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Optimizing Business Process To Government Using Business Process Improvement (BPI) and Bizagi Modeler (Case Study: PT. XYZ) Pangga Cahyo Dwiyono; Murhadi Murhadi; Wahju Tjahjo Saputro; Miftahul Huda; Matthew Nepomuceno
Justek : Jurnal Sains dan Teknologi Vol 9, No 1 (2026): March
Publisher : Unversitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/justek.v9i1.37752

Abstract

Business to Government (B2G) processes frequently suffer from inefficiencies caused by manual workflows and limited system integration. This study aims to enhance B2G business process performance at PT XYZ by applying the Business Process Improvement (BPI) approach using Business Process Model and Notation (BPMN) implemented through Bizagi Modeler. The research methodology involves analysing the existing process, designing an optimized process model, and conducting performance simulations based on processing time, operational costs, data accuracy, delay risk, and institutional satisfaction. The results indicate significant improvements, including a 41.7% reduction in processing time, a 26.7% decrease in operational costs, a 90% increase in data accuracy, a 40.9% reduction in delay risk, and an 85% improvement in institutional satisfaction. These findings demonstrate that the integration of BPI and BPMN effectively improves the efficiency and quality of B2G business processes in government procurement.
Analisis Prioritas Distribusi Pupuk Bersubsidi untuk Ketepatan Sasaran Menggunakan Skoring Berbasis Sistem Informasi Geografis Hans Andriano Pradana Huwae; Wahju Tjahjo Saputro; Murhadi Murhadi
Bulletin of Computer Science Research Vol. 6 No. 2 (2026): February 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i2.1016

Abstract

The distribution of subsidized fertilizer plays an important role in supporting agricultural productivity; however, its implementation at the regional level still faces mismatches between allocation and actual land requirements. This study aims to determine the priority of subsidized fertilizer distribution for paddy agricultural land in Central Java Province using a scoring method based on Geographic Information Systems (GIS). The variables applied in this study include harvested area, land productivity, and elevation. The data used are secondary data obtained from the Central Statistics Agency (BPS) for the period 2022–2024. The scoring process was conducted using Microsoft Excel with a five-level ordinal scale and equal weighting for each variable. The scoring results were then integrated with spatial analysis using QGIS to produce thematic maps of fertilizer distribution priorities. The results indicate that each regency in Central Java Province has a different priority level, which is classified into low, medium, and high priority categories. Out of 35 regencies/cities analyzed, 17 regions (48.57%) were classified as high priority, 11 regions (31.43%) as medium priority, and 7 regions (20%) as low priority. Validation results show that most high-priority areas also receive relatively large amounts of subsidized fertilizer, although some discrepancies remain due to policy considerations and regional characteristics. This study demonstrates that a GIS-based scoring method can be used as a supporting tool for planning and evaluating subsidized fertilizer distribution in a more objective and spatially informed manner.
INGGRIS INGGRIS Cahyo Anggoro; IKE YUNIA PASA IKE; MURHADI MURHADI
Journal of Information System and Artificial Intelligence Vol. 6 No. 1 (2025): Vol. 6 No.1(2025): Journal of Information System and Artificial Intelligence Vo
Publisher : Universitas Mercu Buana Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26486/jisai.v6i1.283

Abstract

This study attempts to create interactive learning media using Articulate Storyline software forIndonesian language lessons in grade IV at Muhammadiyah 1 Elementary School in Purworejo Regency.The development was carried out in accordance with the Design Thinking Method, which consists of fivestages, namely empathize, define, ideate, prototype, and test. This study was motivated by the lowapplication of technology in learning and the need for media that can be used to increase students' interestin learning. Data was collected through observation and interviews with students and teachers. The learningmedia designed combines multimedia in the form of videos, audio, animations, and interactive quizzesbased on Google Forms that are directly connected to Google Spreadsheets for assessment. The media isstored in HTML5 and APK application formats so that it can be accessed via computers or smartphones.The results of the pilot test showed that the learning media developed was categorized as highlyeffective with an average effectiveness score of 4.34 based on the signs of learning interest according toSlameto (2011), which consist of the elements of interest, involvement, enjoyment, and attention. Therefore, this learning media can be used as an alternative solution to improve the quality of interactive Indonesian language learning in elementary schools.
Beyond Usability: Uncovering the Paradox of Website Quality and User Satisfaction in Indonesian Higher Education Ilham Chandra Pangestu; Murhadi; Ike Yunia Pasa
Indonesian Technology and Education Journal Vol 4 No 2 (2026): Agustus
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v4i2.1245

Abstract

This study aims to examine the effects of usability quality, information quality, and service interaction quality on user satisfaction with the official website of Muhammadiyah University of Purworejo using the WebQual 4.0 framework, supported by Importance-Performance Analysis (IPA). A descriptive quantitative approach was employed, with data collected through an online questionnaire distributed to 130 active students selected using non-probability convenience sampling; 30 responses were used for validity and reliability testing, while 100 responses were analyzed in the main study. The data were processed using IBM SPSS Statistics 26 through Pearson correlation, Cronbach’s Alpha, multiple linear regression, partial t-tests, coefficient of determination, and IPA. The findings reveal that usability quality has a negative and significant effect on user satisfaction (β = −0.168; p = 0.037), whereas information quality (β = 0.284; p = 0.001) and service interaction quality (β = 0.533; p = 0.000) have positive and significant effects, with service interaction quality emerging as the strongest predictor. The model explains 67.6% of the variance in user satisfaction. The originality of this study lies in its explanation of the negative usability effect through expectation-disconfirmation theory and the Technology Acceptance Model, as well as its integration of WebQual 4.0 regression with IPA to generate prioritized improvement strategies. The findings imply that UMPWR website managers should urgently improve interface usability, maintain strong service interaction quality, and sustain accurate and timely information provision to enhance user satisfaction.
Pengembangan Smart Lighting Berbasis ESP32 dan Blynk untuk Mendukung Smart Village Wahju Tjahjo Saputro; Hamid Muhammad Jumasa; Murhadi
Jurnal Informatika Komputer, Bisnis dan Manajemen Vol 24 No 2 (2026): Mei 2026
Publisher : LPPM STMIK El Rahma Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61805/fahma.v24i2.205

Abstract

Efficient public lighting infrastructure plays a crucial role in supporting the development of smart villages. However, conventional street lighting systems are often energy-intensive and difficult to monitor and control remotely. This study aims to develop an Internet of Things (IoT)-based smart lighting system using the ESP32 WROOM microcontroller and the Blynk platform. The system was developed following the ADDIE framework, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The hardware components include an ESP32 WROOM DevKitC v4, a PZEM-004T v3 power monitoring module, a 2-channel optocoupler relay, and a smartphone. The software environment comprises Arduino IDE, Fritzing, EasyEDA, and Blynk as the user interface. Experimental results demonstrate that the proposed system can effectively monitor and control public lighting in real time through a smartphone from any location. The system exhibited fast response times, stable operation, and the potential to reduce electricity consumption by 23.33%. These findings indicate that the proposed solution effectively supports modern and energy-efficient smart village infrastructure while providing a low-cost, reliable, and easily deployable smart lighting model.
Manajemen Bandwidth Berbasis QoS untuk Optimasi Jaringan di LKSA Muhammadiyah Purworejo Fajar Ponco Adi Wibowo; Hamid Muhammad Jumasa; Murhadi Murhadi
JSITIK: Jurnal Sistem Informasi dan Teknologi Informasi Komputer Vol. 4 No. 2 (2026): Juni 2026
Publisher : Cipta Media Harmoni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53624/jsitik.v4i2.820

Abstract

Latar Belakang: LKSA Yatim Muhammadiyah Purworejo memanfaatkan jaringan komputer dan internet untuk pembelajaran, administrasi, serta layanan fotokopi. Namun, belum adanya manajemen bandwidth menyebabkan distribusi kecepatan internet tidak merata dan koneksi kurang stabil, terutama saat lalu lintas padat, sehingga layanan penting terganggu. Tujuan: Penelitian ini bertujuan menerapkan Quality of Service (QoS) dengan teknik Per Connection Queue (PCQ) guna meningkatkan pemerataan dan stabilitas koneksi internet. Metode: Penelitian menggunakan pendekatan Network Development Life Cycle (NDLC) yang mencakup analisis, desain, simulasi, implementasi, monitoring, dan manajemen. Jaringan dibagi ke dalam tiga subnet: laboratorium, tata usaha, dan fotokopi. Konfigurasi dilakukan pada router Mikrotik dengan PCQ classifier, mangle rules, serta prioritas untuk aplikasi penting. Pengujian dilakukan sebelum dan sesudah penerapan menggunakan Speedtest dan parameter QoS (throughput, packet loss, delay, jitter) berdasarkan standar TIPHON. Hasil: Sebelum penerapan QoS, ruang fotokopi mendominasi penggunaan bandwidth dengan unduh 29,35 Mbps, sedangkan laboratorium dan tata usaha hanya 8,10 Mbps dan 6,97 Mbps. Setelah penerapan, distribusi bandwidth lebih merata dengan hasil fotokopi 1,94 Mbps, laboratorium 2,51 Mbps, dan tata usaha 3,95 Mbps. Parameter QoS juga membaik dengan throughput lebih seimbang, packet loss mendekati 0%, delay rendah (0,96–1,02 ms) dan jitter stabil. Kesimpulan: Penerapan QoS melalui PCQ terbukti efektif menjaga kualitas jaringan sesuai standar TIPHON.
Towards Robust Cross-Dataset Pothole Detection Through Multi-Dataset Pretraining Hanifatus Sa’diyah Widihasaniputri; Oddy Virgantara Putra; Murhadi Murhadi
International Journal of Advances in Data and Information Systems Vol. 7 No. 2 (2026): August 2026 - International Journal of Advances in Data and Information Systems
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/ijadis.v7i2.1551

Abstract

Pothole detection based on deep learning has achieved high detection accuracy; however, most existing studies evaluate models using the same dataset for both training and testing, providing limited evidence of robustness under unseen data distributions. This study investigated the cross-dataset generalization capability of YOLOv8n using three publicly available pothole datasets with different visual characteristics: the Multi-Weather Pothole Dataset (MWPD), the Jaygala dataset, and the Andrew dataset. The proposed framework evaluated same-dataset and cross-dataset detection performance, quantified robustness through generalization gap analysis, examined the influence of dataset characteristics, and assessed the effectiveness of multi-dataset pretraining. Experimental results showed that the Andrew dataset achieved the highest same-dataset performance (mAP@50 = 0.816) but also exhibited the largest generalization gap (0.246), indicating limited robustness across datasets. In contrast, multi-dataset pretraining reduced the generalization gap for MWPD from 0.093 to 0.048, demonstrating improved cross-dataset robustness, although the improvement was not consistent across all datasets. These findings indicate that same-dataset accuracy alone is insufficient for evaluating model robustness and that cross-dataset evaluation provides a more realistic assessment of deployment performance in heterogeneous road environments.
Efektivitas Teknologi Virtual Try-On dalam Membangun Loyalitas Merek di Industri Kosmetik Aisyah Mutia Dawis; Murhadi; Galih Pramuja Inngam Fanani; Danang Kastowo; Faiq Fadhil Dzulfiqar Bariq; Nalurita Enggar Renosih; Fauzan Natsir
Journal of Information Technology Vol. 6 No. 2 (2026): Journal of Information Technology
Publisher : Institut Shanti Bhuana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46229/jifotech.v6i2.1092

Abstract

This research explores the effectiveness of Virtual Try-On (VTO) technology in fostering brand loyalty within the cosmetics industry. Using a mixed methods approach that integrates quantitative surveys, user experiments, in-depth interviews, and social media sentiment analysis, the study examines how interactive digital experiences via VTO influence consumer trust, emotional engagement, and perceived product quality. Findings from 100 survey respondents, 10 user experiments, and 15 interviews indicate that VTO significantly enhances purchase intention and strengthens the emotional bond between consumers and brands. Regression and path analysis results reveal a positive, statistically significant effect of VTO on brand loyalty, with trust and emotional engagement acting as key mediators. Sentiment analysis of 300 user comments further confirms that VTO is widely perceived as intuitive, realistic, and helpful in decision making. These insights highlight VTO’s dual function not only as a tool for visualization but also as a medium for emotionally resonant digital interaction. The study contributes theoretically by expanding brand loyalty discourse through the lens of technological interactivity. Practically, it offers strategic guidance for cosmetic brands to leverage VTO in enhancing user experience, reducing product returns, and boosting engagement. The research underscores the importance of designing VTO features that are visually appealing, emotionally impactful, and adaptive to diverse consumer needs. In a competitive digital marketplace, VTO emerges as a critical differentiator in creating immersive, personalized, and loyalty driven shopping experiences.
Analisis Kualitas Website Desa Krandegan Terhadap Kepuasan Pengguna Dengan Metode Webqual 4.0 Dan End-User Computing Satisfaction (EUCS) Rendy Nur Firmansyah; Murhadi Murhadi; Dewi Chirzah
Jurnal Simantec Vol 14, No 2 (2026): Jurnal Simantec Juni 2026
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/simantec.v14i2.31338

Abstract

Kemajuan teknologi informasi telah mendorong pemanfaatan website desa sebagai sarana pelayanan publik digital. Website Desa Krandegan hadir untuk memberikan informasi dan layanan kepada masyarakat, namun kualitasnya perlu dievaluasi berdasarkan kepuasan pengguna. Penelitian ini bertujuan untuk menganalisis pengaruh kualitas website terhadap kepuasan pengguna dengan menggunakan metode WebQual 4.0 dan End-User Computing Satisfaction (EUCS). WebQual 4.0 mencakup dimensi usability, information quality, dan service interaction quality, sedangkan EUCS menambahkan dimensi timeliness. Penelitian ini menggunakan pendekatan kuantitatif dengan pengumpulan data melalui kuesioner kepada 70 responden pengguna website. Analisis data dilakukan dengan metode Structural Equation Modeling (SEM) menggunakan SmartPLS 4. Hasil analisis menunjukkan bahwa model penelitian ini memiliki kekuatan penjelasan yang sangat tinggi, yaitu mampu mencakup 92,9% (R² = 0,929) dari variabel kepuasan pengguna. Dari empat aspek yang diuji menunjukkan bahwa usability (t-statistic = 4,987) dan timeliness (t-statistic = 4,103) berpengaruh signifikan terhadap kepuasan pengguna. Sementara itu, information quality (t-statistic = 1,976) dan service interaction quality (t-statistic = 2,214) memiliki pengaruh positif tetapi lebih rendah. Temuan ini menegaskan pentingnya pembaruan informasi yang tepat waktu dan antarmuka yang mudah digunakan. Rekomendasi diberikan untuk meningkatkan navigasi, tampilan, serta interaktivitas layanan guna menunjang pelayanan publik berbasis digital yang lebih responsif dan efektif.
Pengembangan Media Pembelajaran Gamifikasi untuk Meningkatkan Kompetensi Pedagogik Guru Sekolah Dasar dalam Pembelajaran Bahasa Inggris Basuki Basuki; Andrian Nuriza Johan; Bagiya Bagiya; Murhadi Murhadi; Daffa Risan Saputra; Tri Widiatno
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya Vol. 4 No. 3 (2026): August: Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/semantik.v4i3.2980

Abstract

This study aims to develop gamification-based learning media to assist elementary school teachers in enhancing their pedagogical competence in English instruction. The study employs the Research and Development (R&D) method, encompassing stages of needs analysis, design, development, expert validation, and both limited and extensive field trials. The media incorporates gamification elements—such as points, levels, badges, challenges, and interactive activities—tailored to the needs of teachers and the characteristics of elementary school students. The results indicate that the developed media achieved a validity rate of 92.5%, a practicality rate of 89.3%, and an effectiveness score (N-gain) of 0.72, placing it in the high category. The novelty of this research lies in the integration of gamification into English learning media; the media is designed not only to focus on the students' learning experience but also to assist teachers in developing their pedagogical competence regarding technology utilization. This media empowers teachers to instruct with greater creativity and confidence while fostering an English learning environment that is active, enjoyable, and closely aligned with the students' world.