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Pengembangan Aplikasi Web Game Edukasi Matematika Berbasis Node.js dan RESTful API untuk Meningkatkan Minat Belajar Nadya Devi Febita; Arsito Ari Kuncoro; Eko Siswanto
Jurnal Manajemen Informatika & Teknologi Vol. 6 No. 1 (2026): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/mifortekh.v6i1.1234

Abstract

To address the challenge of low interest exhibited by elementary school students in their mathematics learning, this investigation presents the development of an interactive, web-based educational game that integrates gamification principles. The construction and rollout of the application were executed using the Waterfall system development life cycle, leveraging Node.js and Express.js, and were architected around a RESTful API to ensure future scalability and optimal system performance.. An evaluation of the system's functionality was undertaken utilizing Black Box Testing, a process that verified the intended operation of all features and confirmed the absence of significant malfunctions. User validation was subsequently carried out by administering questionnaires to a group of sixth-grade students at SD Negeri Sendangguwo 01. The accumulated results from this assessment revealed a feasibility score reaching 92.27%, which is situated within the "very good" category, signifying robust user acceptance. Based on the research outcomes, it is evident that the infusion of gamification principles into a digital learning environment plays a crucial role in elevating student motivation and fostering a greater interest in the subject of mathematics. For this reason, the application that has been proposed is regarded as a practical and successful alternative pedagogical resource for primary education..
Rancang Bangun Sistem Pengaman Pintu Otomatis Berbasis Fingerprint Sensor dan Flask Web Server dengan Database Sqlite Rizki Hadi Syarifudin; Arsito Ari Kuncoro; Budi Hartono
Jurnal Manajemen Informatika & Teknologi Vol. 6 No. 1 (2026): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/mifortekh.v6i1.1242

Abstract

The following research aims to design and build an automatic fingerprint biometric door security system consolidated with a Flask web server and SQLite database, to overcome the weaknesses of conventional security systems such as manual keys (vulnerable to duplication) and passwords (single verification function and easy to break). This system was developed using a fingerprint sensor as a user identification and verification tool. Registered fingerprint data is stored in a SQLite database. The authentication process is controlled through the Flask web server which functions as an interface for user data management and door access control. This system is designed to meet the characteristics of biometric security: unique, not easily lost, unforgettable, and difficult to forge. The resulting system is able to distinguish between identification (who the user is) and verification (identity validation) functions through fingerprints. Compared to manual keys and a single password, this system offers a better level of security because it cannot be duplicated and does not depend on memorizing passwords. The use of a web interface allows flexible and centralized access rights management. The implementation of a fingerprint sensor combined with a Flask web server and SQLite database has proven effective in building an automatic door security system that is more reliable than conventional systems. This system has the potential to be applied in corporate environments to improve door access security.
Pengembangan Sistem Informasi Jurnal Mengajar Guru Berbasis Web Menggunakan Framework CodeIgniter Setiyana Haridian; Budi Hartono; Arsito Ari Kuncoro
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 4 No. 2 (2026): Juni: JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v4i2.4285

Abstract

Manual teaching journal management at SMA Negeri 1 Kayen frequently leads to documentation inefficiencies, risks of data loss, and challenges in the teaching supervision process. This research tends to design and develop a web-based teacher teaching journal information system employing the CodeIgniter 3 framework with a Model-View-Controller (MVC) architecture. The system was improved employing the Waterfall methodology, comprising requirements analysis, system design, implementation, testing, and maintenance phases. The system integrates four user roles—administrator, teacher, student, and supervisor—to support the digitalization of recording processes, real-time teacher attendance verification by students, and centralized activity monitoring. Black Box Testing outcomes present that all system functions, involving authentication, data management, and reporting, operate 100% in accordance with user requirements. The implementation of this system effectively reduces administrative time compared to manual methods while enhancing the accountability and transparency of teaching journal management within the school. With centralized data integration, this system helps as an effective solution for supporting data-driven managerial decision-making in education.
Perancangan dan Implementasi Sistem Penjurian Panahan Berbasis Web Dengan Fitur Pemantauan Statistik Real-time Gilang Ramadhan; Budi Hartono; Arsito Ari Kuncoro
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 2 (2026): Juli : Jurnal Informatika dan Tekonologi Komputer
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i2.10895

Abstract

The judging process in archery plays an important role in determining the results of a competition in a fair, accurate, and transparent manner. However, in practice, the judging process at the club level is still largely done manually, which can potentially cause delays in score recapitulation, recording errors, and a lack of transparency in the results of the competition. This study aims to design and implement a web-based archery judging system with real-time archer statistics monitoring features using the Rule-Based Logic method. The research method used is research and development (R&D) with the Waterfall Software Development Life Cycle (SDLC) model, which includes the stages of requirements analysis, system design, implementation, testing, and maintenance. The system was developed using web technology with a client-server architecture and implements archery scoring rules in the form of IF-THEN logic to ensure consistency and accuracy in score calculations. Test results show that the system is able to significantly speed up the score recapitulation process compared to manual methods, as well as display judging results and archer statistics in real-time in the form of tables and graphs. The application of Rule-Based Logic has also proven effective in reducing potential scoring errors and increasing the objectivity of competition results. Thus, the developed system is capable of improving the efficiency, accuracy, and transparency of the archery judging process, and has the potential to become a digital solution that can be applied to archery judging activities at a broader level.
PEMANFAATAN DESAIN GRAFIS SEBAGAI MEDIA PROMOSI UNTUK MENUNJANG PENJUALAN BUKU KOMIK ULTIMATE GLAD Ayyub H.B.N.MS; Arsito Ari Kuncoro; Fendy Suhono; Mufadhol Mufadhol
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 1 No. 2 (2022): Mei: Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v1i2.385

Abstract

Technological developments are also needed in the field of communication, especially in the book publishing industry. Now, the comic industry in Indonesia is very busy, where almost all bookstores in big cities sell various types of comics. However, what is quite worrying is that most of the comics sold in these bookstores are translated comics. The dream about the rebirth of Indonesian comics as a renaissance is far from reality, although it is possible that it will rise again in the future. Moreover, with the entry of imported comics from Europe, East Asia, and America, the position of local comics is increasingly pressing. Moreover, Indonesian comics are also losing interest, because they are dominated by Japanese and Korean comics. Through these problems, efforts to promote Ultimate Glad comics need to be done creatively, namely promoting comics using the Merchandise method. Creative here is not just using promotional media, but how to promote efforts to get awareness and engagement of old consumers or new potential customers through direct interaction between merchandise products and consumers. Merchandise as the most appropriate promotional media because it can win the competition in attracting the attention of consumers. With a very unique and attractive design, it will be easier to introduce the "Ultimate Glad" comic to potential consumers, especially teenagers and comic lovers in Indonesia.
SISTEM INFORMASI MANAJEMEN PERSEDIAAN DENGAN FUNGSI GRAFIK STATISTIK PERUSAHAAN PENJUALAN MOTOR BERBASIS CLIENT-SERVER Arsito Ari Kuncoro; Febryantahanuji Febryantahanuji; Zaenal Mustofa
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 2 No. 1 (2023): Januari: Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v2i1.1032

Abstract

Utilization of client server technology in inventory information systems is very effective and efficient, because client server is a form of architecture, where the client is a receiving device that will display and run applications (computer software) and a server is a device that provides and acts as an application manager, data , and security. Companies engaged in the field of motorcycle units of any brand which usually also sells motorcycle spare parts, and motorcycle service services. The process of collecting data on motorbikes for companies engaged in the sale of motorbikes is still carried out with simple records. Data entry and exit of motorbikes is recorded in a book and then inputted manually so it is less efficient because it takes a long time for the data entry process. Motor data storage is still in the form of a separate file so that data can be lost and easily damaged. Searching for data takes a long time because it has not been stored on a special server and the lack of security from irresponsible parties has resulted in the process of making sales/expense reports and requesting reports for motorcycle sales companies to be ineffective and inefficient.
Sistem Penerimaan Dan Pengeluaran Kas Dengan Metode Langsung Untuk Mempermudah Manajemen Keuangan Pada Perusahaan Food and Baverage Arsito Ari Kuncoro; Zaenal Mustofa; Febryantahanuji Febryantahanuji
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 2 No. 2 (2023): Mei : Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v2i2.1841

Abstract

This information system discusses cash receipts and disbursements, this research was conducted at a company engaged in food and beverage (ice cream). The problem faced is the recording of cash receipts and disbursements which are still recorded in the books and then transferred to Microsoft Excel, so that the recording of cash receipts and disbursements cannot be properly archived per month or yearly. The method used by using the R&D development method, a multi-user network-based cash receipts and disbursement accounting information system is also very much needed in companies in making decisions in cash receipts and disbursements. Building this information system using the Visual Basic programming language with a MySQL database, this application is made to calculate cash receipts and disbursements reports using the direct method. With the existence of an inventory system, it is hoped that the company can assist in financial management in recording cash receipts and disbursements and the required reports.
SISTEM INFORMASI ADMINISTRASI PEMBAYARAN SPP PADA SMA Febryantahanuji Febryantahanuji; Zaenal Mustofa; Arsito Ari Kuncoro
Jurnal Publikasi Teknik Informatika Vol. 1 No. 2 (2022): Mei : Jurnal Publikasi Teknik Informatika
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupti.v1i2.465

Abstract

Dalam bidang pendidikan sistem pembayaran SPP memegang peranan yang penting terutama dipendidikan yang berstatus swasta karena kegiatan belajar mengajar menggunakan biaya tanpa disubsidi oleh pemerintah. SMA Gita Bahari adalah salah satu sekolah swasta yang mengandalkan pembayaran SPP untuk pembiayaan belajar mengajar. Sekolah SMA Gita Bahari melakukan kegiatan sehari-hari dengan menggunakan sistem manual yaitu seperti kegiatan pembayaran SPP yang dirasa masih menimbulkan berbagai kendala kesulitan dalam pencarian data siswa sudah membayar maupun belum membayar. Solusi tepat untuk mengatasi sistem pembayaran SPP yang lama dengan sistem pembayaran SPP yang baru akan memudahkan dalam menghasilkan informasi yang dibutuhkan. Dari analisis dan desain yang telah dilakukan SMA Gita Bahari membutuhkan sistem informasi pada pengolahan data pembayaran SPP sehingga dapat memberikan kemudahan dalam penyajian laporan sebagai informasi yang tepat dan akurat bagi pihak yang memerlukannya. Sistem aplikasi ini dibuat dengan bahasa pemrograman Microsoft Visual Basic dan database yang diolah menggunakan Microsoft Acces. Dengan pemanfaatan teknologi informasi berbasis komputer ini akan sangat membantu dilembaga pendidikan dalam mengelola data yang lebih cepat dan tingkat kesalahan yang sangat minimal.
Perancangan Digitalisasi Tracer Study Berbasis Web Menggunakan Metode Rapid Application Devolopmant Zaenal Mustofa; Arsito Ari Kuncoro; Febryantahanuji, Febryantahanuji; Yussi Anggraini
Jurnal Publikasi Teknik Informatika Vol. 2 No. 3 (2023): September: Jurnal Publikasi Teknik Informatika
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupti.v3i1.2619

Abstract

This Information System makes a valuable contribution to educational institutions that wish to betterunderstand their educational and career paths, so that alumni can make more informed decisions for continuous improvement. This is an important step in encouraging data-based decision making and improving the quality of education. Baiturrahman Center Semarang does not yet have atracer study system so the school has difficulty getting alumni data as well. Based on these problems,the Islamic Center Baiturrahman Semarang Vocational School requires a Tracer Study Digitalization Information System designed using the Rapid Application Development (RAD)method. RAD is applied in order to understand, analyze and integrate project or system developmentsquickly and efficiently. from this research, namely a digitalization information system based on tracerstudy, which is expected to help the Baiturrahman Islamic Center Vocational School Semarang inimproving its development.
Efektivitas Penggunaan Media Pembelajaran Berbasis Quizizz dalam Meningkatkan Motivasi Belajar Siswa Kelas VI di SDN Ngesrep 03 Semarang Vanka Septalianto; Arsito Ari Kuncoro; Unang Achlison
JURNAL ILMIAH RESEARCH AND DEVELOPMENT STUDENT Vol. 4 No. 2 (2026): Juni : Jurnal Ilmiah Research and Development
Publisher : CV. ALIM'SPUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/jis.v4i2.2278

Abstract

The rapid development of information technology has transformed conventional learning into interactive digital learning. One of the most widely used learning platforms is Quizizz, a game-based learning application that provides interactive quizzes, leaderboards, automatic scoring, and instant feedback. This study aims to analyze the effectiveness of Quizizz-based learning media in improving the learning motivation of sixth-grade students at SDN Ngesrep 03 Semarang. This study employed a quantitative approach using a quasi-experimental pretest-posttest design. The participants were sixth-grade students who participated in classroom learning using Quizizz. Data were collected through learning motivation questionnaires, classroom observations, documentation, and learning achievement results. Descriptive statistical analysis was applied to examine changes in students' learning motivation before and after implementing Quizizz. The findings indicate that Quizizz significantly improves students' learning motivation. Improvements were observed in learning enthusiasm, classroom participation, attention to learning materials, confidence in answering questions, and willingness to achieve better academic performance. Furthermore, the gamification features of Quizizz created a more enjoyable learning environment that encouraged students to participate actively throughout the learning process. This study concludes that Quizizz is an effective digital learning medium for improving elementary students' learning motivation and can be implemented as an innovative instructional and assessment tool.