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Android-based decision support system using MAGIQ-MARCOS for digital bank selection Mahendra, Gede Surya; Wiradika, I Nyoman Indhi; Aryanto, Kadek Yota Ernanda
Matrix : Jurnal Manajemen Teknologi dan Informatika Vol. 15 No. 3 (2025): Matrix: Jurnal Manajemen Teknologi dan Informatika
Publisher : Unit Publikasi Ilmiah, P3M, Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31940/matrix.v15i3.148-162

Abstract

Choosing a digital bank is a challenge for anyone, especially due to cognitive biases that influence decision making. This study aims to develop an Android-based Decision Support System (DSS) using the MAGIQ MARCOS method to provide recommendations for digital banks that suit users’ preferences. The MAGIQ method is used to weight the main criteria, namely Application Performance (C1), Financial Reports (C2), and User Experience (C3), while MARCOS is used to rank digital banking alternatives. This study includes data collection through surveys and interviews, data processing using MAGIQ for weighting, and ranking alternatives using MARCOS. The results indicate that Jenius ranked first with a preference value of 0.7632 followed by Seabank with 0.7164 and Krom Digital Bank with 0.6983. These findings show that the system is able to differentiate alternatives based on user priorities. The system achieved an accuracy of 80.39 percent compared with students’ manual selections confirming that the recommendations align with actual user preferences. The recommendations generated by the system are consistent with the priorities of decision makers who value application quality and user experience. Use case testing also shows that all test scenarios function as expected. This research contributes to the development of technology based DSS to help students make more rational and data driven decisions in choosing a digital bank. Future work may integrate real time data updates and predictive analysis to improve recommendation accuracy and expand the MAGIQ-MARCOS method to other sectors that require multi criteria decision making.
OPTIMALISASI DESA WISATA BAHARI MENUJU SAFE COMUNITY TOURISM BERLANDASKAAN FALSAFAH TRI HITA KARANA BERBASIS MEDIA DIGITAL Pradiptha, I Dewa Agung Gde Fanji; Artawan, I Kadek; Wiradika, I Nyoman Indhi; Lestari, Novia Ayu; Candrapinasthy, Ni Putu Geg Mas Widya
Devote: Jurnal Pengabdian Masyarakat Global Vol. 4 No. 4 (2025): Devote: Jurnal Pengabdian Masyarakat Global, 2025
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/devote.v4i4.4689

Abstract

Kalibukbuk is a tourist village known for its beaches, which focus on developing marine tourism attractions and dolphin shows and coral reef tourism. In managing marine tourism, there are several priority issues, including 1) Limited competent resources in providing BHD and First Aid in emergency situations and 2) Low competent resources in utilising mobile applications in marine tourism management to achieve Safe Community Tourism. The target of this activity is the POKMASWAS members, consisting of 40 members. Each activity has five stages, starting from socialisation, training and demonstration, mentoring, evaluation, and Focus Group Discussions for follow-up activities. In the evaluation of BHD and First Aid skills, the average pre-test score of participants was recorded at 130. After training, the average post-test score increased significantly to 246.36, and the Wilcoxon test result showed a p-value < 0.001. These results indicate that the training had a significant impact on improving participants' understanding and skills in performing BHD and First Aid. In the application usage evaluation, the average pre-test score of participants was recorded at 64.00. After training, the average post-test score increased significantly to 94.00, and the Wilcoxon test result showed a p-value < 0.001. These results indicate that the training had a significant impact on improving participants' understanding and skills in using the Banyumilir FAR mobile application.
Pengembangan Multimedia Interaktif Laboratorium Virtual Praktikum Simulasi Uji DNA Pada Kelas XI di SMA Negeri 1 Banjar Paramitha, Putu Ananda Pradnya; Wiradika, I Nyoman Indhi; Mertayasa, I Nengah Eka
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 4 (2026): November - January
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i4.5041

Abstract

Materi genetika, khususnya pada praktikum simulasi uji DNA, merupakan salah satu materi biologi yang bersifat abstrak sehingga membutuhkan pengalaman belajar berbasis praktikum agar dapat dipahami secara optimal oleh peserta didik. Namun, kondisi pembelajaran di lapangan menunjukkan bahwa pelaksanaan praktikum uji DNA di sekolah sering mengalami berbagai kendala, seperti keterbatasan alat dan bahan di laboratorium fisik, keterbatasan waktu, serta jumlah siswa yang cukup banyak, sehingga proses pembelajaran belum dapat berlangsung secara maksimal dan merata. Kondisi tersebut berdampak pada rendahnya keterlibatan siswa serta kurang optimalnya pemahaman konsep genetika. Penelitian ini bertujuan untuk menghasilkan multimedia interaktif laboratorium virtual praktikum simulasi uji DNA pada kelas XI di SMA Negeri 1 Banjar serta mengetahui respon peserta didik terhadap media pembelajaran yang dikembangkan. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4-D yang meliputi tahapan Define, Design, Development, dan Disseminate. Multimedia interaktif laboratorium virtual dikembangkan menggunakan perangkat lunak Adobe Animate dengan dukungan Adobe Illustrator dan Figma, serta dirancang berbasis web agar mudah diakses oleh peserta didik kapan pun dan di mana pun. Hasil penelitian menunjukkan bahwa multimedia interaktif laboratorium virtual yang dikembangkan dinyatakan sangat valid dengan rata-rata koefisien validasi ahli isi dan ahli media sebesar 1,00. Uji respon siswa menunjukkan hasil dengan kategori “Sangat Baik”. Dengan demikian, multimedia interaktif laboratorium virtual ini dinilai layak digunakan dan berpotensi membantu meningkatkan pemahaman konsep, keterampilan proses sains, serta motivasi belajar siswa dalam mempelajari materi genetika.
Pengembangan Augmented Reality Komponen Ekosistem dan Interaksi Pada Biogeokimia Di Kelas X SMA Negeri 1 Banjar Sangging, I Putu Indra Santika; Mertayasa, I Nengah Eka; Wiradika, I Nyoman Indhi
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 4 (2026): November - January
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i4.5734

Abstract

Materi Biologi pada pokok bahasan komponen ekosistem dan interaksi pada biogeokimia merupakan materi yang bersifat abstrak karena melibatkan proses alam yang sulit diamati secara langsung oleh peserta didik. Pembelajaran di sekolah masih didominasi metode konvensional dengan media statis seperti buku teks dan presentasi, sehingga visualisasi konsep belum optimal dan berdampak pada rendahnya keterlibatan serta pemahaman siswa. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Augmented Reality pada materi komponen ekosistem dan interaksi biogeokimia kelas X SMA Negeri 1 Banjar serta mengetahui respon peserta didik dan guru. Penelitian menggunakan metode Research and Development dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Media dikembangkan dalam bentuk web based agar mudah diakses melalui smartphone kapan saja dan di mana saja. Hasil penelitian menunjukkan media pembelajaran berbasis Augmented Reality dinyatakan sangat valid dengan koefisien validitas ahli isi dan ahli media sebesar 1,00. Hasil uji coba menunjukkan media berada pada kategori sangat baik. Uji respon peserta didik dan guru menunjukkan kategori sangat positif. Media ini mampu membantu visualisasi konsep abstrak, meningkatkan keterlibatan aktif, motivasi belajar, serta mendukung pembelajaran Biologi yang interaktif, kontekstual, dan sesuai dengan kebutuhan pembelajaran abad dua puluh satu di tingkat sekolah menengah atas pada lingkungan pendidikan formal Indonesia modern.