Claim Missing Document
Check
Articles

Found 35 Documents
Search

Analisis dan Perancangan Kebutuhan Sistem Informasi Kemahasiswaan dan Alumni untuk Meningkatkan Kinerja Lembaga Menggunakan Metode Analisis SWOT Sipa Nursapa’ah; Sarmidi Sarmidi; Muhammad Taufiq
Computer Journal Vol. 3 No. 2 (2025): August
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/cj.v3i2.310

Abstract

This study explores the need for an integrated information system at the Student and Alumni Development Institute (LPKA) of Universitas Muhammadiyah Tasikmalaya to improve the efficiency of student and alumni data management. The current system does not support digital record-keeping or effective communication with alumni, resulting in suboptimal coordination and limited alumni participation in institutional development. The main objectives are to identify requirements for a web-based information system, analyze internal and external factors using the SWOT method, and design a development strategy aligned with institutional targets. A descriptive quantitative approach was used, with data collected through observation, structured interviews, and questionnaires for active students and alumni. Analysis utilized IFAS and EFAS matrices to determine strategic positioning via SWOT. Findings indicate the need for features such as real-time data management, alumni tracer studies, digital reporting, system integration, and responsive two-way communication. SWOT analysis places LPKA in quadrant I (aggressive), suggesting opportunities for digital expansion by leveraging internal strengths and external opportunities. System implementation is expected to enhance operational efficiency, strengthen alumni partnerships, and create a digital ecosystem supporting collaboration between the academic community and graduates.
Rancang Bangun Sistem Informasi Arsip Surat Berbasis Web dengan Menggunakan Framework CodeIgniter Wihda Fitrotul Qolbi; Muhammad Taufiq; Taofik Muhammad
Computer Journal Vol. 3 No. 2 (2025): August
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/cj.v3i2.326

Abstract

Letter archive management at MTs. Ar-Rahmah faces challenges in recording, storage, and document retrieval processes. This research developed a Web-Based Letter Archive Information System using PHP programming language, MySQL database, and CodeIgniter framework. The system addresses three critical archiving functions: document recording, storage, and efficient searching. Research and Development (R&D) methodology with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) guided the development process. Software Engineering expert validation yielded a score of 70 out of 75, while user assessments from administrative staff and operators scored 150, and the principal's assessment reached 144. These scores classify the system as suitable for implementation, effectively resolving the previous archiving difficulties at MTs. Ar-Rahmah.
Pengembangan Game Edukasi Berbasis GDevelop untuk Meningkatkan Pemahaman Murid dalam Materi Sistem Komputer Valerian Permana Sukma; Alfadl Habibie; Muhammad Taufiq
Computer Journal Vol. 4 No. 1 (2026): February
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/cj.v4i1.351

Abstract

This study aims to develop and test the effectiveness of GDevelop-based educational games in improving students' understanding of computer systems material. The research employed the Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The developed product is an interactive educational game featuring a Pair Game concept, where students match computer component images with their corresponding descriptions or functions, complemented by a quiz system and immediate feedback mechanism. The research subjects consisted of grade X students from SMAN 3 Kota Tasikmalaya. Data were collected through validation by media experts and material experts, learning outcome tests (pre-test and post-test), and student response questionnaires. The findings revealed that the media obtained a feasibility score of 81% from media experts and 75% from material experts, both falling within the highly feasible category. The effectiveness test demonstrated a significant increase in student understanding with an N-Gain value of 0.73, categorized as high. The GDevelop-based educational game proved to be feasible and effective as a learning medium for enhancing students' understanding of computer systems material.
Design and Development of Visual Novel-Based Educational Game to Enhance Computer Basics Understanding for High School Students Andri Prayoga; Taofik Muhammad; Muhammad Taufiq
Design Journal Vol. 4 No. 1 (2026): January
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v4i1.348

Abstract

This study was intended to design and determine the effectiveness of a visual novel-based educational game in enhancing the understanding of basic computer subjects for high school students. The research used the ADDIE model as its development framework, which stands for Analysis, Design, Development, Implementation, and Evaluation. The analysis phase revealed that students were having difficulty understanding concepts about computers because conventional lecture-based teaching methods were being used. The visual novel game was designed by combining narrative storylines with illustrations, interactive quizzes, and decision-making elements to engage students in learning activities. Media and material experts validated the product with feasibility scores of 90% and 88%, both categorized as highly feasible. Implementation involved 26 tenth-grade students who completed pretest and posttest assessments; results indicated significant learning improvement with average scores increasing from 5.81 (41.5%) to 10.77 (76.9%), producing an N-Gain value of 0.61 (medium category). Student response questionnaires indicated high acceptance with an overall score of 87.58%—particularly in game usefulness at 94.23% and learning experience at 91.35%. This proves that visual novel-based educational games can improve student understanding, motivation, and engagement in learning basic computers as an alternative to conventional teaching methods in ICT education.
Rancang Bangun Website Penerimaan Murid Baru Berbasis Extreme Programing Untuk Layanan Administrasi Sekolah Aceng Tapjani; Muhammad Taufiq; Sulidar Fitri
QISTINA: Jurnal Multidisiplin Indonesia Vol. 4 No. 2 (2025): December 2025
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v4i2.6905

Abstract

Penelitian ini bertujuan untuk merancang dan membangun website penerimaan murid baru berbasis metode Extreme Programming (XP) guna meningkatkan efisiensi layanan administrasi sekolah, khususnya pada proses Penerimaan Murid Baru (PMB) di SMPN Satu Atap 2 Cikatomas. Sistem dikembangkan sebagai solusi terhadap permasalahan administrasi manual yang selama ini dinilai tidak efektif, kurang transparan, dan berpotensi menimbulkan kesalahan data. Dengan mengimplementasikan pendekatan XP, proses pengembangan dilakukan secara iteratif dan kolaboratif dengan melibatkan pengguna akhir, sehingga sistem dapat disesuaikan secara cepat dan tepat. Website yang dibangun menyediakan berbagai fitur utama seperti formulir pendaftaran daring, pengelolaan data siswa, pencetakan bukti pendaftaran, dan pengumuman hasil seleksi. Pengujian dilakukan menggunakan metode Black Box Testing untuk memastikan fungsionalitas sistem berjalan dengan baik. Hasil akhir menunjukkan bahwa sistem informasi ini mampu meningkatkan kualitas layanan administrasi sekolah secara signifikan dan mendorong transformasi digital dalam lingkungan pendidikan.