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Improving The Performance of Alumni Achievement Assessment by Integrating Website-Based Tracer Study Information Systems and Telegram API Sucipto Sucipto; Ervin Kusuma Dewi; Nalsa Cintya Resti; Indyah Hartami Santi
TEKNIK Vol 41, No 1 (2020)
Publisher : Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (997.078 KB) | DOI: 10.14710/teknik.v41i1.25307

Abstract

It is the mission of Vocational High School (SMK) education in Indonesia to produce highly competitive and skilled graduates. One standard for evaluating the success of vocational education is assessing the achievements of alumni. The evaluation process can be carried out with programmed alumni tracking activities or commonly known as tracer studies. However, the implementations of tracer studies that have been carried out by vocational schools in Kediri are still using the manual method. These conditions make the school find many obstacles in the implementation of tracer studies. Some schools have used technology with e-mail applications but have financial constraints. This research aims to improve the performance of assessing the alumni achievement of Vocational Schools in Kediri by integrating the website-based tracer study information system with social media Telegram API. Usability testing that gave 4.83 of 5 scales has shown that the integration can improve the performance and benefits of an application compared to the application before integration
SISTEM INFORMASI PENJUALAN TOKO MAINAN BERBASIS WEB MENGGUNAKAN METODE WATERFALL Rechan Rizky Saputra; Premas Premas Aji Susilo; Indyah Hartami Santi
VARIABLE RESEARCH JOURNAL Vol. 3 No. 03 (2026): JULI 2026
Publisher : Media Inovasi Pendidikan dan Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Perkembangan era digital menuntut Usaha Mikro Kecil Menengah (UMKM) mengubah sistem penjualan konvensional ke platform digital demi memperluas jangkauan pasar. Toko Mainan Janoko Garum di Blitar masih menghadapi kendala efisiensi transaksi, informasi stok yang tidak real-time, dan risiko kehilangan nota akibat pencatatan manual. Tujuan penelitian tim kami bertujuan untuk merancang dan mengimplementasikan website toko online dalam hal ini  menggunakan System Development Life Cycle (SDLC) dengan model waterfall. Sistem dibangun berbasis web dengan database MySQL, serta dimodelkan melalui sistem dimodelkan menggunakan Data Flow Diagram (DFD) serta Entity Relationship Diagram (ERD). Selanjutnya, efektivitas dan fungsionalitas sistem dievaluasi melalui metode Black Box Testing. Hasil pengujian fungsional menunjukkan seluruh fitur, seperti katalog dinamis, fitur pemesanan, dan dashboard admin berjalan sesuai rancangan. Kesimpulannya, website ini berhasil diimplementasikan serta terbukti efektif meningkatkan efisiensi transaksi dan pengelolaan data produk mainan bagi mitra UMKM.
PEMANFAATAN MEDIA SOSIAL SEBAGAI MEDIA PEMASARAN PRODUK DI SR HANDYCRAFT AND DRUMS Indyah Hartami Santi; Nur Cindy Intan Fanderella; Wasi’atul Jannah
Jurnal Pengabdian Masyarakat - Teknologi Digital Indonesia. Vol 4, No 2 (2025): Oktober 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat - Universitas Teknologi Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26798/jpm.v4i2.1981

Abstract

Kegiatan pengabdian kepada masyarakat di UMKM SR Handycraft and Drums berlokasi di Sentul, Kecamatan Kepanjenkidul, Kota Blitar, Jawa Timur. UMKM ini bergerak dalam produksi berbagai kerajinan tangan berbahan dasar kayu seperti peralatan rumah tangga. Permasalahan utama yang dihadapi adalah keterbatasan pemanfaatan media digital untuk promosi dan penjualan produk, sehingga jangkauan pasar masih terbatas. Program pengabdian ini bertujuan untuk meningkatkan literasi digital dan kemampuan promosi UMKM melalui tiga kegiatan utama: pembuatan website penjualan, pelatihan pembuatan konten promosi kreatif berbasis video, serta penyusunan strategi pemasaran digital. Hasil yang diharapkan dari program ini adalah peningkatan kapasitas literasi digital, kemampuan membuat konten promosi, dan pemanfaatan platform media sosial secara efektif. Dengan pendampingan yang dilakukan, diharapkan UMKM mampu memperluas jangkauan pasar, meningkatkan interaksi dengan pelanggan, serta mendorong pertumbuhan penjualan yang berkelanjutan. Program ini mendukung pemberdayaan ekonomi lokal melalui pemanfaatan teknologi digital secara optimal.
Optimalisasi Sistem Informasi Layanan Jasa Konsultan dengan Metode Search Engine Optimization (SEO) Hardianti Ramli; Indyah Hartami Santi; Rizki Dwi Romadhona
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 1 (2026): Maret : Jurnal Informatika dan Tekonologi Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i1.8512

Abstract

This study addresses the challenge of stagnant project acquisition faced by consulting service companies due to limited digital promotion. The purpose of this research is to design and implement a website optimized with Search Engine Optimization (SEO) to enhance the reach and competitive edge of CV Jaya Karya Konsultan. Employing a quantitative Research and Development (R&D) approach using the Rational Unified Process (RUP), the study involved developing key features including a company profile, project portfolio, client testimonials, educational blog, and chat box. The population comprised IT experts, internal company staff, and users, with purposive sampling yielding 33 respondents. Data were collected using observation, interviews, documentation, and questionnaires, and analyzed through descriptive statistics and thematic analysis. Research findings show the On-Page SEO strategy effectively improved website ranking, while technical and user experience results reached a usability rating of 91.43% ("very feasible"). In conclusion, developing a web-based information system using RUP and SEO strategies not only fulfills practical promotional needs but also offers a replicable model for service-sector digital transformation.
Development of Interactive English Learning Media Using Construct 2 for Elementary Schools Ibnu Abizaid Fisabilillah; Indyah Hartami Santi; Wahyu Dwi Puspitasari
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 2 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i2.3702

Abstract

English learning in elementary schools requires engaging and interactive media to improve students' motivation and understanding. Observations and interviews at SDN Papungan 01 Blitar showed that first-grade students still had difficulty memorizing English vocabulary, particularly color-related words, partly because the available learning media were limited. This study aimed to develop an interactive English learning medium based on Construct 2 for first-grade elementary school students and to determine its feasibility. The method used was Research and Development (R&D) combined with the Multimedia Development Life Cycle (MDLC) model, consisting of concept, design, material collecting, assembly, testing, and distribution stages. The resulting product, ColorFun English Learning Game, features a color-guessing game and a letter-arranging game equipped with images, audio, animation, a scoring system, and a life system. Evaluation was conducted through blackbox testing, material expert validation, IT expert validation, and a student response questionnaire. The results showed that all features functioned properly (100%), material expert validation reached 96%, IT expert validation reached 95%, and student responses reached 92.5%, all categorized as highly feasible. The developed learning medium is proven feasible as a supporting tool for English learning among first-grade elementary school students.
Construct 2-Based Learning Media for Calculating Change, Featuring a Traditional Market Theme, for Students Ade Eka Saputra; Indyah Hartami Santi; Wahyu Dwi Puspitasari
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 2 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i2.3845

Abstract

Elementary school students' ability to apply addition and subtraction concepts to buying and selling transactions specifically calculating change requires improvement. Interviews with a second-grade teacher at SDN Papungan 01 revealed that 20% of students still struggle with this, highlighting the need for interactive and contextual learning media. This study aimed to develop a Construct 2 based educational game focused on monetary arithmetic operations to help second-grade students understand addition and subtraction concepts when calculating change, as well as to evaluate the game's feasibility. The media was developed using the Multimedia Development Life Cycle (MDLC) method, comprising the stages of concept, design, material collection, assembly, testing, and distribution. The resulting product is a traditional market-themed educational game that trains students to recognize currency denominations, calculate change, and correctly assemble the change amount. Testing was conducted using Black-box testing and beta testing. Blackbox testing results showed a functional success rate of 97.83%, with 45 out of 46 test scenarios executing as planned. Beta testing yielded feasibility ratings of 96% from media experts, 94% from IT experts, 100% from teachers, and 95.22% from students. Based on these results, the learning media is deemed highly suitable for supporting basic arithmetic instruction in elementary schools.
Development of an Web-Based Order Management System for Tailoring Businesses with Production Monitoring and WhatsApp Notifications Muhammad Afwa Nawafal; Indyah Hartami Santi; Udkhiati Mawaddah
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 16 No 03 (2026): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v16i03.2488

Abstract

Tailoring businesses, such as Anita Modiste Boutique, often face operational bottlenecks due to reliance on manual record-keeping for order processing and production monitoring, which leads to data inconsistencies, communication delays, and inefficient decision-making. This study proposes an integrated digital workflow model to modernize these operations, developed through the Rapid Application Development (RAD) methodology to ensure system alignment with administrative needs. The research contributes a novel approach by integrating customer order management, down payment tracking, and real-time internal coordination via an automated WhatsApp Gateway, serving as an active coordination mechanism between production staff and the boutique owner. The system’s functionality was verified with an 84.62% success rate in initial Black Box testing, followed by 100% compliance after iterative refinements, while its acceptance was empirically validated via User Acceptance Testing (UAT) involving 61 respondents, resulting in a User Satisfaction Index (USI) score of 89.44% ("Excellent"). These findings demonstrate that digitizing internal coordination, beyond mere customer-facing administration, is critical for enhancing the operational performance and transparency of MSMEs, providing a functional and user-accepted digital solution for tailoring businesses.