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Evaluasi Kinerja Dosen oleh Mahasiswa Berbasis Online pada STMIK Pesat Nabire Gunawan Prayitno; Ester Ayuk Pusyita
EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi Vol 11, No 1 (2021): June
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/expert.v11i1.2011

Abstract

Evaluation of lecturer performance by students is one element of assessment in carrying out study program accreditation. Evaluation of lecturer performance by students at STMIK Pesat Nabire is less effective and efficient because it still uses paper as a questionnaire given to students before the Semester Final Examination is held. From planning to evaluating the results of a completed questionnaire that takes a long time and often miscalculates in getting the evaluation results, the expense of printing the questionnaire using paper also requires a lot of money. The purpose of this study was to create an online-based student evaluation system for lecturers using google form so that it is more effective and efficient. The results of the lecturer evaluation can be used by the head of the study program in evaluating the performance of the lecturers as a whole so that it becomes the basis for decision making in the follow-up to improve lecturer performance by correcting the weaknesses of the lecturers appropriately and measurably.Abstrak - Evaluasi kinerja dosen oleh mahasiswa adalah salah satu unsur penilaian dalam melaksakan akreditasi program studi. Evaluasi kinerja dosen oleh mahasiswa di STMIK Pesat Nabire kurang efektif dan efesien karena masih mengunakan kertas sebagai angket yang diberikan kepada mahasiswa sebelum Ujian Akhir Semester dilaksanakan. Dari perencanaan sampai evaluasi hasil dari angket yang sudah terisi membutuhkan waktu yang lama dan sering terjadi kesalahan perhitungan dalam mendapatkan hasil evaluasi, pengeluaran biaya untuk mencetak angket mengunakan kertas juga membutuhkan biaya yang tidak sedikit. Tujuan dari penelitian ini adalah membuat sebuat sistem penilaian evaluasi dosen oleh mahasiswa berbasis online yaitu mengunakan Google Form sehingga lebih efektif dan efesien. Hasil dari evaluasi dosen dapat dipergunakan oleh ketua program studi dalam mengevaluasi kinerja dosen secara keseluruhan sehingga menjadi dasar dalam pengambilan keputusan dalam tindak lanjut peningkatan kinerja dosen dengan memperbaiki kelemahan dosen secara tepat dan terukur.
ANDROID-BASED EDUCATIONAL GAME: RECOGNITION OF PAPUA ENDEMIC ANIMALS Kristia Yuliawan; Gunawan Prayitno; Sutarto Wijono; Sri Yulianto Joko Prasetyo; Suryasatriya Trihandaru
Jurnal Teknik Informatika (Jutif) Vol. 3 No. 4 (2022): JUTIF Volume 3, Number 4, August 2022
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2022.3.4.319

Abstract

Papua is the largest island in Indonesia; several animals are included in the endemic group. These animals are only found in certain areas and not in other areas. To study the endemic animals of Papua, children can explore them through books that display pictures of endemic animals in Papua. Children often experience difficulties learning from books taught by teachers and parents caused by children who are less enthusiastic about participating in learning. Another problem is that learning about Papua's endemic animals through books is impractical and inefficient because thick books provide a heavy burden for children to carry. Hence, children are reluctant to study them. With educational games, media is a medium that can be used by children so that it is easy to give lessons about the endemic animals of Papua. This educational game increases efficiency and effectiveness in terms of the learning process at home and school. Learning this educational game can be done anywhere at any time so that children can learn about Papua's endemic animals innovatively and efficiently. The method used in making this educational game introducing Papua's endemic animals uses the Agile Development method. Based on testing the educational game application using the black box method, it was found that this educational game was following what was expected because there were no errors found in the menu on the system, so it worked properly.
Distribusi Ukuran dan Pola Pertumbuhan Kepiting Bakau, Scylla serrata (Forskal, 1775) yang Ditangkap dengan Bubu dan Jaring Insang di Perairan Distrik Babo Teluk Bintuni Papua Barat Kantun Dananjaya; Gunawan Prayitno; Darius Antonius Nafurbenan
Jurnal Sumberdaya Akuatik Indopasifik Vol 6 No 3 (2022): Agustus
Publisher : Fakultas Perikanan dan Ilmu Kelautan, Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46252/jsai-fpik-unipa.2022.Vol.6.No.3.228

Abstract

Mud crab fishing has been carried out intensively using various types of technology, so this study was conducted to analyze the catch composition, size distribution and growth pattern of mud crab using bubu and gill nets. The research was carried out from March to May 2018 in the waters of the Babo district, Teluk Bintuni Regency with a survey model for the purpose of analyzing the effectiveness of bubu and gill nets. The results showed that the catch of mud crabs amounted to 377 individu consisting of 180 individu (54,41%) caught with bubu and 157 individu (46,59%) with gill nets. The size distribution of the carapace width of mud crabs caught with bubu from 65 to 197 mm (132,34 ± 3,85 mm) and gill nets ranged from 126 to 200 mm (165,54 ± 18,53 mm). The distribution of weights caught by bubu and gill nets were 286,34-989,42 g (684,42 ± 207,78 g) and 595,35-992,25 g (865,63 ± 86,06 g) respectively. The growth patterns of mud crabs caught using bubu and gill nets were both negative allometric (b < 3). The composition of the catch was dominated by bubu fishing gear with a wider size distribution and relatively the same growth pattern.
ABSENSI PEGAWAI BERBASIS ANDROID PADA SD BHAKTI MANDALA NABIRE MENGGUNAKAN METODE WATERFALL Daniel Lapi; Gunawan Prayitno
Journal of Information System Management (JOISM) Vol. 5 No. 1 (2023): Juni
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/joism.2023v5i1.1119

Abstract

SD Bhakti Mandala  merupakan  salah satu Lembaga pendidikan Swasta di  Kabupaten  Nabire yang memiliki tugas dan tanggung jawab dalam mendidik peserta didik untuk mencapai  hak anak dalam pendidikan. Dalam mencapai kesuksesan  suatu instansi dalam pendidikan  tak  hanya dalam  proses  belajar dan mengajar  tetapi  dari  aspek lain juga termaksud  kehadiran. Dari  informasi  yang  penulis  dapatkan, bahwa  di  SD  Bhakti  Mandala  Nabire masi menggunakan cara  manual  dalam   pengisian  absen  serta  pengolahan   laporan kehadiran.  Untuk itu  SD  Bhakti Mandala Nabire perlu sistem  yang mempermudah dewan  guru dan  staff tatausaha  dalam  mengolah kehadiran. Penelitian ini  bertujuan merancang   sistem  aplikasi absensi berbasis  android  pada  SD Bhakti  Mandala  Nabire Menggunakan metode waterfall.  Tujuan utama dari penelitian ini  untuk merubah sistem absensi yang lebih mudah dan tepat  melalui  penggunaan teknologi. Aplikasi ini memberikan kemudahan  bagi pegawai dalam melakukan absensi  dan  memudahkan  pihak  sekolah  dalam  memantau  kehadiran   pegawai.   Selain  itu,  sistem  ini  dapat memberikan data absensi yang tercatat  secara  real-time, sehingga  memudahkan proses  penggajian dan analisis kinerja pegawai.   Hasil  penelitian   ini  diharapkan   dapat  menjadi  pedoman   bagi  sekolah  untuk  meningkatkan kedisiplinan kehadiran.
Perancangan Sistem Informasi Pelayanan Laundry Pada Simple Laundry Berbasis Dengan Metode Sdlc Deka Mangedong; Gunawan Prayitno
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 12, No 2: Agustus 2023
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v12i2.1313

Abstract

Simple Laundry is a laundry service business that still uses a manual system in carrying out its business processes. The manual system in question is that data recording still uses a bookkeeping system so that if the book is lost, it is likely that all data related to laundry recording will be lost. Therefore researchers want to create a system using information technology to provide fast, efficient, and quality services to customers. In designing this laundry service information system, the method used is SDLC (System Development Life Cycle) and testing the Black Box testing system. The results obtained are to produce a laundry information system using the web that can be used to manage laundry data by the Admin or cashier, namely customer data management, clothing data management, transaction data management and transaction management. Test results using Blackbox Testing Produce the features available on the system can be used according to the function of each feature.Keywords: Information System Design; Laundry Business; System Development Life Cycle AbstrakSimple  Laundry  adalah  bisnis  jasa  laundry  yang masih menggunakan sistem manual dalam menjalankan proses bisnisnya adapun sistem manual yang dimaksud adalah pencatatan data masih menggunakan sistem pembukuan sehingga jika buku tersebut hilang kemungkinan semua data yang berkaitan dengan pencatatan laundry akan hilang. Oleh karena itu peneliti ingin membuat sebuah sistem dengan menggunakan teknologi informasi  untuk  memberikan  layanan  yang  cepat,  efisien,  dan  berkualitas kepada pelanggan. Dalam  perancangan  sistem  informasi  pelayanan  jasa  laundry ini, metode yang digunakan adalah SDLC (System Development Life Cycle) dan melakukan pengujian sistem Black Box testing. Hasil yang diperoleh adalah menghasilkan sistem informasi laundry menggunakan web yang dapat dipakai untuk mengelola data laundry oleh Admin atau kasir yaitu pengelolaan data pelanggan, pengelolaan data pakaian, pengelolaan data  transaksi dan pengelolaan transaksi. Hasil pengujian  dengan menggunakan Blackbox Testing  Menghasilkan fitur-fitur yang tersedia pada sistem  dapat digunakan sesuai dengan fungsi masing-masing fitur.Kata Kunci: Perancangan Sistem  Informasi; Usaha Laundry; System Development Life Cycle
Perancangan Sistem Informasi Bengkel Jaya Motor Berbasis Web Menggunakan Metode SSAD Deka Mangedong; Gunawan Prayitno
Jurnal Teknik AMATA Vol. 4 No. 1 (2023)
Publisher : Politeknik Amamapare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55334/jtam.v4i1.78

Abstract

Bengkel Jaya Motor adalah salah satu bengkel yang ingin memanfaatkan teknologi informasi untuk meningkatkan efisiensi operasional serta pelayanan pelanggan. Saat ini, bengkel Jaya Motor masih menggunakan pengelolaan data manual yang kurang efisien. Dalam penelitian ini, digunakan metode Structured System Analysis and Design (SSAD) untuk mengembangkan sistem informasi bengkel Jaya Motor. Sistem ini bertujuan untuk mengotomatisasi proses bisnis di bengkel, termasuk pencatatan data pelanggan, manajemen layanan perbaikan, dan inventarisasi suku cadang. Pengembangan sistem ini menggunakan database MySQL dan bahasa pemrograman PHP. Dengan pengembangan sistem informasi menggunakan metode SSAD, diharapkan bengkel Jaya Motor dapat meningkatkan efisiensi operasional, pelayanan pelanggan, dan pengambilan keputusan.
Examining the Role of Information Technology Governance in Enhancing Risk Management Performance and Regulatory Compliance in Multinational Digital Enterprises Gunawan Prayitno; Ronaldo Aprili
Integrated System and Management Technology Vol. 1 No. 1 (2026): January: Integrated System and Management Technology
Publisher : Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66472/ismat.v1i1.7

Abstract

This study investigates the role of Information Technology (IT) governance in enhancing risk management performance and ensuring regulatory compliance within multinational digital enterprises. As digital transformation continues to reshape the global business landscape, organizations face increasing challenges in managing technological risks and complying with complex regulatory requirements across various jurisdictions. The study adopts a quantitative approach, using a survey methodology to collect data from senior IT and compliance managers in multinational digital enterprises. The survey focuses on how IT governance frameworks, such as COBIT 2019 and ISO 27000, are utilized to align IT strategies with business objectives, mitigate risks, and maintain regulatory compliance. The findings indicate that organizations with well-established IT governance structures are better positioned to proactively identify and mitigate risks, ensuring greater consistency in meeting regulatory requirements. These organizations demonstrate improved risk management effectiveness, especially concerning cybersecurity, data privacy, and compliance with global regulations like GDPR. In contrast, organizations with ad hoc or decentralized governance structures struggle with fragmented risk management and compliance efforts. The study further highlights the importance of integrating IT governance frameworks with internal audit functions, specifically the Chief Audit Executive (CAE), to enhance cybersecurity resilience and ensure compliance with global standards. This research contributes to the literature by providing empirical evidence on the integration of IT governance, risk management, and regulatory compliance in multinational enterprises. It also highlights the need for a structured and systematic approach to IT governance to improve organizational performance in managing risks and ensuring consistent regulatory adherence. The study offers practical insights for organizations looking to optimize their IT governance structures in the face of rapid digital transformation.
GIS-Based Spatial Temporal Analysis And Priority Scoring For Malaria Control In Nabire Regency Gunawan Prayitno; Anggreini Wibowo Puspita Sari
Brilliance: Research of Artificial Intelligence Vol. 6 No. 2 (2026): Brilliance: Research of Artificial Intelligence, Article Research May 2026
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v6i2.8775

Abstract

Malaria remains a critical public health challenge in Nabire Regency, Central Papua, where escalating incidence rates necessitate targeted control strategies. Currently, routine surveillance data are predominantly presented in tabular formats, inherently limiting their utility for spatially informed decision-making. Addressing this gap, this study analyzes the spatial-temporal dynamics of malaria transmission and develops a novel Malaria Spatial Priority Index (MSPI) a GIS-based multi-criteria priority scoring model to identify high-risk intervention zones. A quantitative descriptive-analytical framework was applied to surveillance data spanning 2018- 2025, integrating epidemiological indicators Annual Parasite Incidence (API), Annual Blood Examination Rate (ABER), and Slide Positivity Rate (SPR) with localized village and Puskesmas spatial parameters. The results reveal a severe intensification of the malaria burden in 2025, characterized by a 76.85% surge in positive cases (from 3,274 to 5,790) alongside synchronized increases in API and SPR. Spatial risk stratification using the MSPI identified Samabusa and Legari as very high-priority service areas, while Kalibobo, Wami Jaya, and Sanoba emerged as the primary transmission hotspots at the village level. Crucially, the spatial distribution demonstrated that administrative boundaries do not uniformly dictate disease risk. This study concludes that synthesizing routine epidemiological metrics with GIS-based spatial prioritization successfully transforms descriptive tabular data into operational spatial intelligence. This novel MSPI framework provides local health authorities with a robust, evidence-based decision-support tool to optimize resource allocation and dismantle localized transmission chains in highly endemic regions.
Pengembangan Sistem Informasi Penjualan Laptop, PC, dan Tablet Berbasis Web dengan Metode Prototype untuk Mendukung Layanan COD di Kabupaten Nabire Gunawan Prayitno; Isak Boas Samanui; Usman Arfan
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 10, No 2 (2025): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v10i2.931

Abstract

This research focuses on the development of a Web-Based Information System for Selling Laptops, PCs, and Tablets using the Prototype method to support Cash on Delivery (COD) services in Nabire Regency. The objective of this study is to create an effective, efficient, and secure sales system that enhances customer convenience and trust in transactions. The Prototype method was applied to ensure the system development process remained adaptive to user requirements through iterative design and testing cycles. The system includes key features such as a homepage, login page, user registration (sign-up), order confirmation, order list, and an order information page that can be printed. System testing was conducted using the black box testing method based on scenarios derived from the use case and activity diagrams. The results indicate that all system functionalities work as expected. This system not only simplifies the electronic device purchasing process but also provides a solution tailored to the local community's preference for COD transactions.
Implementation of Prototype Method in a Web-Based Educational Word Guessing Game with Melodic Elements Gunawan Prayitno; Yuspin Yokbet Danomira
Brilliance: Research of Artificial Intelligence Vol. 6 No. 1 (2026): Brilliance: Research of Artificial Intelligence, Article Research May 2026
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v6i1.7822

Abstract

The rapid development of digital technology has encouraged the use of interactive learning media, particularly web-based educational games, to support engaging learning experiences. This study aims to design, implement, and evaluate a web-based educational word guessing game integrated with melodic elements as an alternative digital learning medium. The study employs the prototype development method, which enables iterative system development through continuous user feedback. The research stages include needs analysis, prototype design, system development, and system testing and evaluation. System evaluation was conducted through functional testing using a black-box approach to ensure that all features operated according to predefined requirements, as well as descriptive usability evaluation to assess ease of use and user interaction. The results indicate that the developed system functions properly, with core features such as word guessing mechanics, score management, and melodic feedback operating as intended. The usability evaluation shows that the game interface is easy to understand and provides a clear gameplay flow for users. These findings suggest that the developed web-based educational word guessing game has the potential to serve as an interactive and engaging digital learning medium. This study contributes to the development of educational games by demonstrating the application of the prototype method and the integration of melodic elements to enhance user interaction in web-based learning environments.