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PENGEMBANGAN SISTEM PENGELOLAAN KEUANGAN KEPEGAWAIAN UNIVERSITAS ATMA JAYA MAKASSAR Carolus, Ridnaldy Yunior
TEMATIKA, Journal of Informatics and Information Systems Vol 7, No 1 (2019)
Publisher : Fakultas Teknologi Informasi, Universitas Atma Jaya Makassar

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Abstract

The main goal of this thesis is to develop formerly made into one systems and integrating with a financial system UAJM to be a system that can support the process financial management and employment can help improve performance in personalia to managing personnel at the University of Atma Jaya Makassar.Keywords: Management, Personalia, The Financial System, University.
Pengembangan Sistem Pengelolaan Keuangan Kepegawaian Universitas Atma Jaya Makassar Ridnaldy Yunior Carolus
TEMATIKA: Jurnal Penelitian Teknik Informatika dan Sistem Informasi TEMATIKA Volume 7 Nomor 1 (Maret 2019)
Publisher : Fakultas Teknologi Informasi, Universitas Atma Jaya Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The main goal of this thesis is to develop formerly made into one systems and integrating with a financial system UAJM to be a system that can support the process financial management and employment can help improve performance in personalia to managing personnel at the University of Atma Jaya Makassar.
Penerapan Gamification dalam Bidang Pendidikan Formal dan Nonformal: Survey Paper Ridnaldy Yunior Carolus; A Gormantara
KONSTELASI: Konvergensi Teknologi dan Sistem Informasi Vol. 2 No. 2 (2022): Desember 2022
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (578.554 KB) | DOI: 10.24002/konstelasi.v2i2.5369

Abstract

Pendidikan merupakan pondasi utama dalam meningkatkan kualitas sumber daya manusia (SDM), dengan meningkatnya SDM maka suatu negara dapat berkembang dan maju dengan didasari pendidikan baik secara formal ataupun non-formal. Gamifikasi merupakan alternatif dalam sebagai inovasi dalam pendidikan. Gamifikasi merupakan teknik desain permainan untuk menghasilkan hal yang dianggap sebagai hal yang membosankan menjadi menarik layaknya sebuah game. Mechanics Dynamics Aesthetics (MDA) merupakan model utama dalam menerapkan sebuah gamifikasi. MDA berfungsi untuk memetakan komponen-komponen agar menjadi sebuah kesatuan dalam merancang sebuah game, belajar merupakan salah satu bagian dalam pendidikan, untuk merancang sebuah gamifikasi pada pembelajaran maka diperlukan model gamifikasi yang tepat yaitu The Dynamical Model for Gamification Learning (DMGL) dan Attention Relevance Confidence Satisfaction (ARCS) kedua model gamifikasi ini menerapkan MDA sebagai dasar dalam gamifikasi dan menambahkan komponen yang dapat memotivasi siswa dalam belajar. Tujuan dari penelitian ini adalah memetakan literatur untuk lebih memahami penerapan model gamifikasi pada pendidikan secara formal dan juga non-formal
Implementasi Naive Bayes pada Analisis Sentimen Opini Masyarakat di Twitter Terhadap Kondisi New Normal di Indonesia Erick Alfons Lisangan; Alfredo Gormantara; Ridnaldy Yunior Carolus
KONSTELASI: Konvergensi Teknologi dan Sistem Informasi Vol. 2 No. 1 (2022): Juni 2022
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (395.029 KB) | DOI: 10.24002/konstelasi.v2i1.5609

Abstract

Pandemi yang melanda dunia saat ini menyebabkan masyarakat perlu beradaptasi dalam melaksanakan aktivitas sehari-hari atau yang dikenal dengan istilah kondisi “New Normal”. Analisis sentimen dibutuhkan agar pemerintah dapat mengetahui respon masyarakat terhadap kebijakan yang dikeluarkan dalam menanggulangi penularan Covid-19. Pada penelitian ini akan diimplementasikan algoritma Naive Bayes dan dipadukan dengan metode stemming Sastrawi. Terdapat beberapa proses yang dilalui dimulai dari data crawling untuk mengumpulkan dataset. Setelah dataset terkumpul kemudian melalui proses data preprocessing, feature extraction, dan klasifikasi menggunakan Naive Bayes. Pengujian algoritma menggunakan confussion matrix dengan memperhatikan nilai akurasi, precision, dan recall. Hasil pengujian terhadap ratio data training dan testing diperoleh ratio terbaik 70% dan 30% dengan nilai accuracy, precision, dan recall secara berturut-turut sebesar 94.55%, 93.55%, dan 93.55%.
Pengembangan Sistem E-Learning Berbasis Moodle Alfredo Gormantara; Astrid Lestari Tungadi; Ridnaldy Y Carolus
JURIKOM (Jurnal Riset Komputer) Vol 10, No 1 (2023): Februari 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v10i1.5527

Abstract

Communication and information technology in the world of education is an effort made in creating a different teaching-learning atmosphere so that students can develop their potential. E-Learning is a learning process that utilizes computer technology, computer networks, and the Internet in the process of disseminating knowledge, thus enabling students to learn via computers anywhere without having to physically go to class/lectures. Atma Jaya Makassar University already has an E-Learning system but several obstacles occur starting from a less interactive display, limited functions, no integration with the academic system, and the unavailability of mobile-based E-Learning. Previously, e-learning used a claroline base which had problems in terms of appearance and functionality. This research uses the SDLC (Software Development Life Cycle) method in developing e-learning software. The waterfall method is a work method that emphasizes sequential and systematic phases. This method starts from identifying the problems that occur, the design, implementation, testing and verification stages. Moodle-based E-Learning products offer to enter the "digital classroom" to access learning materials with a more attractive appearance and easier access with the mobile application version. The advantages of Moodle include being able to create learning materials, quizzes, and online discussion forums in an E-Learning package. Therefore, this study aims to improve the quality of learning will develop a moodle-based E-Learning system at Atma Jaya University Makassar.
PEMBUATAN DAN PELATIHAN SISTEM INFORMASI SEBAGAI UPAYA PENINGKATAN KINERJA DC MALL BATAM Gormantara, Alfredo; Carolus, Ridnaldy Yunior; Sumarta, Sean Coonery
Jurnal AbdiMas Nusa Mandiri Vol. 6 No. 1 (2024): Periode April 2024
Publisher : LPPM Universitas Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/abdimas.v6i1.5369

Abstract

Digital transformation in Industry 5.0 has become a driving force in moving companies to improve the quality of services provided to customers and ease of work. The company's needs in carrying out strategic work and policies cannot be separated from the use of systems to help manage company data. DC Mall rents out its locations to parties such as shopping centers, supermarkets, exhibition corridors, restaurants and electronics stores. One of the routine tasks in managing DC Mall is paying utilities and rent for each unit. Payments are made to the mall management every month. Efforts to develop an information system that can cover all parts of mall management, including finance, customer service, marketing and others. The aim of this activity is to implement an information system at DC Mall that is beneficial for employee and company performance. The new system is designed to cover the weaknesses of the previous system. This service activity, which includes observation, data collection, design, implementation and evaluation, was carried out for approximately three months, starting from November 10 to January 19 2024. Each member is responsible for making observations, surveying locations, collecting data, helping create information systems and training employees, and compiling service reports. Based on the results of the service, it can be concluded that the creation of the new DC Mall information system has been successful based on feedback from employees in operating and carrying out their duties.
Pelatihan Peningkatan Pemanfaatan dan Literasi Teknologi Informasi dalam Mendukung Mitra UMKM Salon Kecantikan Phie Chyan; Ridnaldy Yunior Carolus
PaKMas: Jurnal Pengabdian Kepada Masyarakat Vol 4 No 1 (2024): Mei 2024
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/pakmas.v4i1.2673

Abstract

The community services carried out are a service program to support government programs in increasing the competitiveness of MSMEs so that they can compete in today's very tight competitive situation. MSMEs in 3T areas (disadvantaged, frontier, outermost) face much more complex problems than those in relatively more developed areas. Partners in this service activity are the MSME beauty salon HNB Salon & SPA located in Nabire Regency, Central Papua. Based on the analysis carried out by the service team, partners experience problems related to the service sales process and also management, especially in terms of customer relationship management and management of marketing activities, then to help MSME partner, the service team will support the use of technology in administering the services provided at the salon in the form of salon service applications. Additionally, increasing human resource capabilities is also very much needed, especially in using various technological equipment, both hardware and software, to support salon operations. Finally, the service team also provides training on using social media to carry out digital marketing to MSME staff. Based on the evaluation of the material for the training activities, excellent results were obtained, and the partners stated that they were very helped by the material and program that the service team had provided.