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Perancangan Sistem Informasi Absensi Kantor Online Di PT Bali Cerdas Indonesia Deny Kharisma; Riska Nurtantyo Sarbini; iin kurniasari
Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Vol. 9 No. 3 (2025): Prosiding Seminar Nasional Inovasi Teknologi Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/hqjkpt49

Abstract

Di era digital saat ini, teknologi informasi memegang peranan penting dalam meningkatkan efisiensi operasional di berbagai sektor, termasuk dunia kerja. PT Bali Cerdas Indonesia masih menggunakan sistem absensi manual berbasis kertas dan tanda tangan, yang memakan waktu dalam proses rekapitulasi serta rawan kecurangan dan kesalahan pencatatan. Penelitian ini mengusulkan perancangan Sistem Informasi Absensi Online yang disesuaikan dengan kebutuhan operasional kantor. Sistem ini dirancang menggunakan model SDLC Waterfall dan diuji menggunakan metode System Usability Scale (SUS) serta pengujian Black Box. Hasil pengujian menunjukkan bahwa sistem memperoleh skor SUS sebesar 82, yang termasuk dalam kategori sangat baik dan menunjukkan penerimaan pengguna yang tinggi. Selain itu, proses rekapitulasi absensi menjadi 65% lebih cepat dan tingkat kesalahan pencatatan turun hingga 40% dibanding sistem manual. Dengan demikian, sistem ini terbukti efektif meningkatkan efisiensi, akurasi, dan transparansi dalam pengelolaan kehadiran karyawan di lingkungan kerja.
Rancang Bangun Game Digital Pembelajaran Bilangan Bulat Berbasis Role Playing Games di SD Islam Al-Huda 2 Kediri Riska Nurtantyo Sarbini; Dyah Nurul Afiyah; Halimahtus Mukminna
MASALIQ Vol 5 No 2 (2025): MASALIQ: Jurnal Pendidikan dan Sains
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v5i2.5065

Abstract

Currently, it is undeniable that the use of smartphones has penetrated all circles, including young children. In the use of smart phones, in addition to being used for communication media, they are also used as digital game game media. In the study, the researcher combined the learning process with video game games in the learning process of mathematical integer operations with the type of Role Playing Games (RPG) games. The purpose of this study is to determine the Narrative Imitation, Entertainment, Simulation and Interaction (NESI) model in Role Playing Games on integer operation learning. The research method used is quantitative by using data sources from questionnaires and observations. The results of the study showed that the calculation of the results of the influence of the player's initial condition obtained a score of 76.4%, namely the pretest phase, there was an increase in scores of 11.2% to 87.6% in the middle test, namely learning using traditional methods and an increase of 18.8% to 95.2% at the end of the assessment. Furthermore, the analysis of game performance obtained a total average score of 90.78% of the aspects tested, so that the implementation of Role Playing Games (RPG) games has a positive influence on students in understanding mathematics lessons.