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The Application of Cobit 5.0 Framework to Measure Capability of Information and Technology Governance and Management Processes Fajri, T. Irfan; Nuryanto, Uli Wildan; Najmi, Muazziss; Suryadi, Dikky; Octiva, Cut Susan
Jurnal Informasi dan Teknologi 2024, Vol. 6, No. 1
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60083/jidt.v6i1.515

Abstract

This study examines the measurement of Information Technology governance and management capability levels using Cobit 5.0. Researchers collected data through questionnaires and interviews. Data processing from questionnaires and interviews can reveal the company's current level. In the EDM domain, the company scored very high in the process that addresses information technology risk optimization. Regular evaluation of business processes is crucial to create alignment and deal with possible risks. To move up to level two, companies must identify and understand the impact of the risks that arise. Companies should enhance their information technology services and security within the domain, perform audits, and report current and future risks. In this domain, companies must identify service capacity, predict future needs, and be ready to face sudden changes. In the DSS domain, companies need to have information system analysis experts conduct training for their staff, identify availability and service problems, and test the ability of their systems to move up to level two.
Development of an Educational Game Based on Picture Quiz as an Interactive Learning Medium Eldo, Handry; Najmi, Muazziss
Gameology and Multimedia Expert Vol 2, No 2 (2025): Gameology and Multimedia Expert - April 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i2.21156

Abstract

Educational games play a vital role in improving cognitive abilities and creativity in children and adults. This study discusses the development of a picture-based quiz game that integrates interactive learning elements with engaging visual challenges. The game, titled "Kuis Bergambar," allows players to answer quiz questions by first identifying images, fostering problem-solving skills and knowledge retention. Developed using the Game Development Life Cycle (GDLC), the game targets users aged 7-30 and is available on multiple platforms. Evaluation results show that this approach enhances engagement and cognitive performance compared to traditional quiz formats.
Design and Implementation of an Interactive Science Educational Game to Improve Science Literacy of Elementary Students in Grades 3–6 Eldo, Handry; Najmi, Muazziss
Gameology and Multimedia Expert Vol. 2 No. 3 (2025): Gameology and Multimedia Expert - July 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i3.22556

Abstract

Interactive educational games are one of the innovative approaches to improving science literacy skills among elementary school students. This study aims to design and implement an interactive science-based educational game to help students in grades 3–6 understand scientific concepts in a fun and engaging way. The research methods include user needs analysis, game concept design, software development, and evaluation to measure effectiveness and user responses. The game was designed by referring to the current science curriculum and integrating educational elements that suit children's developmental stages. The development of this game uses two programming languages, namely CSS (Cascading Style Sheets) and JavaScript (JS), to control the appearance and interactions on the web platform. The result of this study is an interactive educational web-based game that offers various challenges and learning activities that are both entertaining and educational. Initial evaluations show positive responses from users, both in terms of enjoyment and improved understanding of the science material presented. In conclusion, this interactive educational game has great potential as an additional learning tool to support science teaching in elementary schools. Further development and integration into the curriculum are expected to significantly improve children's science literacy.
Analisis Efektivitas Penggunaan Sistem Informasi Keuangan di Pemerintahan Desa maulana, Rizky; Rahmi, Zulaida; Rasyada, Reza Dian; Najmi, Muazziss
Impression : Jurnal Teknologi dan Informasi Vol. 4 No. 2 (2025): July 2025
Publisher : Lembaga Riset Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59086/jti.v4i2.1044

Abstract

istem Informasi Keuangan Desa (Siskeudes) merupakan salah satu solusi digital yang dikembangkan untuk meningkatkan transparansi dan akuntabilitas pengelolaan keuangan desa. Penelitian ini bertujuan untuk menganalisis efektivitas penggunaan sistem informasi keuangan di pemerintah desa dalam hal efisiensi, akurasi, dan kemudahan pelaporan keuangan. Metode yang digunakan adalah deskriptif kualitatif dengan teknik pengumpulan data melalui observasi, wawancara, dan dokumentasi di beberapa desa di Kabupaten Bireuen. Hasil penelitian menunjukkan bahwa sistem informasi keuangan mempengaruhi kelengkapan akurasi data dan transparasi karena sistem telah meningkatkan efisiensi pelaporan, namun masih terdapat kendala pada pelatihan SDM dan ketersediaan infrastruktur TI.   The Village Financial Information System (Siskeudes) is a digital solution developed to improve transparency and accountability in village financial management. This study aims to analyze the effectiveness of the use of financial information systems in village governments in terms of efficiency, accuracy, and ease of financial reporting. The method used is descriptive qualitative with data collection techniques through observation, interviews, and documentation in several villages in Bireuen Regency. The results show that the financial information system affects the completeness, accuracy, and transparency of data because the system has increased reporting efficiency. However, there are still obstacles in human resource training and the availability of IT infrastructure.  
GO TO SCHOOL WITH TRANS KOETARADJA? BARRIES TO USING PUBLIC BUSSES AMONG STUDENTS Najmi, Muazziss; Kamarullah, Kamarullah; Afif, Naufal; Rosyady, Phisca Aditya
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 2 (2024): Volume 7 No. 2 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i2.26467

Abstract

Traveling to school can contribute significantly to the physical activity of school students. However, in Indonesia, as in other countries, many school students are driven by their parents when they want to gain access to education at school. In this study, researchers highlight the obstacles to using the Bus Trans Koetaradja (BTK) in Banda Aceh, Indonesia, a city with chaotic parking and traffic jams, especially during working and school hours. The data were obtained and categorized based on the barriers through forum group discussions involving 86 junior and senior high school students. The findings show that distance to school, parental involvement, the influence of building structures, ignorance of information, convenience, and social perceptions are significant barriers to using BTK to or from school. These barriers can be a reference for the further development of BTK services for the wider community, especially among students. Not only does it applicable in Aceh Province, but other regions can also consider the improvement