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Pengaruh Budaya Organisasi Terhadap Efektivitas Sistem Informasi Cholid Fauzi
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2015
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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Abstract

Abstrak—Sistem Informasi telah menjadi hal yangpenting bagi organisasi untuk dapat bersaing dalamlingkungan yang fokus pada teknologi saat ini. Denganacuan model DeLone dan McLean terdapat upaya untukmengukur kinerja atau efektifitas sistem informasi. Selainitu, budaya sebagai enabler juga harus diperhatikan dalamupaya organisasi untuk mencapai kinerja yang diinginkan.Model CVF dapat diketahui budaya diorganisasi. Studiliteratur dilakukan untuk dapat menggabungkan keduamodel. Dari kedua model ini, diusulkan sebuah modelpengaruh budaya terhadap efektifitas sistem informasiyang terdiri dari 6 konstruk efektifitas dan 5 konstrukbudaya yaitu kualitas informasi, kualitas sistem, kualitaslayanan, penggunaan dan manfaat. Konstruk budayaterdiri diri clan, adhocracy, market dan hierarchy.Evaluasi model dilakukan dengan menggunakan metodeSEM-PLS. Perancangan dan evaluasi dengan metodeSEM-PLS, dihasilkan model pengaruh budaya terhadapefektifitas sistem informasi yang terdiri dari 6 konstrukefektifitas yaitu Kualitas Informasi, Kualitas Sistem,Kualitas Layanan, Penggunaan,Kepuasan dan Efektifitasdan 3 konstruk dari pengaruh budaya yaitu Clan,Adhocracy dan Hierarchy.Kata kunci—Budaya Organisasi; IS Success ModelDeLOne & McLean (DM IS); Culture Value Framework(CVF); Efektifitas Sistem Informasi; SEM Partial LeastSquare)
Design and Build Desktop-Based Educational Game Save The Wildlife "With Game Engine Construct 2: Design and Build Desktop-Based Educational Game Save The Wildlife "With Game Engine Construct 2 Fajar Muhammad Sukmawijaya; Cholid Fauzi
Jurnal Mantik Vol. 4 No. 1 (2020): May: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

Educational Games are digital games that are designed for enrichment and education. One of the benefits of the game is as entertainment and to get players' inner satisfaction from the game. Games can also be used as a fun educational delivery tool. Educational games have other positive values ??in them, by supporting teaching and learning. In order to obtain the essence or additional knowledge for players of the game. Indonesia is a country that has a very high level of biodiversity and endemism. One of them is the diversity of fauna (animals) in Indonesia. The problem faced by animals in Indonesia today is the rampant hunting and trade of animals. If not further addressed then it is not impossible that the next few years these animals will become extinct. This is due to a lack of awareness of the importance of protecting nature and caring for protected animals. Understanding of environmental and animal care needs to be educated as early as possible. In this final project, a product in the form of the game "Save the Wildlife" is created which aims to introduce and provide information about protected animals in Indonesia. An arcade game created with the game engine Construct 2. The design method used is Collision detection, which is a method used to detect collisions or collisions between an object and other objects. It is hoped that by making this game, players, especially children, will get to know more about protected animals in Indonesia and better protect and preserve the environment of these animals.
Measuring Organizational Culture Influence On Effectiveness Information System Using SEM-PLS: Measuring Organizational Culture Influence On Effectiveness Information System Using SEM-PLS Cholid Fauzi
Jurnal Mantik Vol. 4 No. 2 (2020): Augustus: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol4.2020.801.pp1150-1156

Abstract

Information System (IS) has become essential for organizations to compete in services that focuses on current technology. The resources invested in IS to provide services and generate better value products and as an enabler in implementing good governance. With the model of DeLone McLean, there is an attempt to measure effectiveness of information systems in higher education. Culture of an organization should also be considered as an enabler in the organization's efforts to achieve the desired performance. With the CVF model an IS Success Model, effectiveness could be modeled. The combined model proposed a model of cultural influence on the effectiveness of IS consisting of 6 and 5 constructs effectiveness of the cultural constructs of Information Quality, System Quality, Service Quality, Usage, and Benefits. Cultural self-constructs consisting of clan, adhocracy, market, and hierarchy. Model evaluation is done by using SEM-PLS. The survey was conducted at university by distributing questionnaires to academic staff, faculty, and students. The model has been evaluated with 6 constructs as forming element model. The result model of the influence of culture on the effectiveness of information systems consisting of 6 constructs the effectiveness of Information Quality, System Quality, Service Quality, Usage, Satisfaction and Effectiveness and the 3 constructs of cultural influences namely Clan, Adhocracy and Hierarchy.
Developing e-Commerce of Unique Indonesian Souvenirs with Web Engineering Cholid Fauzi; M. Hoeru Riza
IJISTECH (International Journal of Information System and Technology) Vol 5, No 2 (2021): August
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (879.519 KB) | DOI: 10.30645/ijistech.v5i2.121

Abstract

E-Commerce Unique Regional Souvenirs in Indonesia is a buying and selling application made to make it easier for tourists to find a place or location for typical regional gifts and make it easier for tourists to order souvenirs during a pandemic like now, as well as a means for traveler's local souvenir sellers to promote their products online. Making regional e-commerce specialties in Indonesia uses the Web Engineering paradigm and system modeling with UML (unified modeling language) with business cases, activities, use cases, and class diagrams. At the same time, the database management software uses MySQL with the PHP programming language and the Laravel Framework. The system design is expected to make it easier for people to find local souvenirs based on the place or location of souvenir merchants and local souvenir sellers to promote their products online
Implementation of Product Sales Forecast Using Artificial Neural Network Method Cholid Fauzi; Aly Dzulfikar
IJISTECH (International Journal of Information System and Technology) Vol 5, No 2 (2021): August
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1002.854 KB) | DOI: 10.30645/ijistech.v5i2.126

Abstract

Product sales forecasting is used by companies to estimate or predict future sales levels using sales data in the previous year. The Artificial Neural Network Backpropagation Algorithm can forecast the sales of goods for the next period for each item in the company. The forecasting process begins by determining the variables needed in the network pattern, and then the established network pattern continued in the network training process using the backpropagation algorithm. After carrying out the network training process, the researcher comparisons with several network patterns formed. This research was conducted to discuss the forecasting analysis of PT XYZ products on spiral and leaf springs. Forecasting carried out on Toyota 48210-25290 R3 type leaf springs using the Artificial Neural Network Backpropagation method with a learning rate weight value of 0.1 hidden layers four and an error of 0.01. From the data processing analysis that has been carried out based on the weight parameters selected, the prediction of sales in April.
PENGEMBANGAN UNIT PELATIHAN TEKNOLOGI INFORMASI DI POLITEKNIK NEGERI BANDUNG Ghifari Munawar; Bambang Wisnuadhi; Lukmanul Hakim Firdaus; Aprianti Nanda Sari; Cholid Fauzi; Siti Dwi Setiarini; Trisna Gelar
Jurnal Difusi Vol 3 No 2 (2020): Jurnal Difusi
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.486 KB) | DOI: 10.35313/difusi.v3i2.1901

Abstract

Berdasarkan data dari Badan Pusat Statistik (BPS), tingkat pengangguran tahun 2019 untuk lulusan SMK merupakan angka paling tinggi dibanding jenjang pendidikan lainnya. Hal ini terjadi karena keterampilan lulusan SMK belum sepenuhnya sesuai dengan kebutuhan industri. Untuk itu, perlu adanya unit pelatihan teknologi informasi di perguruan tinggi yang bidangnya bersesuaian sebagai wadah para lulusan SMK yang belum bekerja untuk meningkatkan kemampuan mereka agar dapat diterima di industri. Selain itu, unit pelatihan teknologi informasi di perguruan tinggi juga dapat menjadi sarana dosen untuk melaksanakan pengabdian kepada masyarakat dengan menjadi instruktur pada pelatihan tersebut. Metode pelaksanaan yang dilakukan dalam pengabdian masyarakat ini antara lain studi literatur, pengumpulan data, analisa kebutuhan, perencanaan pembuatan unit pelatihan, dan pembuatan media promosi.Luaran lain dari program ini adalah terbentuknya dokumen kurikulum pelatihan dan bahan ajar yang sesuai dengan kompetensi SKKNI yang diharapkan dan sesuai dengan kebutuhan industri, sehingga angkatan kerja lulusan SMK dapat terserap dengan baik. Kata kunci: Pengembangan Unit Pelatihan, SMK, Pelatihan, Lulusan SMK
Combating Overtourism: The Use of Web-GIS in Visualizing Tourist Distribution and Travel Patterns Cholid Fauzi; Syifaa Novianti; Chandra Budhi Septyandi
Journal of Tourism Sustainability Vol. 2 No. 2 (2022): Volume 2 Number 2 (2022)
Publisher : Politeknik Negeri Bandung

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Abstract

Web-GIS in the tourism sector can be done using website technology, namely by visualization based on tourism spatial attributes that display polygon-based patterns and points of tourist attraction locations to combat overtourism in tourist attractions. With the development of geospatial technology, tourists' distribution and travel patterns can be visualized by collecting data on tourist visits to tourist attractions and their routes. With the YWDM method, this web-gis was developed using the YWDM methodology with several phases according to the methods used. This application uses an open-source programming language, namely Javascript, and uses JSON as an upstream geodatabase. The results show that Web-GIS visualization of the distribution and travel patterns can make it easier to monitor the density of a tourist attraction. It is well developed in providing more accurate information on the distribution and density of tourist attractions. With the YWDM methodology, visualization can be done like the software development stage and equipped with steps in need for spatial data management.
Penerapan Algoritma Regresi Linier pada Prediksi Tarif Influencer Media Sosial Muhammad Riza Alifi; Hashri Hayati; Cholid Fauzi
Journal of Information System Research (JOSH) Vol 4 No 1 (2022): October 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (764.283 KB) | DOI: 10.47065/josh.v4i1.2361

Abstract

The influencer industry has emerged as a result of social media disruption, and its members can affect audience interest in the goods and services being advertised. Because advertising performance on social media is more quantifiable than it is with traditional media, using influencer services is thought to be preferable. Influencer rates are often dependent on reach, engagement, and follower count. However, since there is no reference standard used in determining the prices, it could harm one of the parties. In order to reduce the impact of losses for both influencers in giving rates and clients in accepting rate offers, this study intends to propose a solution in the form of a machine learning-based influencer rate prediction model that can be used as a reference. The stages of this study are literature review, data gathering, pre-processing of the data, linear regression model development, and model evaluation. Five different models were produced as a result of this investigation. One of the best models has an MAE of 145401.484375, an MSE of 7.222241e+10, and an RMSE of 268742.250. These findings are affected by the hyperparameter learning rate of 0.001 and the epoch of 1,000. Most of the test data have not been completely represented by the model. The little number of datasets utilized for training, only 161 rows with 4 positively correlated attributes, is one of the reasons why the model is not really optimal. Nevertheless, from the standpoint of using a relatively small dataset, the model developed in this study is quite successful because several of the prediction results are fairly near to the real value, one of which is the prediction value with an error difference of −347.69.
Analysis of Quality in Project Quality Management Based on PMBOK® Didik Suwito Pribadi; Cholid Fauzi; Ardhian Ekawijana
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 3, No 2: December 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v3i2.52460

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Quality is a vital part of a successful organization. Quality is important to a process and result. A good process produces a good product, while a good product is produced through a good process. In project management, quality is used to assess project success. Quality is the degree to which the inherent characteristics meet requirements, while project quality is the process of meeting business objectives according to the project charter. The journal entitled 'Analysis of Quality in PMBOK-Based Project Management', discusses the definition, types, and processes of quality management, intending to explain projects and the process of managing them. The benefit is to explain knowledge about quality and its management. The method used is identification, description of the concept of project quality management, analysis of the management planning process, quality control, and conclusions. This research describes the quality management process, including quality control. The main input utilized in the process including Project Charter, PM Plan, Project Documents, EEF, OPA, Approved CR, Deliverables, and Work Performance Data. The Tools and technic utilized in the process include Expert Judgement, Data Gathering, Data Analysis, Decision Making, Data Representation, Test, and Inspection Planning/ audit, Design For X, Problem Solving Quality Improvement Methods, and Meetings. The results obtained from the above process include the main results consisting of QM Plan, Quality Metrics, Quality Reports, Test Documents, CR, QC Measurements, Verified Deliverables, and Work Performance Information.
PELATIHAN PENGGUNAAN INTERNET SEHAT UNTUK ANAK USIA DINI Sri Ratna Wulan; Asri Maspupah; Cholid Fauzi; Ani Rahmani; Akhmad Bakhrun; Joe Lian Min
Jurnal Abdi Insani Vol 10 No 1 (2023): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v10i1.799

Abstract

From an early age, children already use a gadget for entertainment. For example, they use it for watching an animation or playing games. However, internet without supervision will harm children's development and increase potential dangers such as sexual crimes, cyberbullying, speech impediments, anti-social, decreased physical health, and easy tantrums. We need awareness of healthy internet use. Meanwhile, kindergarten teachers and parents of students at the Baiturrahman Playgroup Foundation (KB) have limited knowledge of internet use. We held this community service (PkM) to teach the teachers and parents about the importance of healthy internet use, the potential dangers of social media, how to limit the content, and how to protect internet privacy. This training uses lectures, discussions, practice of technical skills, reward for active participants. This community service activities include planning, preparation, implementation, and evaluation. This community service is a success if the participant's knowledge is increased and the level of satisfaction with the implementation of the activity is high. The output consists of profiling the knowledge of the training participants on healthy internet use, training modules, and training evaluation results. We got participant's knowledge and attitude by conducting a survey. The result showed that the participants did not understand the negative impacts of using internet without privacy protection and parental supervision. We also conducted a survey about the satisfaction of the event. It showed that 54.55% of participants experienced increased their knowledge, and 75.61% of participants gave a satisfaction index above 80% (Very Satisfying). With this community service, teachers and parents of students have realized the importance of educating about healthy internet use from an earlier age by providing restriction and supervision through information technology.