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Analisis Domain Proses Tata Kelola Teknologi Informasi Menggunakan Framework COBIT 5 (Studi Kasus: Sekolah Tinggi Agama Islam Sufyan Tsauri) Hakim, Walidy Rahman
Jurnal Explore VOL 11, NO 2 (2021)
Publisher : STMIK Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35200/explore.v11i2.444

Abstract

Sekolah Tinggi Agama Islam Sufyan Tsauri selanjutnya disingkat STAIS telah menerapkan Teknologi Informasi (TI) pada kegiatan organisasinya yang merupakan salah satu aspek penting dari tata kelola organisasi secara keseluruhan, namun belum melakukan pengukuran sampai tingkat mana kematangan infrastruktur TI yang dimiliki. Maka dari itu STAIS perlu melakukan tata kelola TI, Kemudian peneliti menggunakan framework COBIT 5 agar penggunaan sumberdaya TI secara maksimal. Peneliti memakai COBIT 5 karena framework tersebut merupakan framework yang banyak digunakan dalam tata kelola TI dan terbilang masih baru meski sekarang sudah ada yang terbaru yaitu COBIT 2019. COBIT 5 juga mampu menangani ketergantungan organisasi terhadap TI eksternal dan jumlah informasi yang telah meningkat secara signifikan (Hidayat, Ahmad Tri, 2018). Berdasarkan tujuan organisasi yang ada yaitu tercapainya hasil penyelenggaraan perguruan tinggi dalam pengembangan organisasi dan manajemen perguruan tinggi yang kredibel, akuntabel, transparan dan adil melalui penerapan good governance berbasis teknologi informasi. Maka dalam penelitian ini mengambil domain yang digunakan sesuai dengan tujuan adalah: (1) EDM (Evaluated,Direct and Monitor) yaitu: EDM04 sedangkan pada domain (2) APO (Align Plan And Organis) yaitu: APO01, APO03, APO04, APO07. (3) BAI (Build Acquire and Implement) yaitu: BAI04, BAI09, BAI10. (4) DSS (Deliver Service and Support) yaitu: DSS01, DSS03. (5) MEA (Monitor Evaluate and Assess) yaitu: MEA01.
Implementation of Cryptography for Database Security in a QR Code and Web-Based Student Attendance System Somaida, Mochammad Hasymi; Hakim, Walidy Rahman; Ratih, Ratih; Yusuf, Dede
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 3 (2025): Agustus - October
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i3.2031

Abstract

Non-formal education such as TPQ plays an important role in shaping the character and religious understanding of the younger generation. However, the use of a manual attendance system at TPQ Assayuti is prone to errors, delays in reporting, and a lack of transparency for parents, thereby hindering management accountability. This study aims to develop a web-based attendance system for students with QR Code integration as a more efficient, accurate, and real-time attendance recording solution. The method used is the Waterfall approach, which includes needs analysis, design, implementation, testing, and evaluation. The system enables automatic attendance recording using QR Codes and provides integrated daily reporting features. The implementation results show improved recording efficiency, minimal data errors, ease of monitoring attendance through a responsive dashboard, and positive user feedback regarding ease of use. These findings confirm that the integration of QR codes and web applications effectively supports the digitization of TPQ administration, improves data accuracy, and can serve as a model for the application of information technology in similar religious educational institutions.  
PROTOTYPE APLIKASI IDENTIFIKASI PENYAKIT PADA DAUN JAGUNG BERBASIS ANDROID MENGGUNAKAN METODE SCRUM Hakim, Walidy Rahman
Jurnal Informatika dan Teknik Elektro Terapan Vol. 13 No. 3S1 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i3S1.7688

Abstract

Jagung merupakan tanaman pangan yang penting dan menjadi komoditas strategis di sejumlah negara termasuk Indonesia, menempati posisi ketiga sebagai sumber karbohidrat setelah padi dan gandum. Produktivitas jagung dapat terpengaruh oleh berbagai faktor, salah satunya adalah serangan penyakit pada daun jagung yang menjadi hambatan serius dalam produksi. Penelitian ini bertujuan mengembangkan prototype aplikasi Android untuk identifikasi penyakit pada daun jagung dengan pendekatan metode Scrum. Permasalahan utama yang diangkat adalah keterbatasan petani dalam mengenali penyakit tanaman secara dini. Metode Scrum diterapkan dalam proses pengembangan perangkat lunak secara iteratif melalui sprint-sprint terstruktur. Prototype aplikasi dibangun menggunakan Figma. Hasil dari pengembangan menunjukkan bahwa pendekatan Scrum efektif dalam membangun prototype yang dapat digunakan untuk proses identifikasi awal penyakit daun jagung secara mandiri oleh petani. Implementasi sistem ini menunjukkan potensi besar dalam mendukung transformasi digital di sektor pertanian. Aplikasi menunjukkan kinerja yang baik dalam pengujian awal, dengan waktu proses yang singkat dan antarmuka yang dapat dipahami oleh pengguna. Prototype ini dapat menjadi dasar untuk pengembangan lebih lanjut menuju aplikasi yang siap pakai di lingkungan pertanian.
PENINGKATAN KREATIVITAS MELALUI PELATIHAN GAME EDUKATIF BERBASIS ANDROID DI SMK N 1 KAWUNGANTEN Yusuf, Dede; Famuji, Tri Stiyo; Sumantri, Raden Bagus Bambang; Hakim, Walidy Rahman
Mitra Mahajana: Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2025): Volume 6 Nomor 2 Juli 2025
Publisher : LPPM Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/mahajana.v6i2.5662

Abstract

This community service activity aims to enhance the creativity of students at SMK Negeri 1 Kawunganten through training in the development of Android-based educational games. The background of this initiative is the need to empower students to become creators of digital technology, rather than merely users, amid the rapid growth of the gaming and mobile technology industries. The training was conducted using the QuickAppNinja platform, which enables participants to create quiz-based games without requiring programming skills. The methods used included lectures, demonstrations, hands-on practice, and participatory evaluation, with an approach tailored for beginners. The activity lasted four hours and covered the introduction to educational game concepts, game creation practice, and evaluation sessions. The results showed that after the training, the majority (71%) of participants experienced an increase in confidence in developing Android-based applications and could follow the training process effectively, producing simple game prototypes. This training enhanced students’ digital literacy, technical skills, and confidence in creating digital products. In conclusion, the Android-based educational game training proved effective in fostering student creativity and is a relevant strategy to strengthen competencies in the creative industry era.
Stroke prediction using data balancing method and extreme gradient boosting Rahim, Abd Mizwar A.; Baita, Anna; Asharudin, Firman; Ashari, Wahid Miftahul; Hakim, Walidy Rahman; Putra, Andriyan Dwi; Supriatin, Supriatin; Pramono, Eko
IAES International Journal of Artificial Intelligence (IJ-AI) Vol 15, No 1: February 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijai.v15.i1.pp655-671

Abstract

Stroke is one of the leading causes of death worldwide, creating an urgent need for effective early detection systems, particularly because conventional methods often struggle with class imbalance and produce biased evaluations. Previous studies have primarily focused on accuracy while overlooking model consistency, data pre-processing quality, and probability-based evaluation. This study evaluates model performance under three conditions: original data using extreme gradient boosting (XGBoost) with scale_pos_weight, original data using the easy ensemble classifier, and class-balanced data generated using random oversampling (ROS), adaptive synthetic sampling (ADASYN), and synthetic minority over-sampling technique (SMOTE). Each model underwent missing value handling, normalization, feature preparation, and hyperparameter optimization using grid search. Performance was assessed using area under the receiver operating characteristic curve (AUROC), area under the precision-recall curve (AUPRC), confidence intervals, calibration curves, Shapley additive explanations (SHAP), decision curve analysis (DCA), and external validation. The results demonstrate that data resampling significantly improves performance, with the XGBoost-SMOTE combination achieving the best results, including an accuracy of 0.99, AUROC of 0.998, and AUPRC of 0.986, outperforming the other approaches. This method provides more consistent and balanced predictions, supporting the application of artificial intelligence for early stroke risk identification.