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Pengenalan Makanan Bergizi Melalui Game Edukasi Untuk Anak Usia 6-9 Tahun Jimmy Moedjahedy; Jessica Sabbathiny Buyung; Jay Idoan Sihotang
Electro Luceat Vol 8 No 1 (2022): Electro Luceat (JEC) - July 2022
Publisher : LPPM Poltek ST Paul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jelekn.v8i1.449

Abstract

The health of a country is the most important measure of its overall well-being. Children are the nation's next generation, and they must be kept in good physical condition. According to the Minister of Health of the Republic of Indonesia's regulation on health, children have the right to survive and develop normally. According to a report by the Ministry of Health of the Republic of Indonesia, malnutrition and malnutrition status affect children and toddlers in particular areas. Children's misunderstanding about healthy and nutritious food contributes to the high incidence of malnourished children. As a result, the goal of this research is to create an educational game that will introduce healthful foods to children aged 6 to 9. The Waterfall Model is the software engineering approach that was employed, with the following stages of implementation: feasibility research, requirement analysis, design and specification, coding and module testing, integration and system testing, delivery and maintenance. It is believed that the findings of this study would allow youngsters to learn about nutrition through fun and instructive activities.
Analisa Tingkat Kepuasan Pengguna Aplikasi Microsoft Teams di SMA Advent Purwodadi Dengan Pieces Framework Valerian Leony Bianto; Jay Idoan Sihotang
CogITo Smart Journal Vol. 8 No. 2 (2022): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v8i2.421.514-523

Abstract

Karena dampak dari pandemi Covid-19, para pelajar harus melakukan proses belajar mengajar secara online. Microsoft Teams adalah platform yang banyak digunakan orang untuk melakukan pembelajaran secara online. Penelitian ini berfokus kepada evaluasi kepuasan pengguna Microsoft Teams sebagai sarana e-learning. Data yang diperlukan diperoleh melalui kuesioner yang disebarkan kepada user Microsoft Teams di SMA Advent Purwodadi. Lalu data tersebut diolah dan dianalisis melalui 6 aspek yang terdapat dalam Pieces framework yaitu: performance, information, economic, control, efficiency, dan service. Jumlah sampel dari penelitian ini sebanyak 152 responden yang dihitung dengan menggunakan metode Slovin. Hasil penelitian ini menunjukkan bahwa secara keseluruhan berada di tingkat Puas dengan skor 3,83 untuk asepek Performance, 3,77 untuk aspek Information, 3,66 untuk aspek Economic, 3,66 untuk aspek Control, 3,86 untuk aspek Efficienct, dan 3,95 untuk aspek Service.
Analisis Kualitas Modul UNAI Terhadap Kepuasan Pengguna Dengan WebQual 4.0 dan Importance Performance Analysis (IPA) Gabriel Putra Advent Yakop Sihombing; Jay Idoan Sihotang
J-ICON : Jurnal Komputer dan Informatika Vol 10 No 1 (2022): Maret 2022
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jicon.v10i1.6465

Abstract

In the current digital era, technology is developing very rapidly where the role of internet technology is increasingly influential because all activities can be carried out on the internet. Many universities use the website as an information medium to provide the information needed for students in their academic needs. The purpose of this study was to measure the level of quality of the academic information system at the Adventist University of Indonesia (UNAI) at the level of quality of use using the WebQual 4.0 approach. WebQual is a framework with techniques for measuring website quality by compiling user perceptions based on four existing dimensions, namely usability, information quality, services interaction quality and overall impression. The population in this study were students at UNAI who used the unai module. Samples were taken as many as 94 respondents. This research was conducted using a WebQual 4.0 dimension approach by distributing to respondents based on four WebQual 4.0 dimensions and conducting an analysis with importance performance analysis (IPA) with the aim of getting the level of user satisfaction then the results of the analysis of the academic information system at UNAI are still not suitable for user satisfaction where there are 4 items in the A quadrant, namely items U5, IntQ19, Int21, and OI22. Suggestions that can be given to website owners are to be able to add chat forum features, chat boxes and live chat.
Information Security Analysis of Online Education Management System using Information Technology Infrastructure Library Version 3 Michelle Cantika Pontoan; Jay Idoan SIhotang; Erienika Lompoliu
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 22 No 2 (2023)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i2.2474

Abstract

The rapid development of information affects many aspects of human life. So that the field of information security becomes one aspect that must be considered. This study aims to measure the information security awareness and to improve daily operational activities of managing IT services effectively and efficiently. Salemba Adventist Academy has used the Wium Online Education Management System (WIOEM) online system, but in its implementation the security aspects of the system are not yet known. The Information Technology Infrastructure Library (ITIL) v3 framework which is globally recognized for managing information technology is broken down into five parts: Service Strategy, Service Design, Service Transition, Service Operation, Continual Service Improvement. This study focuses on Service Operations with 4 attributes, namely: Security, Privacy, Risk, and Trust. The data collection method used by the researcher was through observation in the form of a questionnaire in taking the number of samples to several students by taking population samples using the Lemeshow method. After the data were collected, the results of the ITIL indicator questionnaire are calculated based on the data security level. The results show that the Security indicator is Level 1, the Privacy indicator is level 3, the Risk indicator is level 3, and the Trust indicator is level 4 on the Data Security Level scale. This shows that the WIOEM system can be used properly according to user expectations and meets several levels of data security according to ITIL v3 framework.
Pemodelan Kepuasan Pelanggan ShopeeFood Berbasis Webqual 4.0 dan Metode Kano Oktiviana Perangin-angin; Jay Idoan Sihotang
TeIKa Vol 13 No 01 (2023): TeIKa: April 2023
Publisher : Fakultas Teknologi Informasi - Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36342/teika.v13i01.3086

Abstract

The development of technology today allows many people to be able to maximize the use of the internet in meeting their daily needs. One of the applications used is Shopee with the Shopee Food service which offers many promos and various food options. The purpose of this research was to see the effect of the attributes in Webqual 4.0 on the projection of the Kano Model regarding customer satisfaction with ShopeeFood services. In this case, the researcher will conduct research on Indonesian Adventist University students as respondents to the research. The division of the questionnaire is divided into two main parts, namely the webqual method questionnaire which assesses the reality and expectations of the service, and the Kano model which assesses the functionality, dysfunctionality and importance of each feature or attribute. The results of the research show that the respondents were satisfied with the ShopeeFood service with a score of the Usability aspect with a score of 4.15, Information Quality with a value of 4.02, and Service Interaction Quality with a value of 4.00. The results of webqual data processing are supported by the results of the kano model questionnaire data processing. Where satisfaction with the ShopeeFood service is reflected in the presence of several features/attributes that meet the expectations of users. Overall, each feature/attribute is included in the Attractive category (A).
Analysis of WIUM Online Education Management System User Satisfaction Using PIECES Framework Winda Ebina Br Bangun; Jay Idoan Sihotang
Jurnal Komtika (Komputasi dan Informatika) Vol 7 No 1 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v7i1.9036

Abstract

WIOEM is a web and android application designed to quickly share information with users and help solve problems at the Salemba Adventist College. This information system is used by users for various purposes that are able to support the performance of teachers and parents in improving services to students. The various functions in this information system will affect user satisfaction or dissatisfaction with the system. So that there is a need for improvement and development of the system in the future. WIOEM information system analysis was carried out to determine the advantages and disadvantages that exist in the system based on the PIECES method. The purpose of this research is to get an overall picture of system performance, information, level of economic value, security, efficiency, and system services. From each aspect that is analyzed will be used as a recommendation for improvement of the WIOEM information system. The method used in this research is descriptive quantitative. The data collection technique uses a questionnaire distributed through the Google Forms platform. The results of this study indicate that the WIOEM system is in the good category, with an average total satisfaction level of 4.18. With each Performance indicator achieving a value of (4.31), Information (4.23), Economic (4.04), Control (4.11), Efficiency (4.25) and Service achieving a value of (4.17).
Mesin Rekomendasi Menggunakan Algoritma Alternating Least Square (ALS) pada Goodreads Martin, Stanley; Sihotang, Jay Idoan; Jonathan, Bern
Jurnal CoreIT: Jurnal Hasil Penelitian Ilmu Komputer dan Teknologi Informasi Vol 6, No 2 (2020): Desember 2020
Publisher : Fakultas Sains dan Teknologi, Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (562.54 KB) | DOI: 10.24014/coreit.v6i2.11578

Abstract

Sistem rekomendasi merupakan sistem yang dapat memberikan rekomendasi berupa prediksi rating pada suatu item. Ada banyak cara dalam merekomendasikan suatu item kepada pengguna, salah satunya adalah Alternating Least Square. Goodreads adalah situs web buku yang menjelaskan sinopsis dan memberi peringkat untuk buku, dan Goodreads membagikan peringkat pengguna mereka ke item di Kaggle untuk dianalisis. Oleh karena itu, penulis ingin merancang, mengimplementasikan, menguji serta ingin mengevaluasi mesin rekomendasi buku Goodreads mulai dari rating pengguna hingga item sebagai alternatif pemecahan masalah dari rekomendasi peringkat buku di Goodreads sekarang ini. Terdapat 981.756 data yang diolah menggunakan Alternating Least Square dengan 80% data latih dan 20% data uji. Hasil prediksi dievaluasi dengan Mean Absolute Error (MAE) dan Root Mean Square Error (RMSE). Hasil penelitian ini menunjukkan bahwa Root Mean Square Error 0.67 dan Mean Absolute Error 0.52 dan dapat dikatakan mesin yang dibuat memiliki error varians yang kecil karena memiliki kesalahan di bawah 1.00.
Analisis Kepuasan Pengguna Terhadap User Interface Aplikasi E-Commerce Shopee Menggunakan Metode EUCS di Jakarta Barat Yang, Marvel Zefanya; Sihotang, Jay Idoan
Informatics and Digital Expert (INDEX) Vol. 4 No. 2 (2022): INDEX, November 2022
Publisher : LPPM Universitas Perjuangan Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36423/index.v4i2.1110

Abstract

Perkembangan era digital pada zaman ini sangat cepat dan tidak dapat diprediksi. Era digital semakin hari melahirkan teknologi-teknologi baru yang berfungsi untuk membantu dan mempermudah kehidupan manusia. Seiring berjalannya waktu lahirlah sebuah aplikasi belanja online yaitu Shopee. Shopee adalah aplikasi jual beli online yang proses jual beli hingga transaksinya dilakukan secara online. Shopee sebagai marketplace yang besar saat ini tentu memiliki tantangan yang besar, di mana banyak sekali marketplace lain yang ikut bersaing dalam era digital saat ini, terutama di bidang e-commerce. Kepuasan pengguna merupakan faktor penting yang mempengaruhi keberhasilan dalam melakukan penerapan sebuah aplikasi. Penelitian pada kali ini berfokus di bagian kepuasan pengguna terhadap user interface dari aplikasi Shopee. Penelitian ini dilakukan berdasarkan metode End-User Computing Satisfaction (EUCS). Populasi dalam penelitian ini adalah masyarakat yang berdomisili di Jakarta Barat. Dari populasi tersebut terpilih sebanyak 125 responden untuk menjadi sampel dalam penelitian ini. Data dalam penelitian ini diperoleh dari kuesioner yang dibagikan kepada pengguna aplikasi Shopee di Jakarta Barat yang kemudian diolah secara statistik menggunakan rentang kategori dan persentase melalui Skala Likert. Hasil yang didapatkan dari penelitian ini adalah dalam kategori Puas dengan hasil nilai rata-rata 3.92 (Puas), dengan menggunakan tabel Tingkat Kepuasan Skala Likert. Kemudian, untuk hasil masing-masing dimensi adalah Content 3.99 (Puas), Accuracy 3.85 (Puas), Format 3.70 (Puas), Timeliness 4.07 (Puas), dan Ease of Use 4.03 (Puas).
Analisis Tingkat Kematangan Learning Management System SMAN 1 Parongpong Menggunakan Framework COBIT 5 Domain DSS03 & MEA01 Mendrofa, Seprianto; Sihotang, Jay Idoan
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 5 No 4 (2023): Oktober 2023
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v5i4.965

Abstract

Information technology in an organization is very useful if it is used with good goals and according to the company's standard requirements. SMAN 1 Parongpong is one of the schools that has utilized information technology by using the Learning Management System learning system, namely with the existence of the SMANPAR E-Learning which started in 2019, but until now there has never been a measurement of the maturity of its system for learning. This study aims to determine the maturity level of the Learning Management System using COBIT 5.0 (Control Objectives for Information and Related Technologies), especially in the DSS (Decision, Support and System) and MEA (Monitor, Evaluate, and Assess) domains. The population in this study were students of SMAN 1 Parongpong with a total of 93 respondents, teachers with a total of 50 respondents, and the included IT party totaling 8 respondents. The data collection technique in this study is a quantitative method that will be used when analyzing the data collected through the results of questionnaires and making comparisons with guidelines from COBIT 5 between the DSS and MEA domains. The results of the research that has been done show that the use of information technology from SMANPAR E-Learning is at maturity level 4-Predictable, but it should be noted that the use of SMANPAR E-Learning is still not optimal in supporting the school's academic community with maturity level ideally 5-Optimizing with a Student/Student gap value of 1.25, Teachers of 1.25 and IT Staff of 0.44.
RIOT.ID: Revolutionizing Running Community Management with Next.js and Gamification Shaan, Peter; Sihotang, Jay Idoan
CogITo Smart Journal Vol. 10 No. 2 (2024): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v10i2.764.447-459

Abstract

The RIOT Indonesia running community has been actively engaged since 2018, continuing to expand its reach. However, despite this significant growth, the community still relies on manual systems for managing membership and recording activities. Information technology, recognized as a catalyst for transformation across various sectors, including sports, presents an opportunity to enhance the efficiency of community management. This research focuses on the design of the Web RIOT.ID application, a web-based solution that integrates QR Code technology and gamification principles through an Experience Points (XP) system to motivate member participation. The user interface design of the application employs the Design Thinking methodology, ensuring that the solutions developed are tailored to meet user needs. Developed using a Rapid Application Development (RAD) approach, the application leverages Next.js and MongoDB. Evaluation is conducted through black box testing to confirm the application's functionality and its alignment with the established objectives. The RIOT.ID application is expected to serve as a model for other communities aiming to harness information technology to enhance organizational management and member engagement.