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All Journal IJCCS (Indonesian Journal of Computing and Cybernetics Systems) Elkom: Jurnal Elektronika dan Komputer Jurnal Ilmiah KOMPUTASI CogITo Smart Journal Cyberspace: Jurnal Pendidikan Teknologi Informasi PROCESSOR Jurnal Ilmiah Sistem Informasi, Teknologi Informasi dan Sistem Komputer JSiI (Jurnal Sistem Informasi) Jurnal Ilmiah Media Sisfo Jurnal Telematika Journal of Information System,Graphics, Hospitality and Technology Jurnal Teknologi Dan Sistem Informasi Bisnis Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) JITU : Journal Informatic Technology And Communication Djtechno: Jurnal Teknologi Informasi Jurnal Mahasiswa Sistem Informasi (JMSI) Jurnal Teknologi Sistem Informasi Informatics and Computer Engineering Journal Jurnal Salam Sehat Masyarakat (JSSM) Jurnal Sistem Informasi Triguna Dharma (JURSI TGD) Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Journal of Comprehensive Science Technologica Malcom: Indonesian Journal of Machine Learning and Computer Science Jurnal Sistem Informasi dan Bisnis Cerdas Jurnal Karya Abdi Masyarakat DEVICE : JOURNAL OF INFORMATION SYSTEM, COMPUTER SCIENCE AND INFORMATION TECHNOLOGY Literasi: Jurnal Pengabdian Masyarakat dan Inovasi Jurnal (FORSINTA) Informatika, Sistem Informasi dan Kehutanan Journal of Artificial Intelligence and Digital Business Jurnal Pengabdian Kolaborasi dan Inovasi IPTEKS Jurnal Manajemen Sistem Informasi Jurnal Pengabdian Masyarakat Pinang Masak Jurnal Informatika Polinema (JIP) BATIK: Jurnal Pengembangan dan Pengabdian Masyarakat Multikultural Jurnal Pengabdian Masyarakat Informasi interaktif : jurnal informatika dan teknologi informasi Berbakti Smatika Jurnal : STIKI Informatika Jurnal Jurnal Publikasi Sistem Informasi dan Manajemen Bisnis Jurnal Nasional Komputasi dan Teknologi Informasi JUSS (Jurnal Sains dan Sistem Informasi)
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Perancangan UI/UX Sistem Prakerin Web dengan Metode UCD Siregar, Alifah; Saputra, Edi; Arsa, Daniel; Putri Ramadhani, Nanda
Jurnal Informatika Polinema Vol. 11 No. 4 (2025): Vol. 11 No. 4 (2025)
Publisher : UPT P2M State Polytechnic of Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/jip.v11i4.7625

Abstract

Penelitian ini bertujuan untuk merancang antarmuka pengguna (UI/UX) Sistem Informasi Prakerin berbasis web yang sesuai dengan kebutuhan siswa kelas XI di SMK Negeri 2 Kota Jambi. Penelitian menggunakan metode User-Centered Design (UCD) dengan empat tahapan yaitu context of use, specify user requirements, design solutions, dan evaluate design. Subjek penelitian difokuskan pada siswa kelas XI yang akan melaksanakan Prakerin dengan jumlah responden sebanyak 24 orang. Teknik pengambilan sampel menggunakan purposive sampling. Pengumpulan data dilakukan melalui wawancara, observasi, serta pengujian prototipe menggunakan platform Maze dan kuesioner User Experience Questionnaire (UEQ). Hasil pengujian menunjukkan bahwa sistem memperoleh skor usability sebesar 84, yang menandakan bahwa tampilan antarmuka cukup mudah digunakan oleh siswa. Selain itu, hasil pengisian kuesioner UEQ menunjukkan skor yang masuk kategori excellent, mencerminkan pengalaman pengguna yang positif dari sisi kejelasan, kenyamanan, dan kemudahan penggunaan. Penelitian ini diharapkan dapat memenuhi kebutuhan di SMK Negeri 2 Kota Jambi untuk melaksanakan proses prakerin.
Pengembangan Sistem Informasi Prakerin SMK Negeri 2 Kota Jambi dengan Metode Scrum Ramadhani, Nanda Putri; Saputra, Edi; Arsa, Daniel; Siregar, Alifah Salsabillah
Jurnal Ilmiah Komputasi Vol. 24 No. 3 (2025): Jurnal Ilmiah Komputasi : Vol. 24 No 3, September 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32409/jikstik.24.3.3852

Abstract

Penelitian ini bertujuan untuk mengembangkan sistem informasi praktik kerja industri (prakerin) berbasis web guna mendukung pengelolaan prakerin di SMK Negeri 2 Kota Jambi. Prakerin merupakan program wajib bagi siswa kelas XII yang menempatkan mereka di Dunia Usaha/Dunia Industri (DU/DI) sesuai kompetensinya. Hasil observasi menunjukkan adanya permasalahan dalam pengelolaan data dan penyampaian informasi, yang berdampak pada kelancaran administrasi dan pemantauan kegiatan prakerin. Untuk menjawab permasalahan tersebut, pengembangan sistem dilakukan menggunakan metode Scrum, yang bersifat fleksibel dan iteratif, memungkinkan penyesuaian sistem berdasarkan kebutuhan pengguna melalui siklus sprint. Sistem ini dirancang untuk mempercepat proses administrasi dan mempermudah monitoring prakerin. Pengujian dilakukan dengan black-box testing dan user acceptance test (UAT). Hasil menunjukkan bahwa seluruh fungsi berjalan dengan tingkat keberhasilan 100%, dan sistem memperoleh tingkat kepuasan pengguna sebesar 85,04%, yang menandakan sistem diterima dengan baik dan layak digunakan.
Klasifikasi Status Mahasiswa Berisiko Drop Out Menggunakan Decision Tree C5.0 dengan Seleksi Fitur: Classification of Student Drop Out Risk Using Decision Tree C5.0 with Feature Selection Hanis, Farisyah Lutfiah; Khaira, Ulfa; Arsa, Daniel
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 5 No. 4 (2025): MALCOM October 2025
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v5i4.2239

Abstract

Penelitian ini bertujuan untuk membandingkan performa algoritma Decision Tree C5.0 dengan dan tanpa seleksi fitur Mutual Information dalam klasifikasi mahasiswa berisiko drop out. Data yang digunakan mencakup mahasiswa S1 angkatan 2018–2023 dengan atribut performa akademik tiap semester serta aktivitas tugas akhir mahasiswa. Tahapan pengolahan data meliputi seleksi data, pembersihan, pelabelan, dan penanganan data tidak seimbang menggunakan Random Undersampling. Evaluasi model dilakukan menggunakan metrik akurasi, presisi, recall, dan f1-score. Hasil penelitian menunjukkan bahwa pada mahasiswa angkatan 2022–2023, model tanpa seleksi fitur menghasilkan akurasi sebesar 87,14%, dan meningkat menjadi 88,57% setelah penerapan seleksi fitur. Sementara itu, pada mahasiswa angkatan 2018–2021, akurasi model tanpa seleksi fitur mencapai 93,04% dan meningkat menjadi 94,30% dengan penerapan seleksi fitur. Faktor dominan yang memengaruhi klasifikasi berbeda pada masing-masing kelompok, di mana jumlah absen menjadi indikator utama pada mahasiswa angkatan 2022–2023, sedangkan durasi pengerjaan tugas akhir lebih berpengaruh pada mahasiswa angkatan 2018–2021.
Analisis Adopsi Pemanfaatan Teknologi Digital Pada Usaha Mikro Kecil Menggunakan Framework TOE Sari, Riska Rahma; Aryani, Reni; Arsa, Daniel
Jurnal Ilmiah Media Sisfo Vol 19 No 2 (2025): Jurnal Ilmiah Media Sisfo
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/mediasisfo.2025.19.2.2458

Abstract

The advancement of digital technology has a great influence on the development of Micro and Small Enterprises (MSEs). However, the level of digital technology adoption by MSE actors is still relatively low. This study aims to analyze the factors that influence the adoption of digital technology using the Technology-Organization-Environment (TOE) framework. A quantitative approach was used with the Partial Least Square Structural Equation Modeling (PLS-SEM) method through SmartPLS 4.0. The research sample consisted of 97 MSEs in Jambi City engaged in the food and beverage sector. The questionnaire instrument was prepared based on the three dimensions of TOE: Technology, Organization, and Environment. The results showed that technological and environmental factors had a significant effect on the adoption of digital technology, while organizational factors did not show a significant effect. This may be due to the simple and informal organizational structure of MSEs. This finding shows that the TOE framework is relevant in analyzing the adoption of digital technology in MSEs and provides implications for business actors and policy makers to further emphasize technological and environmental aspects in the digitalization strategy of MSEs.
Pemanfaatan QGIS untuk Pembuatan Peta Agrowisata Desa Ibru dalam Program Inovasi Desa Dwi Lestari, Fitri; Eka Hervy, Nazwa; Jaya, Asirman; Tri Maulana Ramadhan, Ikhsan; Arsa, Daniel
Journal of Comprehensive Science Vol. 3 No. 12 (2024): Journal of Comprehensive Science (JCS)
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/jcs.v3i12.2927

Abstract

Effective management of rural areas requires accurate maps to support strategic planning and sustainable development. Ibru Village in Muaro Jambi Regency, which has won the Innovative Village award, faces challenges in mapping strategic locations such as agro-tourism areas, biopharmaceutical land, and potential sleeping land. This research aims to compile a comprehensive map based on Geographic Information System (GIS) using QGIS open-source software. The methods used include field surveys, interviews with village officials and local communities, and secondary data analysis from satellite imagery. The results of the study identified five strategic agro-tourism locations in Ibru Village, including the Clean Water Source Area and the Turmeric Processed Production House, which have the potential to be developed as educational tourism destinations. In addition, the resulting map contains information on land types, including agricultural land, plantations, and settlements. This data provides in-depth insights into the geographical characteristics of villages, which are the cornerstone of resource management and data-driven planning. This research demonstrates how GIS technology can be integrated with a participatory approach to produce maps that are relevant to local needs. The results not only contribute to the development of science in the field of GIS but also empower the people of Ibru Village in supporting sustainable development. This study is expected to be a model that can be applied in other villages in Indonesia with similar challenges and potential.
Implementasi Virtual Tour dalam Pengenalan Agrowisata pada Desa Ibru-Q dengan Menggunakan 3D Vista Rizky Ardiansyah Putra, M.; Aldiansyah, Aldiansyah; Dwi Prakoso, Dimas; Arsa, Daniel
Journal of Comprehensive Science Vol. 3 No. 12 (2024): Journal of Comprehensive Science (JCS)
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/jcs.v3i12.2929

Abstract

Virtual tour is a technological innovation that provides an interactive experience in getting to know tourist destinations virtually. This study aims to implement a virtual tour in introducing Ibru-Q Village Agrotourism using 3d Vista. The potential of Agrotourism in Ibru-Q Village has great potential as a nature-based educational tourism destination. The methods used include data collection through field observations, interviews with managers, and visual documentation to build virtual tour content. The results of the study showed that the implementation of a virtual tour was able to increase tourist interest and provide more interesting and in-depth information about the potential of Ibru-Q Village Agrotourism, including plant diversity, agricultural methods, and the uniqueness of local culture. This virtual tour also facilitates the accessibility of information for prospective visitors who have not been able to visit the location in person. These findings indicate that virtual tour technology contributes positively to the promotion of tourist destinations, especially in the digital era.
Perancangan Virtual Tour Agrowisata IBRU-Q Sebagai Media Informasi dan Promosi Online Desa Ibru Ambarwati, Diah; Agustin, Imelda; Kuswanto, Hasby; Arsa, Daniel
Journal of Comprehensive Science Vol. 3 No. 12 (2024): Journal of Comprehensive Science (JCS)
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/jcs.v3i12.2937

Abstract

Ibru Village has significant potential in tourism and creative economy but lacks optimal utilization of information technology for promotion and dissemination of its potential. Most promotional efforts still rely on traditional methods with limited reach. This study aims to design a virtual tour system, Virtual Tour IBRU-Q, to serve as an interactive and modern promotional medium for Desa Ibru's agrotourism. Using the Multimedia Development Life Cycle (MDLC) method, the research focuses on the concept and design phases. The concept phase involves creating a research plan to address the issues and goals, while the design phase includes structuring the program architecture, user interface, and system flow using a procedural design approach. The resulting system integrates 360° virtual reality visuals, enabling users to explore Desa Ibru’s agrotourism virtually.
Metode Agile Scrum pada Rancang Bangun Sistem Informasi Manajemen Pelatihan Pegawai Perusahaan Zahra, Salmah Nur; Khaira, Ulfa; Arsa, Daniel
Journal of Information System,Graphics, Hospitality and Technology Vol. 6 No. 2 (2024): Journal of Information System, Graphics, Hospitality and Technology
Publisher : Institut Sains dan Teknologi Terpadu Surabaya (d/h Sekolah Tinggi Teknik Surabaya)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37823/insight.v6i2.403

Abstract

Dalam penelitian ini, metode Agile Scrum diterapkan untuk mengembangkan Sistem Informasi Manajemen Pelatihan Pegawai berbasis web di PT Kliring Berjangka Indonesia. Sebagai Badan Usaha Milik Negara yang bergerak di bidang kliring penjaminan dan penyelesaian transaksi berjangka, PT Kliring Berjangka Indonesia memiliki tanggung jawab besar dalam mengembangkan kompetensi pegawainya guna memberikan layanan yang berkualitas. Namun, pengelolaan pelatihan pegawai dengan berbagai divisi dan jenis kompetensi menjadi tantangan, terutama karena belum adanya sistem yang terpusat. Hal ini menghambat perencanaan, evaluasi pelatihan, serta rekapitulasi data untuk keperluan audit. Metode Agile Scrum dipilih karena mampu memfasilitasi interaksi intens antara product owner dan stakeholder, serta memberikan transparansi melalui sprint review dan retrospective. Metode ini juga memungkinkan fleksibilitas terhadap perubahan requirement, yang dalam penelitian ini menyebabkan penambahan sprint dari 5 menjadi 6. Sistem yang dikembangkan kemudian diuji menggunakan blackbox testing dan dievaluasi melalui User Acceptance Testing (UAT) oleh 12 calon pengguna. Hasil pengujian menunjukkan bahwa seluruh fungsi sistem berjalan dengan baik, sementara kuesioner UAT memperoleh nilai 80%, menandakan tingkat penerimaan yang baik dan kesuksesan sistem dalam mengatasi masalah yang dihadapi oleh staf SDM dan pegawai PT Kliring Berjangka Indonesia.
PERANCANGAN UI/UX DASHBOARD REPORTING PADA PORTAL HALAL.GO.ID MENGGUNAKAN METODE DESIGN THINKING Anugradia, Nabila; Arsa, Daniel; Khaira, Ulfa
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 8 No 1 (2024)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v8i1.22948

Abstract

The research aims to design a UI/UX dashboard reporting system for the Halal.go.id Portal using the design thinking method. This method involves research stages: Empathize, Define, Ideate, Prototype, and Test. The research employs qualitative methods with observation, interview, and heuristic evaluation techniques. The results indicate that the designed reporting dashboard achieved a score of 358 and a percentage of 89.50% based on 10 heuristic evaluation instruments, falling under the "Very Good" category. This signifies that the reporting dashboard is highly suitable for implementation to improve the UI/UX aspects of the Halal.go.id Portal. This research contributes to the design of effective and efficient UI/UX dashboard reporting for users of the Halal.go.id Portal. The research findings are expected to contribute to enhancing the quality of information services related to halal products in Indonesia.
User Experience Game Arknights: Sebuah Penerapan Metode Cognitive Walkthrough Andri Daviano; Reni Aryani; Daniel Arsa
Jurnal PROCESSOR Vol 19 No 1 (2024): Jurnal Processor
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/processor.2024.19.1.1637

Abstract

Every product requires an optimal user experience to ensure user comfort and effective interaction with the product. This research uses the Cognitive Walkthrough method to evaluate the user experience in the Arknights game, a mobile game that won the "Best Innovative Game" award at the Google Play Best Of 2020 awards. The Cognitive Walkthrough method is a user experience evaluation method where respondents are asked to work on scenario-based tasks that have been prepared by researchers. This method will evaluate step by step in a product, to find problems that make users uncomfortable. This evaluation aims to identify potential issues that may disrupt the user experience, especially for new users. The respondents in this study were 5 people with the main criteria being a gamer but had never played the Arknights game. The evaluation results show that Arknights has a high level of comfort overall, with most problems being minor and not affecting the main functions of the game. The issues identified were mostly related to specific in-game tasks, such as upgrading operators and change assistants, as well as basic in-game features. However, these issues are minor and do not hinder the gaming experience significantly. This evaluation shows that Arknights is a game that is easy to play and enjoy, especially for new users.
Co-Authors Abdul Manab Abidin, Zainil Ade Adriadi Agra Tiadef Agustin, Imelda Aisyah, Nabila Dinda Aldiansyah, Aldiansyah Aldy Nifratama Alfredo, Willyanto Ali Nurdin Hidayat Ambarwati, Diah Ance Pramai Shella Andri Daviano Andrian Setyarestu Prayogi Andrianti, Ari Anggraini, Nabila Febrisa Anna Febriane Angelica Anugradia, Nabila Ardian Salsa Rusmana Ari Setiya Ningsih Aryani, Reni Aulia Dwiza Puteri Ayu Friska Purba Baldy Antila Putra Bastian Wahyudi Benedika Ferdian Hutabarat Budi Aswin Cahya Syalom Dafian, M. Febrin Dahmiri Dawam Suprayogi Dedy Setiawan Denny Prabawa, Aditya Dewi Lestari Dewi Lestari Dewi Lestari Dewi Lestari Dhian Eka Wijaya Diah Riski Gusti Dwi Abdi Putra Dwi Lestari, Fitri Dwi Prakoso, Dimas Edi Saputra Edi Saputra Edwin Permana Effiyaldi, Effiyaldi Eka Hervy, Nazwa Eko Prasetyo Enggrani Fitri, Lucky Fadhila Putri Zahardy, Farah Fahreza, Agil Faizar Farid Fauzan Ramadhan Febby Lutvianita Febri Heryansah Febrisa Anggraini, Nabila Fernando, Anang Prahari Frely Setiawan Sihombing Gifroni, Mhd. Hanis, Farisyah Lutfiah Hidayat, Ali Nurdin Hubaybah, Hubaybah Huwaida, Abelia Maisya Ilhami, Mohamad Indra Lasmana Tarigan Iqbal Tria Cahyadhi Irfan Roihansyah Harahap Ismi Nurwaqiah Ibnu Iza Sofiani, Amanda Jaya, Asirman Kevin Kifeda Khaira, Ulfa Khairul Alim Kuswanto, Hasby Lucky Enggrani Fitri Maisya Huwaida, Abelia Martina Asti Rahayu Mochammad Arief Hermawan Sutoyo muhaimin, raihan Muhammad Razi A Mukhtada Billah Nst musnaini musnaini Musnaini Musnaini Mutia Fadhila Putri Mutia Fadhila Putri Nabila Suniyyah Nelson Nelson Nindy Raisa Hanum Ningsih, Siti Cahya Norman Syarief Noverina, Yolla Nugraha, A. Prima Nugraha, Hafiz Nur Fadilah Oktarivia Putri Ramadhani, Nanda Rahmadesia, Tania Ramadhani, Nanda Putri Raudati, Imelda Riyadi, Marsel Fajriantama Rizki Daffa Muttaqin Rizky Ardiansyah Putra, M. Rizqa Raaiqa Bintana Rufi'i Sahrial Sari, Riska Rahma Selfy Ilafia Siregar, Alifah Siregar, Alifah Salsabillah Sofiani, Amanda Iza Suniyyah, Nabila Tania Rahmadesia Tia Marcelin Tri Maulana Ramadhan, Ikhsan Tri Sherina Tri Suratno Trinanda, Randi Ulfa Khaira, Ulfa Usman Kamaruddin Utomo, Pradita Eko Prasetyo Utomo, Pradita Eko Prastyo Weni, Indra Willyanto Alfredo Yehezkiel Dwi Wahyu Situmerang Yogi Perdana Yolla Noverina Yolla Noverina Yudistira, Miranty Zahra, Salmah Nur