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Rancang Bangun Sistem Informasi Objek Wisata Hiu Paus Teluk Saleh Berbasis Web dengan Metode Agile Dinan Yulianto; Firda Mardiaturrahman
Jurnal Media Computer Science Vol 5 No 2 (2026): April
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i2.11166

Abstract

Whale shark tourism in Saleh Bay, Sumbawa Regency, as a prominent marine tourism destination, provides interactive experiences between tourists and whale sharks; however, interviews, questionnaires, and field observations reveal several challenges, including suboptimal digital promotion, the absence of an integrated reservation system, and manual administrative data management, leading to data duplication, potential data loss, and difficulties in performance reporting. This study aims to develop and evaluate a web-based information system that integrates promotional features, a unified reservation system, a statistical reporting dashboard, and social media integration. The system development follows the Agile methodology within a software development life cycle framework, including requirement analysis, system design, implementation, functional testing, deployment, and usability evaluation, and was completed over five sprints within fifteen weeks. Functional testing using black-box testing confirms that all system components operate as intended. Furthermore, usability evaluation using the User Experience Questionnaire (UEQ), involving 35 respondents comprising tourism managers and visitors, indicates mean scores for attractiveness (1.11), perspicuity (1.32), efficiency (1.26), dependability (0.93), and stimulation (0.85), all reflecting positive impressions (>0.80), while novelty (0.60) indicates a neutral impression.
Pengembangan Gim Edukasi sebagai Upaya Kesadaran Kesehatan Pasca Pandemi Covid-19 Lugas Alhawariy; Dinan Yulianto
Proceeding of Informatics Collaborations and Dessimenation Meeting Vol. 1 No. 1 (2025)
Publisher : Universitas Muhammadiyah Surakarta

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

Abstract

Tahun 2019, Indonesia menghadapi wabah kesehatan coronavirus desease (Covid) yang pertama kali teridentifikasi di China dan memiliki dampak signifikan terhadap berbagai dimensi kehidupan manusia. Desember 2024, teridentifikasi peningkatan kasus influenza a dan human metapneumovirus yang memiliki kesamaan gejala seperti Covid. Keterbatasan media edukasi yang efentif, literasi yang kurang memadai, serta tingkat kepatuhan protokol kesehatan yang mulai rendah akan berpotensi mewujudkan kondisi peningkatan kasus flu yang berat seperti wabah Covid. Penelitian ini bertujuan mengembangkan media edukasi dengan model gim petualangan yang memuat pembelajaran kesadaran kesehatan, khususnya Covid. Pelaksanaan penelitian ini menerapkan metode Multimedia Development Life Cycle dengan enam tahapan yaitu konsep, desain, pengumpulan materi, pembuatan, pengujian, dan distribusi. Penelitian ini berhasil mengembangkan media gim edukasi dengan tiga skenario pembelajaran sebagai aspek gamifikasi yang telah memiliki validitas terhadap materi serta fungsional.