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IT Governance Design in XY University using Cobit 2019 Framework Mangoki, Willson; Manongga, Danny; Iriani, Ade
Jurnal Sistem Informasi Bisnis Vol 14, No 2 (2024): Volume 14 Nomor 2 Tahun 2024
Publisher : Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21456/vol14iss2pp111-122

Abstract

The management and control of information and technology at the university were required for IT's finest use, but in line with organization goals, they can be realized with the use of IT governance. This research uses a qualitative approach with techniques such as interviews, observation, expert judgment, and literature studies that are relevant to the concept of IT governance with the COBIT framework and its application in various fields. This research presents an IT governance design that is considered suitable to be applied at XY University using COBIT 2019 Framework. 10 design factors and 40 IT processes listed in COBIT 2019 are used as parameters. The results obtained from four processes with scores ranging from 50 to 100 with capability levels 3 and 4, namely APO04-Managed Innovation, APO03-Managed Enterprise Architecture, APO07-Managed Human Resources, and BAI07-Managed IT Change Acceptance and Transitioning, are translated into recommendations for actions that need to be taken in implementing IT governance.
Asesmen Pembelajaran dengan Tools Generative AI untuk Guru pada Pendidikan Vokasi Mangoki, Willson; Krismiyati; Yulia, Hanita
Jurnal Pengabdian KOLABORATIF Vol. 4 No. 1 (2026): January
Publisher : Faculty of Engineering, Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/kolaboratif.v4i1.13070

Abstract

The rapid advancement of generative artificial intelligence (generative AI) has created new opportunities for innovation in assessment practices within vocational education. Nevertheless, a large proportion of vocational high school (SMK) teachers continue to experience difficulties in understanding, contextualizing, and ethically integrating this technology into the design of assessments that are aligned with the demands of 21st-century skills. As a result, the evaluations implemented in classrooms tend to remain conventional and insufficiently representative of authentic workplace conditions in industry. This community engagement program was designed to enhance the competencies of SMK teachers in developing AI-based assessments that are adaptive, contextual, and responsible. The training was conducted using a hybrid approach, encompassing conceptual seminars, interactive discussions, and hands-on practical sessions utilizing MagicSchool as an AI platform for assessment design. A total of 100 teachers participated in the program, consisting of 30 onsite participants and 70 online participants. Evaluation results indicate an increase in the average score from 84.0 to 94.0, demonstrating a significant improvement in teachers’ assessment design competencies. Overall, the program proved effective in strengthening teachers’ technological literacy and pedagogical capacity, while also promoting the ethical and contextually relevant application of AI in industry-oriented vocational learning.
Pembekalan Design Thinking Untuk Pembentukan Karakter Wirausaha Muda Solutif-Inovatif Pada Murid SMA/K di Kota Palu Bangkalang, Dwi Hosanna; Setiyawati, Nina; Mailoa, Evangs; Carolina, Deasy; Pakereng, Magdalena Ariance Ineke; Mangoki, Willson
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 9, No 1 (2026): JANUARI 2026
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v9i1.3187

Abstract

Salah satu tantangan pada wirausaha muda adalah adanya persoalan pada tahap analisis pasar sebelum usaha mulai dirintis yakni produk yang dihasilkan tidak sesuai dengan kebutuhan pasar. Selain itu, minat siswa untuk berwirausaha masih cenderung rendah. Hal tersebut dipengaruhi oleh pola pikir yang kurang adaptif terhadap risiko dan ketidakpastian, serta ketakutan terhadap kegagalan. Kegiatan Pengabdian kepada Masyarakat (PkM) ini dilakukan di SMKN 1 Palu dan SMAN 2 Palu dengan memberikan workshop Design Thinking kepada siswa untuk membentuk karakter para siswa menjadi gigih, empati, peka, dan kreatif. Dimana karakter ini dibutuhkan untuk menjadi seorang wirausaha. Workshop dilakukan dengan metode praktik untuk meningkatkan partisipasi setiap peserta. Pendekatan berbasis praktik dan interaktif ini terbukti efektif dalam membangun kepercayaan diri, pola pikir kreatif, dan keterampilan wirausaha peserta. Hal ini dibuktikan dengan antusiasme aktif selama proses workshop berlangsung dan kualitas hasil kerja akhir yang disusun oleh siswa. Berdasarkan hasil evaluasi yang dilakukan setelah workshop, 79% peserta menilai bahwa Design Thinking merupakan materi penting untuk mereka.