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All Journal International Journal of Electrical and Computer Engineering Techno.Com: Jurnal Teknologi Informasi Teika JSI: Jurnal Sistem Informasi (E-Journal) DINAMIKA DOTCOM TEKNOLOGI INFORMASI Jurnal Informatika Sisforma: Journal of Information Systems ANDHARUPA Khazanah Informatika: Jurnal Ilmu Komputer dan Informatika Jurnal Ilmiah KOMPUTASI Informatika Mulawarman: Jurnal Ilmiah Ilmu Komputer Jurnal Eksplora Informatika JOURNAL OF APPLIED INFORMATICS AND COMPUTING Petir QARDHUL HASAN: MEDIA PENGABDIAN KEPADA MASYARAKAT J-SAKTI (Jurnal Sains Komputer dan Informatika) Multitek Indonesia : Jurnal Ilmiah Jurnal Riset Informatika Jurnal Teknologi Terapan Antivirus : Jurnal Ilmiah Teknik Informatika Jutisi: Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Abdi Dosen : Jurnal Pengabdian Pada Masyarakat Generation Journal Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang Jurnal Abdimas Berdaya : Jurnal Pembelajaran, Pemberdayaan dan Pengabdian Masyarakat J-SAKTI (Jurnal Sains Komputer dan Informatika) International Conference on Industrial Revolution for Polytechnic Education Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Brilliance: Research of Artificial Intelligence MATRIX : JURNAL MANAJEMEN TEKNOLOGI DAN INFORMATIKA Software Development Digital Business Intelligence and Computer Engineering Kohesi: Jurnal Sains dan Teknologi Jurnal Informatika Polinema (JIP) Pengabdian Pendidikan Indonesia (PPI) International Journal of English Language and Pedagogy Jurnal Pengabdian Kepada Masyarakat
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Penerapan Vector Space Model Dalam Klasifikasi Penilaian Thematic Appeception Test Nurhasan, Usman; Arianto, Rakhmat; Kurnia, Alwan Ghozi
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.356

Abstract

Psychology is the study of human mental behavior and functions scientifically. In practice, a person's personality can be assessed from psychological tests. One of the psychological tests is the Thematic Apperception Test (TAT). TAT Test is a projective psychological test consisting of various themes presented in the form of an image which is then projected accordingly with the response. The purpose of the TAT is to reveal the dynamics of the subject's personality in the form of encouragement, sediment, complex, and various dominant conflicts. Thematic Apperception Test still uses a card and tape recorder to record Testee's voice. Calculation of results or assessments is still done manually. Errors in the assessment will affect the results, so we need an intelligent information system using the vector space model method based on experience in the field of psychology. A web-based system which can provide personality test results and information about the Thematic Apperception Test. From the test results using 10 stories, it was found that the average precission value was 72.7%, the average recall value was 86.7%, and the average f-measure value was 78.3%.
Pengembangan Aplikasi Pengujian Ui/Ux Dengan Metode Sus Dan Tam Rahmanto, Anugrah Nur; Nurhasan, Usman; Rozan, Naufal
Jurnal Ilmiah Komputasi Vol. 23 No. 4 (2024): Jurnal Ilmiah Komputasi : Vol. 23 No 4, Desember 2024
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32409/jikstik.23.4.3656

Abstract

Pengujian User Interface dan User Experience penting untuk meningkatkan kepuasan pengguna di platform digital. Desain UI/UX yang efektif memenuhi kebutuhan dan harapan pengguna, mempengaruhi kesuksesan situs web. Alat seperti System Usability Scale (SUS) dan Technology Acceptance Model (TAM) mengukur kegunaan dan penerimaan pengguna. SUS menilai efisiensi dan kepuasan dengan skala Likert sepuluh pertanyaan, sementara TAM berfokus pada kemudahan penggunaan dan manfaat yang dirasakan. Tantangan seperti navigasi rumit dan tata letak yang membingungkan menekankan kebutuhan akan antarmuka yang intuitif. Proses pengumpulan data dalam pengujian UI/UX dapat memakan waktu dan sumber daya, terutama pada tahap prototipe. Aplikasi pengujian UI/UX bertujuan menyederhanakan pengumpulan data, mempermudah evaluasi, dan meningkatkan akurasi analisis kepuasan pengguna. Aplikasi ini juga menyediakan sumber daya pendidikan untuk membantu mahasiswa dan profesional mempelajari teknik pengujian kegunaan dan praktik terbaik, mendukung pembuatan desain situs web yang berpusat pada pengguna dan berkualitas tinggi.
Penerapan Vector Space Model Dalam Klasifikasi Penilaian Thematic Appeception Test Nurhasan, Usman; Arianto, Rakhmat; Kurnia, Alwan Ghozi
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.356

Abstract

Psychology is the study of human mental behavior and functions scientifically. In practice, a person's personality can be assessed from psychological tests. One of the psychological tests is the Thematic Apperception Test (TAT). TAT Test is a projective psychological test consisting of various themes presented in the form of an image which is then projected accordingly with the response. The purpose of the TAT is to reveal the dynamics of the subject's personality in the form of encouragement, sediment, complex, and various dominant conflicts. Thematic Apperception Test still uses a card and tape recorder to record Testee's voice. Calculation of results or assessments is still done manually. Errors in the assessment will affect the results, so we need an intelligent information system using the vector space model method based on experience in the field of psychology. A web-based system which can provide personality test results and information about the Thematic Apperception Test. From the test results using 10 stories, it was found that the average precission value was 72.7%, the average recall value was 86.7%, and the average f-measure value was 78.3%.
Terapan ELSA (English Learning Speech Assistant) sebagai Inovasi Model Pembelajaran Bahasa Inggris Pada Anak Nurhasan, Usman; Rahmanto, Anugrah Nur; Damayanti, Retno; Nugraha, Bagas Setya Dian; Ariyanto, Rudy
Software Development, Digital Business Intelligence, and Computer Engineering Vol. 3 No. 02 (2025): SESSION (MARET 2025)
Publisher : Politeknik Negeri Banyuwangi Jl. Raya Jember km. 13 Labanasem, Kabat, Banyuwangi, Jawa Timur (68461) Telp. (0333) 636780

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57203/session.v3i02.2025.66-71

Abstract

This study aimed to evaluate the acceptance and effectiveness of an Augmented Reality (AR)-based English language learning system, ELSA, among students. Through the analysis of Technology Acceptance Model (TAM) questionnaire data and statistical tests, it was found that students had a positive perception of the usefulness and ease of use of the AR system. The use of ELSA significantly improved students' English language proficiency, particularly in vocabulary and pronunciation. Moreover, ELSA was also able to increase student motivation. However, this study identified disparities in student abilities and a lack of relevance of the material to the local context as challenges. Efforts have been made to address these issues, such as adjusting learning groups and revising materials. Overall, the results of this study demonstrate the great potential of AR in revolutionizing English language learning, especially for young learners, by providing a more interactive, personalized, and effective learning experience.
IMPLEMENTASI GAMIFIKASI DALAM PLATFORM PEMBELAJARAN PEMROGRAMAN BAHASA JAVA BERBASIS WEBSITE Saputra, Pramana Yoga; Yunianto, Dika Rizky; Rozi, Imam Fahrur; Nurhasan, Usman; Wijanarko, Eko Setio; Al Huda, Muhammad Iqbaluddin
Jurnal Teknologi Terapan Vol 10, No 2 (2024): Jurnal Teknologi Terapan
Publisher : P3M Politeknik Negeri Indramayu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31884/jtt.v10i2.637

Abstract

The Industry 4.0 era is characterized by a revolution involving automation and artificial intelligence, distinguishing it from previous generations. This automation is driven by machine learning, a system that enables machines to learn from experience and data. Machine learning requires strong programming skills, which are developed through effective learning processes. However, many students encounter difficulties in learning programming, particularly during the pandemic, which has hindered face-to-face instruction. These difficulties include a lack of motivation and understanding in problem-solving. To address these issues, researchers conducted a study by developing a web-based programming learning platform that implements Gamification learning methods. This technology-enhanced learning platform is specifically designed for the Java programming language and aims to enhance student motivation and understanding through online learning modules and practical exercises. The results of this study demonstrate that the use of the learning platform has a significant positive impact, as evidenced by Wilcoxon test results. The testing results show that 20 users of the system experienced improved learning outcomes. The Asymp.Sig (2-tailed) value of 0.000 indicates that there is a significant effect of using the learning platform on the Java programming learning outcomes for users..
Pendampingan Penguatan Tata Kelola AE Publishing Kabupaten Malang Berbasis Sistem Informasi Terintegrasi Asri, Atiqah Nurul; Nurhasan, Usman; Mubarok, Faiz Ushbah; Pradibta, Hendra; Melani, Erlin
Jurnal Abdimas Berdaya : Jurnal Pembelajaran, Pemberdayaan dan Pengabdian Masyarakat Vol 8, No 2 (2025): Jurnal Abdimas Berdaya
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/jab.v8i2.1202

Abstract

AE Publishing di Kabupaten Malang berkontribusi dalam peningkatan literasi, namun masih menghadapi kendala karena proses penerbitannya yang manual. Masalah utama meliputi efisiensi manajemen yang rendah, kurangnya transparansi royalti real-time, dan promosi digital yang belum optimal. Kegiatan pengabdian ini mendukung transformasi digital melalui pengembangan sistem informasi terintegrasi dengan pendekatan prototyping partisipatif. Program dilaksanakan dalam enam tahapan terstruktur. Hasilnya menunjukkan peningkatan efisiensi pengelolaan naskah, percepatan editorial, dan transparansi royalti. Fitur manajemen royalti meraih skor tertinggi 4,5 dari 5, disertai peningkatan jumlah naskah. Sistem terbukti efektif memperkuat kapasitas kelembagaan dan mendukung digitalisasi AE Publishing secara berkelanjutan.
Inovasi Pengelolaan Lomba Pramuka Berbasis Website dalam Rangka Penerapan Konsep Smart School Nurhasan, Usman; Sumiadji; Subhi, Dian Hanifudin; Rahmanto, Anugrah Nur; Damayanti, Retno; Suryadi, Satrio Binusa
Qardhul Hasan: Media Pengabdian kepada Masyarakat Vol. 11 No. 3 (2025): Qardhul Hasan: Media Pengabdian kepada Masyarakat
Publisher : Universitas Djuanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30997/qh.v11i3.21316

Abstract

Kegiatan Pengabdian kepada Masyarakat (PKM) bertema Transformasi Digital dalam Pengelolaan Lomba Pramuka di Gugus Depan Arvegatu SMPN 4 Kota Malang dilaksanakan hingga Juli 2025 sebagai solusi atas permasalahan mitra yang masih mengelola lomba secara manual, sehingga menimbulkan inefisiensi, potensi kesalahan yang tinggi, dan keterbatasan transparansi. Tujuan kegiatan ini adalah mengembangkan sistem manajemen lomba terintegrasi berbasis website yang mampu mengotomatisasi proses pendaftaran, penjadwalan, penilaian, hingga publikasi hasil secara real-time. Pelaksanaan program menggunakan metode Participatory Action Research (PAR) dengan melibatkan panitia, peserta, juri, dan pembina pada tahap perancangan, uji coba, serta evaluasi sistem. Hasil implementasi menunjukkan adanya peningkatan signifikan pada efisiensi administrasi, akurasi data, dan transparansi pengelolaan lomba. Pengujian menggunakan System Usability Scale (SUS) menghasilkan skor rata-rata 84,2 dengan kategori Excellent, sedangkan evaluasi melalui Technology Acceptance Model (TAM) menunjukkan seluruh variabel berada pada kategori sangat tinggi. Temuan ini membuktikan bahwa sistem yang dikembangkan bermanfaat, mudah dioperasikan, dan memiliki potensi kuat untuk diadopsi secara berkelanjutan sebagai model pengelolaan lomba Pramuka yang modern, transparan, dan profesional.
THE IMPLEMENTATION OF THE OJIR APPLICATION AT CENTRAL WASTE BANK IN MALANG DISTRICT FOR THE MANAGEMENT OF HOUSEHOLD-SCALE ORGANIC WASTE DIVERSIFICATION PROCESSES Nurhasan, Usman; Rohadi, Erfan; Nurindrasari, Diana; Arianto, Rakhmat; Pradibta, Hendra
Abdi Dosen : Jurnal Pengabdian Pada Masyarakat Vol. 7 No. 4 (2023): DESEMBER
Publisher : LPPM Univ. Ibn Khaldun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/abdidos.v7i4.2163

Abstract

The Ojir application, a mobile-based innovation for organic waste management at Central Malang Waste Bank (BCM), provides an effective solution to streamline the collection and management of organic waste. Addressing environmental concerns such as food scraps, dry leaves, and fruits, the application responds to Ministry of Environment and Forestry (KLHK) data indicating that approximately 61.50% of total waste is organic, necessitating efficient management to reduce waste volume. Established in 2016, BCM faced challenges in manual data management and limited organic waste search capabilities. To address these issues, Ojir was introduced to modernize the organic waste management system. This innovation surpasses traditional waste management by incorporating a process of diversifying organic waste into maggot raw material. Beyond resolving existing waste bank issues, Ojir enhances management efficiency, allowing users to easily track and manage organic waste with increased accuracy. Consequently, the paradigm of organic waste management shifts towards modernity, effectiveness, and efficiency. Aligned with efforts to create a clean and sustainable environment, Ojir represents an innovative step in reinforcing the role of waste banks in handling organic waste in the technological era. The incorporation of the maggot raw material process further exemplifies the forward-thinking approach in sustainable waste management
THE IMPLEMENTATION OF AUTOMATED ASSESSMENT PLATFORM IN ASYNCHRONOUS LEARNING FOR INDEPENDENT LEARNING OF GAME PROGRAMMING USER INTERFACE FOR STUDENTS AT TELKOM MALANG VOCATIONAL HIGH SCHOOL Nurhasan, Usman; Nur Rahmanto, Anugrah; Usbah Mubarok, Faiz; Rahma Sabita, Almira
Abdi Dosen : Jurnal Pengabdian Pada Masyarakat Vol. 8 No. 1 (2024): MARET
Publisher : LPPM Univ. Ibn Khaldun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/abdidos.v8i1.2165

Abstract

The rapid development of the gaming industry has prompted the integration of programming education into vocational education curricula, yet manual assessment of student projects remains a significant constraint. This study proposes a C#-based game programming interface with automatic assessment using unit testing. Students receive learning materials from teachers for self-directed study, employing interface development methods based on Test-Driven Development (TDD) principles and prototype research methods. Research results demonstrate the success of automated assessment, enhancing the efficiency of student evaluations and the quality of game programming education. Academic data confirms improved student learning outcomes. Advantages of automated assessment include time efficiency for teachers, consistency, prompt feedback, support for self-directed learning, TDD implementation, and overall enhancement of learning quality. Data analysis of programming modules (MP) and test modules (MT) indicates the effectiveness of the C#-based game programming interface with TDD. Automated assessment eliminates the burden of manual correction, allowing teachers to focus on pedagogical aspects. Consistency is evident in uniform outcomes across all modules. Prompt feedback provides students with instant improvement opportunities, while self-directed learning support and TDD implementation are reflected in the success of test modules. In conclusion, this innovation effectively addresses assessment challenges in game programming education within vocational settings.
OPTIMIZING SOCIAL MEDIA FOR PROMOTING SMALL AND MEDIUM ENTERPRISES IN MALANG REGENCY Mubarok, Faiz Ushbah; Riatma, Galih Putra; Rahmanto, Anugrah Nur; Asri, Atiqah Nurul; Ananta, Ahmadi Yuli; Arianto, Rakhmat; Nurhasan, Usman
Abdi Dosen : Jurnal Pengabdian Pada Masyarakat Vol. 8 No. 1 (2024): MARET
Publisher : LPPM Univ. Ibn Khaldun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/abdidos.v8i1.2226

Abstract

Singajaya Futsal Center (SFC) is an indoor sports facility located in Putat Kidul village, Gondanglegi sub-district, Malang regency. It has established since 2011 and aimed to provide an indoor futsal for the local community. Even though the Singajaya Futsal Center has been operating for almost 12 years, this facility has not used social media in marketing and promotion. Thus, the officers also have difficulties in reaching the right target audience. Thus, the number of visitors who come is not stable yet. Currently, SFC is trying to improve the quality of service and quality of facilities. In addition, it also strives to improve the quality of promotional and marketing content on social media. With that, the business hopes to increase the number and provide the best quality service to visitors. However, the owner is starting to realize that social media is an effective marketing tool nowadays. They started to think about using social media in promotion and marketing. Additionally, they still have to figure out the right way to use social media and evaluate its effectiveness. The results of this PPM activity create appropriate and attractive social media for visitors. In addition, employees also got the opportunity to directly manage and promote using social media.
Co-Authors Aflah Rahman Maulidiyah Al Huda, Muhammad Iqbaluddin Alwy Abdullah Ananta, Ahmadi Yuli Andre Asmara, Rossa Anisa Dyah Fatmawati Anugrah Nur Rahmanto Anugrah Nur Rahmantyo Arief Prasetyo Arief Prasetyo Atiqah Nurul Asri Bagas Setya Dian Nugraha Banni Satria Andoko Betlian Fajrin Budi Harijanto, Budi Cahyana, Cahyana Cahyana, Yuanita Hendra Candra Bella Vista Deddy Kusbianto Purwoko Aji Defandy Fanny Abdillah Dian Hanifudin Subhi Didik Dwi Prasetya Dika Rizky Yunianto Efita Tria Wardani Eka Larasati Amalia Elly Setyo Astuti Embriani Dewi Lestari Endah Septa Sintiya Erfan Rohadi Erninda Ristiani Fablo Aimar Faiz Ushbah Mubarok Fakhris Khusnu Reza Mahfud Fredo Vale Yuda Ughay Galih Putra Riatma Gilang Lazuardi Hakimah, Rafidah Putri Hartati, Kirana Hendra Pradibta Hilmy Setya Purnama Putra Ibnu Tsalis Assalam Imam Fahrur Rozi Indra Dharma Wijaya Indra Dharma Wijaya, Indra Dharma Kurnia, Alwan Ghozi Lazuardi, Gilang Lisuardi, Dina Lumintang, Galur Arasy Margaretha Violina Putri Maulidiyah, Aflah Rahman Melani, Erlin Mita Kartina Sari Moch Hafiz Nasirrudin Moch Zawaruddin Abdullah Muhammad Dwi Aldi Rizaldi Muhammad Mujahid Muhammad Rizki Oktaviansyah Muhammad Shulhan Khairy Mula Agung Barata Mustika Mentari Nasirrudin, Moch Hafiz Ningtyas, Noviana Nugraha, Bagas Setya Dian Nur Rahmanto, Anugrah Nur Wijayaningrum, Vivi Nurindrasari, Diana Oktaviansyah, Muhammad Rizki Pamenang, Muhammad Unggul Pramana Yoga Pramana Yoga Saputra Pramudhita, Agung Nugroho Pratama Putra Marhendra Prihatmanda, Ryan Akbar Purnomo, Bagus Putra Prima Arhandi, Putra Prima Qori, Elsa Lusiana Rafandi, Hanif Naufal Rafidah Putri Hakimah Rahma Sabita, Almira Rahmanto, Anugrah Nur Rahmantyo, Anugrah Nur Rakhmat Arianto Retno Damayanti Retno Damayanti Retno Damayanti Soejoedono Riatma, Galih Putra Risa Juliadilla Rizky Alifian Rokhimatul Wakhidah Rosa Andrie Asmara Rozan, Naufal Rudy Ariyanto Rudy Ariyanto Ryan Akbar Prihatmanda Samsul Islam Baddrisshofa Saputro, Halim Teguh Satrio Binusa Suryadi Satrio Binusa Suryadi Sukmadewi, Ferina Sumiadji Suryadi, Satrio Binusa Suryani, Debhys Syaad Patmanthara Syalwa, Laduni Estu Tresna, Esa Luh Tresna, Tresna Triswidrananta, Odhitya Desta Ulfa, Farida Vivin Ayu Lestari Wardani, Efita Tria Wijanarko, Eko Setio Yoga, Pramana Zainal Abdul Haris Zainal Abidin