Sadar Wisata Desa Gentansari dan saat ini dikelola oleh BUMDes Tampomas Giri Mulya Gentansari. Kegiatan Pengabdian Masyarakat dalam pengembangan wisata yang terstruktur memiliki 5 tahapan antara lain analisis potensi wisata, penentuan jenis kegiatan, perencanaan kegiatan, pelaksanaan kegiatan, dan evaluasi. Hasil analisis potensi wisata menunjukkan bahwa daya tarik utama Tampomas adalah telaga yang menjadi pusat perhatian wisatawan. Dalam peningakatan objek wisata adalah dengan pengadaan kapal kano dan pengembangan digital marketing untuk promosi.
Pengujian Validitas dan Reliabilitas System Usability Scale (SUS) Untuk Perangkat Smartphone Muhammad Lulu Latif Usman; Muhamad Azrino Gustalika
Jurnal Ecotipe (Electronic, Control, Telecommunication, Information, and Power Engineering) Vol 9 No 1 (2022): Jurnal Ecotipe, April 2022
Publisher : Jurusan Teknik Elektro, Universitas Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33019/jurnalecotipe.v9i1.2805

Abstract

Untuk mengukur suatu perangkat lunak lebih spesifik berbasis telepon seluler smartphone dapat diterima oleh pengguna maka dilakukan pengujian Usability. Untuk membuat quisioner yang dapat digunakan untuk melakukan pengujian System Usability Scale (SUS) yang dinyatakan valid dan reliabel. Kuisioner diuji menggunakan Expert Review dan Product-Moment Coefficient untuk uji validitas, serta Cronbach Alfa untuk uji reliabilitas. Berdasarkan hasil uji yang dilakukan didapatkan 10 butir quisioner untuk uji SUS dengan seluruh butir dinyatakan valid secara Expert Review dan Product-Moment Coefficient, serta reliabel dengan skor Cronbach Alfa 0,778086452. Terdapat beberapa penelitian terkait pembuatan kuisioner untuk uji SUS dimana bahasa yang digunakan bahasa indonesia dan bahasa inggris dengan jumlah pertanyaan sebanyak 10 butir. Penelitian ini sendiri memberikan opsi lain quisioner dengan mengadopsi penelitian yang sudah dilakukan dengan melakukan pengujian validitas dan realibilitas untuk menguji suatu perangkat lunak menggunakan uji SUS.
Eksplorasi Visual di Limbah Pustaka: Kombinasi Seni Poster dan Kesadaran Lingkungan dalam Wisata Edukasi Dasril Aldo; Muhamad Azrino Gustalika; Luqman Wahyudi; Feri Yasi; Farhan Aryo Pangestu
Jurnal Pengabdian Masyarakat: Pemberdayaan, Inovasi dan Perubahan Vol 4, No 3 (2024): JPM: Pemberdayaan, Inovasi dan Perubahan
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpm.v4i3.712

Abstract

Amid the increasing challenges of globalization and digitalization, environmental awareness is often overlooked. Waste Library, as a community service center, took the initiative to raise this awareness through effective visualization using poster art, with a program led by lecturers from Telkom Purwokerto Institute of Technology. The aim of the program is to develop the graphic design skills of staff and volunteers and improve the effectiveness of their visual communication in conveying environmental messages. The method involved a series of interactive trainings using Canva as the main tool, with ability evaluations conducted through pre-survey and post-survey as well as statistical analysis of participant feedback. The training results showed a significant improvement in graphic design understanding, where 82% of participants showed increased competence; 76% have become more proficient with Canva, and 79% feel more confident in concept visualization. The conclusion of the program is that the graphic design workshop has successfully increased the technical ability and confidence of Waste Library staff and volunteers in using modern graphic design tools, as well as showing how interactive and visual approaches can be effective in educating and raising environmental awareness.ABSTRAKDi tengah tantangan globalisasi dan digitalisasi yang meningkat, kesadaran lingkungan sering kali terabaikan. Limbah Pustaka, sebagai pusat pengabdian masyarakat, berinisiatif untuk meningkatkan kesadaran ini melalui visualisasi yang efektif menggunakan seni poster, dengan program yang dipimpin oleh dosen dari Institut Teknologi Telkom Purwokerto. Tujuan dari program ini adalah untuk mengembangkan kemampuan desain grafis para staf dan relawan serta meningkatkan efektivitas komunikasi visual mereka dalam menyampaikan pesan-pesan lingkungan. Metode yang diterapkan melibatkan serangkaian pelatihan interaktif menggunakan Canva sebagai alat utama, dengan evaluasi kemampuan dilakukan melalui pra-survey dan post-survey serta analisis statistik dari feedback peserta. Hasil pelatihan menunjukkan peningkatan signifikan dalam pemahaman desain grafis, dimana 82% peserta menunjukkan peningkatan kompetensi; 76% menjadi lebih mahir menggunakan Canva, dan 79% merasa lebih percaya diri dalam visualisasi konsep. Kesimpulan dari program ini adalah bahwa workshop desain grafis telah berhasil meningkatkan kemampuan teknis dan kepercayaan diri staf dan relawan Limbah Pustaka dalam menggunakan alat desain grafis modern, serta menunjukkan bagaimana pendekatan interaktif dan visual dapat efektif dalam mengedukasi dan meningkatkan kesadaran lingkungan.
Implementation of A Decision Support System for Major Selection using AHP and TOPSIS Method Khatimah, Khusnul; Gustalika, Muhamad Azrino
Building of Informatics, Technology and Science (BITS) Vol 6 No 1 (2024): June 2024
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v6i1.5256

Abstract

With the rapid development of science and technology, new technology is starting to be used in various fields including education. Education has a very important progress in a nation, because it can optimize individual potential. The educational process in higher education has a big influence on a student's future. However, there are many students who experience difficulties in choosing a college major after graduating from vocational high school (SMK) or senior high school (SMA), because of the complexity in identifying the suitability between interests and study programs. Decision making is a problem that everyone faces, especially in choosing an appropriate college major. There are many factors to consider, and with many options available, the decision-making process can be difficult. To overcome this problem, this research aims to create a decision support system (DSS) using the AHP (Analytical Hierarchy Process) and TOPSIS (Technique For Order By Similarity To Ideal Solution) methods. The AHP method is used to solve complex problems by structuring a hierarchy of criteria and developing weights or priorities. However, when the AHP method is used with many criteria and alternatives, other methods are needed for more effective results. Therefore, a combined method of AHP and TOPSIS was chosen, where AHP focuses on pairwise comparison matrices and consistency analysis, while TOPSIS can measure relative performance and alternative decision making simply and efficiently. The results of research on decision support systems for selecting majors using the AHP and TOPSIS methods show that the application of the combined AHP-TOPSIS method can be used to determine the best alternative in selecting majors by comparing alternatives based on predetermined criteria. In addition, system testing results show that the system functions as expected and meets user needs. With a decision support system for selecting college majors implemented on the website, it can simplify the decision-making process for students and BK teachers in choosing college majors. The results of the calculation of the percentage of system feasibility in blackbox testing show a value of 95.71%, which indicates that this major selection decision support system website can be used.
IMPLEMENTASI AUGMENTED REALITY SEBAGAI MEDIA INFORMASI CIPUTUT RIVER TUBING MENGGUNAKAN METODE MARKER BASED TRACKING Arifin, Havid; Azrino Gustalika, Muhamad
JUSIM (Jurnal Sistem Informasi Musirawas) Vol 9 No 1 (2024): JUSIM : Jurnal Sistem Informasi Musi Rawas JUNI
Publisher : LPPM UNIVERSITAS BINA INSAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32767/jusim.v9i1.2266

Abstract

Desa wisata melibatkan partisipasi aktif masyarakat untuk menjaga dan meningkatkan mutu wisata. Desa Serayu Larangan memiliki daya tarik wisata yaitu Ciputut River Tubing, namun belum banyak terekspos secara digital sehingga sulit ditemukan oleh wisatawan dari berbagai daerah. Keterbatasan informasi ini mengurangi daya tarik dan pengalaman wisatawan. Guna mengatasi hal tersebut, dikembangkan aplikasi Augmented Reality guna meningkatkan interaksi pengguna dengan objek wisata dan menyediakan informasi yang bermanfaat. Aplikasi ini menggunakan metode marker based tracking dalam sistemnya. Metode Agile Development diterapkan dalam pengembangan aplikasi ini, memungkinkan adaptasi cepat terhadap perubahan kebutuhan dan masukan dari pengguna selama proses pengembangan. Hasil pengujian sistem dilakukan dengan metode blackbox testing menunjukkan seluruh fitur dalam sistem aplikasi dapat berjalan dengan baik. Dari pengujian jarak, marker dapat terdeteksi dengan baik pada jarak 10-40cm dengan kemiringan sudut 10°, 30°, 45°, 60° dan 90°. Sementara dari hasil pengujian System Usability Scale (SUS) menunjukkan hasil rata-rata 81,58%, termasuk dalam range “High Acceptable”, dan termasuk dalam grade scale “B” kategori adjective rating “Exellent”, sehingga menghasilkan aplikasi yang layak untuk diterima dan digunakan oleh user. Aplikasi ini menjadi media informasi yang baik untuk Ciputut River Tubing, menciptakan pengalaman pengunjung yang lebih interaktif, serta memberikan pengetahuan yang mendalam tentang wisata Ciputut River Tubing.
Game Edukasi Simulasi Mitigasi Bencana Hidrometeorologi Dengan Metode Game Development Life Cycle Hardi Saputra, Purnama; Azrino Gustalika, Muhamad; Wandala Putra, Agie
JATISI Vol 11 No 3 (2024): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v11i3.8112

Abstract

Hydrometeorological disasters in Indonesia, such as floods, landslides and storms, pose serious threats to the physical, psychological safety and infrastructure of society. Learning media plays an important role in increasing society's understanding and preparedness in facing hydrometeorological disasters, especially for the younger generation who live in the technological era, where traditional learning methods are less effective. This research proposes the development of game-based learning media using the Game Development Life Cycle Method to increase literacy and involvement of the younger generation in mitigating hydrometeorological disasters. By conducting a questionnaire with 5 disaster mitigation experts or BMKG and 27 professional workers, the results obtained from Black Box Testing show that all the functionality and features contained in the game have no problems and the results of Usability Testing show a high level of ease of use of features, performance, efficiency, ease of remembering features, and satisfaction in playing are proven by an average score of 4 and the lack of errors is proven by an average score of 2.
Rancang Bangun Aplikasi Pembelajaran Doa Islami Dengan Pendekatan Multimedia Interaktif Menggunakan MDLC Athaya Fawwaz, Raihan; Azrino Gustalika, Muhamad
JATISI Vol 11 No 3 (2024): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v11i3.8133

Abstract

SD Islam Terpadu Harapan Bunda is an elementary school established by Yayasan Permata Hati Purwokerto, focusing on academic knowledge along with Islamic religious values. Currently, the teaching and learning activities at SDIT Harapan Bunda primarily rely on conventional teaching methods, especially for lessons on Islamic prayers. Observations conducted at the school indicate the need for an interactive and innovative learning application to help and facilitate students in learning daily prayers, both within and outside the school environment. The aim of this research is to develop an educational application based on interactive and innovative multimedia for Android devices to assist in teaching Islamic prayers at SDIT Harapan Bunda Purwokerto. The Multimedia Development Life Cycle is used as the method in the application development process. The application functionality is tested using Black Box testing, and the System Usability Scale (SUS) method is employed to measure the application's usability. Black Box testing results show that the application functions optimally. Additionally, the SUS test results indicate a score of 80.7, categorized as acceptable, grade A-, and rated as good
Rancang Bangun Media Pembelajaran Tumbuhan berbasis Augmented Reality dengan Metode MDLC Setiawan, Bagus; Azrino Gustalika, Muhamad; Ananda Raharja, Pradana
Bulletin of Information Technology (BIT) Vol 5 No 2 (2024): Juni 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i2.1325

Abstract

The purpose of this research is to design and develop Augmented Reality-based interactive learning media for plant structure and function material using the Android-based Multimedia Development Life Cycle method. This research was conducted at SD Negeri 1 Kutasari with research subjects of grade IV students. The application development process follows the Multimedia Development Life Cycle stages, starting from conceptualisation, design, material collection, assembly, testing, to distribution. Functionality testing using the Black Box Testing method shows that all application functions run well and as expected without any errors. Usability testing with the System Usability Scale (SUS) produces an average score of 79.83%, which is included in the ‘A’ category with a feasibility level of ‘Good’ and accepted by users. This Augmented Reality application provides three-dimensional visualisation that makes it easier for students to understand the concepts taught, and also increases student interaction and involvement in the teaching and learning process. Suggestions made for further development include the implementation of this Augmented Reality application on various other learning materials in elementary schools, the addition of new features for a more diverse learning experience, training for teachers to make optimal use of the application, as well as regular evaluation and collection of feedback for improvement and development of the application.
Rancang Bangun Aplikasi Pemesanan Tiket Tempat Wisata Berbasis Android Menggunakan Metode Extreme Programming Ramadhan, Muhammad; Azrino Gustalika, Muhamad
Bulletin of Information Technology (BIT) Vol 5 No 2 (2024): Juni 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i2.1341

Abstract

This research aims to design and develop a tourist ticket booking application with Android base using Extreme Programming method, which was conducted in Bukit Barisan Selatan National Park, Lampung. The process of developing this application through several stages, namely planning, design, coding, testing, and distribution. Testing the application using the Black Box Testing method concluded that all features and functions of the application run well as expected without any errors. In the Blackox testing calculation above, a total percentage of 100% was obtained. Therefore it can be concluded that the Bukit Barisan Selatan National Park tour ticket booking application is indicated to be very feasible and can be used properly. This application is designed to make it easier for tourists to order tickets online and help the manager of Bukit Barisan Selatan National Park in managing tickets and visitors more effectively and efficiently. This application is also expected to improve visitor experience and comfort by providing complete tourist information and better accessibility. Suggestions for further development include the addition of more diverse payment methods, integration of automatic ticket output features in the form of barcodes and scans, and regular application maintenance to reduce potential errors. Thus, this application is expected to be an effective and efficient solution in ticket management and increase the number of tourist visits to Bukit Barisan Selatan National Park
Rancang Bangun E-Commerce Berbasis Single Page Application (SPA) Menggunakan ReactJS Akhmad, Zarkasih; Gustalika, Muhamad Azrino
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 8 No. 2 (2022): Volume 8 No 2 Tahun 2022
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v8i2.1256

Abstract

Abstrak— Kemajuan teknologi informasi telah memberikan pengaruh yang cukup signifikan pada semua sektor, termasuk perubahan pada sektor bisnis. Electronic commerce atau yang lebih sering disebut dengan e-commerce merupakan salah satu contoh dalam pemanfaatan teknologi informasi di sektor bisnis. Toko Ozchic terletak di kota Solo berfokus menjual kebutuhan fashion namun belum memiliki e-commerce sehingga belum memenuhi kebutuhan pengguna dalam berbelanja. Pada pengembangan aplikasi website, arsitektur tradisional memiliki kelemahan pada penggunaan bandwidth yang boros pada saat melakukan request dari web server sehingga arsitektur Single Page Application (SPA) dengan menggunakan ReactJs digunakan pada pengembangan website ini dengan pengelolaan data yang efisien dari web server yang bekerja cepat dan interaktif. SPA menggunakan Asynchronous JavaScript and XML (AJAX) untuk memperbaharui halaman secara dinamis. Pada website yang telah dibuat, aplikasi hanya melakukan request ke server hanya jika pengguna membutuhkannya, sehingga aplikasi lebih cepat dimuat pada pertama kali dibanding tanpa menggunakan SPA. Jika pengguna sebelumnya sudah mengunjungi halaman website, maka website tidak perlu melakukan request kembali jika sebelumnya sudah melakukan request. Dalam melakukan pengembangan menggunakan library ReactJs, source code dapat dipisahkan menjadi sebuah komponen sehingga pengembangan menjadi efisien. Pada pengujian fungsionalitas aplikasi website e-commerce Ozchic menggunakan blackbox testing, hasil pengujian fungsionalitas pada aplikasi berjalan dengan baik. Lalu pengujian menggunakan pengujian Usability dengan 30 responden yang mengisi 16 pertanyaan kuesioner menghasilkan skor 76,91% dimana menurut standar usability memiliki grade yang baik. Dari hasil pengujian menggunakan metode pada aplikasi, maka dapat disimpulkan aplikasi web Ozchic dapat dijalankan dengan baik Kata Kunci — Single Page Application, ReactJs, E-Commerce Abstract — Advances in information technology currently have a significant influence on all sectors, including changes in the business sector. Electronic commerce or more often referred to as e-commerce is one approach to the use of information technology in business. The Ozchic store is located in the city of Solo, focusing on selling fashion needs but does not yet have e-commerce so that it does not meet the needs of users in shopping. In the development of website applications, traditional architecture has a weakness in the use of wasteful bandwidth when making requests from the web server so that the Single Page Application (SPA) architecture using ReactJs is used in developing this website with efficient data management from a fast and interactive web server. SPA uses AJAX (Asynchronous JavaScript and XML) to dynamically update pages. On the website that has been created, the application only makes requests to the server only if the user needs it, so the application loads faster the first time than without using SPA. If the user has previously visited the website page, then the website does not need to make a request again if it has previously made a request. In developing using the ReactJs library, the source code can be separated into a component so that development becomes efficient. In testing the functionality of the Ozchic e-commerce website application using Blackbox testing, the results of testing the functionality of the application run well. Then testing using usability testing with 30 respondents who filled out 16 questionnaire questions resulted in a score of 76.91% which according to usability standards had a good grade. From the results of testing using the method on the application, it can be concluded that the Ozchic web application can run well. Keywords— Single Page Application, ReactJs, E-Commerce