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Pemanfaatan Teknologi Informasi Bagi UMKM Dalam Memperkenalkan Kue Ratuban Sebagai Kue Tradisional Dari Banten: Pemanfaatan Teknologi Informasi Bagi UMKM Dalam Memperkenalkan Kue Ratuban Sebagai Kue Tradisional Dari Banten Darip, Mochammad; Sunardi, Sunardi; Permana, Basuki Rakhim Setya; Auliana, Sigit
Jurnal Mandala Pengabdian Masyarakat Vol. 6 No. 1 (2025): Jurnal Mandala Pengabdian Masyarakat
Publisher : Progran Studi Farmasi Universitas Mandala Waluya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35311/jmpm.v6i1.549

Abstract

UMKM sering menghadapi permasalahan dalam memasarkan produk mereka secara efektif. Salah satu faktornya adalah kurangnya memanfaatkan teknologi informasi dalam strategi pemasaran. Kue Ratuban, sebagai salah satu kue tradisional khas Provinsi Banten, menghadapi berbagai kendala dalam upaya peningkatan popularitas dan penjualannya. Kendala utama yang dihadapi oleh UMKM yang memproduksi Kue Ratuban adalah terbatasnya pengetahuan dan kemampuan dalam memanfaatkan teknologi informasi untuk pemasaran. Melalui program pengabdian masyarakat yang diinisiasi oleh tim KKM 28 Universitas Bina Bangsa mengadakan pelatihan dan pendampingan dalam pemanfaatan teknologi informasi untuk memberdayakan UMKM yang memproduksi Kue Ratuban. Kegiatan ini juga bertujuan untuk meningkatkan keterampilan digital para pelaku UMKM, sehingga mereka dapat lebih mandiri dan kompetitif dalam upaya memperkenalkan kue tradisional khas Banten ini secara lebih luas di luar komunitas pasar lokalnya. Hasil pelatihan menunjukkan peningkatan dalam pengetahuan dan keterampilan digital sebesar 85.00% sehingga peserta mampu menerapkan strategi pemasaran digital dan memanfaatkan media sosial secara efektif.
OPTIMALISASI TRANSAKSI PENJUALAN MENGGUNAKAN ALGORITMA SHORT JOB FIRST PADA SISTEM PENJUALAN DI WARUNG SEMBAKO MADURA Darip, Mochammad; Masyhuri, Maman; Permana, Basuki Rakhim Setya
IJIS - Indonesian Journal On Information System Vol 10, No 1 (2025): APRIL
Publisher : POLITEKNIK SAINS DAN TEKNOLOGI WIRATAMA MALUKU UTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36549/ijis.v10i1.349

Abstract

Banyak warung sembako yang mulai kesulitan dalam mempertahankan usahanya karena faktor dari sistem pelayanan kepada pembeli. Misalnya, ketika volume penjualan meningkat dan jumlah pembeli bertambah, proses pelayanan sering kali menjadi lambat dan tidak efisien, sehingga menimbulkan ketidakpuasan di kalangan pelanggan, padahal pelayanan merupakan salah satu faktor kunci keberhasilan usaha ritel. Mengoptimalkan sistem pelayanan transaksi penjualan menggunakan teknologi dan metode yang tepat dapat menjadi solusi untuk meningkatkan daya saing usaha, misalnya dengan penerapan algoritma Short Job First ke dalam sistem pelayanan transaksi penjualan. Sistem ini dikembangkan menggunakan metodologi Software Development Life Cycle dengan bahasa pemrograman Delphi, database Mysql, dan perancangan sistem menggunakan Unified Manipulation Language, sehingga memungkinkan akan menghasilkan sistem pelayanan trasaksi yang lebih efektif. Hasil implementasi menunjukan bahwa algoritma Sort Job First cukup efektif dalam mengoptimalkan urutan proses transaksi penjualan berdasarkan prioritas jumlah item pembelian, Namun, bagi pelanggan yang membeli dalam jumlah besar merasa kurang diprioritaskan. Berdasarkan pengukuran kepuasan pelanggan menggunakan Customer Satisfaction Testing, 82,22% pelanggan merasa puas dengan sistem pelayanan transaksi penjualan yang diterapkan.
Information System Audit of FIF Mobile Collection at PT Federal International Finance POS Baros Using the COBIT 5 Framework Permana, Basuki Rakhim Setya; Aryono, Gagah Dwiki Putra; Aliffito, Sadam Nazar
JINAV: Journal of Information and Visualization Vol. 6 No. 1 (2025)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav4182

Abstract

This study aims to evaluate the governance and performance of the FIF Mobile Collection information system implemented at PT Federal International Finance POS Baros using the COBIT 5 framework. As mobile-based applications become critical tools in financial operations—particularly in billing and collection activities—ensuring their security, efficiency, and alignment with organizational goals is imperative. The COBIT 5 framework was adopted to assess the maturity and capability of IT processes, with a specific focus on the DSS05 process: Manage Security Services. Data was collected through observation, interviews, and documentation analysis, and evaluated using the COBIT 5 Process Assessment Model (PAM). The results of the audit show that the DSS05 process achieved Capability Level 3, meaning the process is well-defined and implemented but not yet fully measurable or optimized. The assessment revealed that Levels 1 and 2 were fully achieved, while Level 3 was largely achieved (60–66.66%), indicating the need for performance monitoring and continual improvement mechanisms. Several gaps were identified in the areas of risk management, incident response, and user training, which present potential threats to data security and system reliability. The findings also indicate partial alignment of the system with key enterprise goals such as customer service excellence, operational agility, and information-based decision-making. However, the lack of real-time monitoring, formalized response procedures, and predictive controls hinders the organization from achieving higher governance maturity. Recommendations include implementing automated security tools, conducting regular IT risk assessments, and enhancing user awareness programs. This study concludes that while the FIF Mobile Collection system delivers operational benefits, improvements in governance maturity—guided by COBIT 5—are essential to ensuring secure, efficient, and strategically aligned system performance in the long term.
Rancangan Aplikasi Augmented Reality Pengenalan Buah-Buahan Tropis Pada SMPN 1 Kibin Menggunakan Unity 3D Dan Blender Naufallinho, Muchamad Khairan; Auliana, Sigit; Permana, Basuki Rakhim Setya
Jurnal Sosial Teknologi Vol. 5 No. 8 (2025): Jurnal Sosial dan Teknologi
Publisher : CV. Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/jurnalsostech.v5i8.32349

Abstract

Penelitian ini berjudul “Rancangan Aplikasi Augmented Reality Pengenalan Buah-Buahan Tropis Pada Siswa SMPN 1 Kibin Menggunakan Unity 3D Dan Blender.” Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran interaktif berbasis Augmented Reality (AR) yang dapat meningkatkan minat dan pemahaman siswa terhadap buah-buahan tropis. Metode yang digunakan dalam penelitian ini adalah pengembangan aplikasi menggunakan software Unity 3D dan Blender. Aplikasi ini memungkinkan siswa untuk melihat objek buah-buahan dalam bentuk 3D dan mendapatkan informasi tentang buah tersebut melalui fitur AR. Hasil penelitian menunjukkan bahwa aplikasi ini efektif dalam menciptakan pengalaman belajar yang menarik dan menyenangkan. Hasil evaluasi menunjukkan bahwa 94% siswa merasa aplikasi ini sangat layak digunakan sebagai media pembelajaran. Penelitian ini diharapkan dapat menjadi solusi bagi pendidikan yang lebih interaktif dan inovatif.
Rancangan Aplikasi Game Pengenalan Anggota Tubuh Manusia Menggunakan Construct 2 di SDN Pandat 1 Berbasis Android Ummy Kalsum; Refi Mulyadi; Basuki Rakhim Setya Permana
Jurnal ilmiah Sistem Informasi dan Ilmu Komputer Vol. 5 No. 3 (2025): November: Jurnal ilmiah Sistem Informasi dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juisik.v5i3.1502

Abstract

Learning about human body parts at the elementary school level generally still relies on conventional methods, such as lectures and the use of textbooks. These methods often make students less interested and have difficulty understanding the material in depth. However, in the early childhood development stage, learning should be carried out with an approach that involves interaction, visualization, and fun activities. Therefore, innovative learning media are needed that can combine educational and entertainment elements (edutainment) to make the material easier to understand while increasing learning motivation. This study aims to design and develop an Android-based educational game application using Construct 2 aimed at helping students of SDN Pandat 1 learn human body parts interactively. The research method used is the Multimedia Development Life Cycle (MDLC) which consists of six stages: concept, design, material collection, creation, testing, and distribution. Research data were collected through direct observation in class, interviews with teachers, and documentation of learning activities. The resulting application contains material on human body parts presented in the form of text, images, animations, and is equipped with interactive quizzes to measure student understanding. Test results show that the application can run well on various Android devices with an attractive appearance and navigation that is easy for children to use. Student trials showed increased interest in learning and understanding of the material. Teacher responses were also positive, particularly regarding the app's ease of use and its alignment with the elementary school curriculum. These findings indicate that game-based learning media can be an effective alternative for improving the quality of learning, particularly in materials requiring visual and interactive conceptual understanding.
Development of A Web-Based Online Sales Information System for A Micro-Retail Store: A Case Study at Toko Sembako Doa Ibu Ariansyah, Irgi; Rakhim Setya Permana, Basuki; Auliana, Sigit
ARRUS Journal of Engineering and Technology Vol. 5 No. 1 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech4164

Abstract

Doa Ibu Grocery Store is a micro-enterprise that still performs its sales processes manually, including transaction recording, inventory management, and sales reporting. This condition leads to several issues, such as recording errors, limited customer reach, and inefficient operations. This research aims to design and implement a web-based online sales information system to automate transaction processes, expand service reach through online ordering, and provide structured sales reports. The system development method used is the waterfall model, consisting of analysis, design, implementation, testing, and evaluation stages. The system was developed using a PHP-based digital framework, MySQL database, and integrated with Midtrans as the payment gateway. Blackbox testing was applied to ensure that the system functions according to user requirements identified through elicitation stages. The results show that the system can automatically record transactions, manage product and customer data, generate sales reports, and support online orders and order status notifications. The system is considered feasible for implementation and provides a positive impact on the efficiency and modernization of Doa Ibu Grocery Store's operations.
Design of A Web-Based Teacher Payroll Information System Using CodeIgniter 4 Framework at MTs Ma’arif 30 Sumber Rejeki Mataram, Lampung Nitami, Shella; Auliana, Sigit; Rakhim Setya Permana, Basuki
ARRUS Journal of Engineering and Technology Vol. 5 No. 1 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech4173

Abstract

In today's digital era, many educational institutions are transitioning to automated systems to support more efficient administrative processes. MTs Ma’arif 30 Sumber Rejeki Mataram Lampung, as one of these institutions, still faces several issues in managing teacher payroll, which is currently handled manually. This manual process often leads to miscalculations, delayed payments, and inaccuracies in payroll data. Therefore, an information system is needed to automate and simplify payroll data management in order to improve efficiency and accuracy. This study aims to design a Web-Based Teacher Payroll Information System using the CodeIgniter framework. The system is expected to manage payroll data more accurately, including salary calculations, allowances, deductions, and the generation of more efficient and transparent reports. The method used in this study is the Waterfall model, which consists of five main stages: requirements analysis, system design, implementation, testing, and maintenance. The results of the study show that the developed system successfully automates the payroll process, reduces calculation errors, and simplifies the generation of payroll reports that can be easily accessed by relevant parties. The conclusion of this research is that the web-based payroll information system designed can improve efficiency, transparency, and accuracy in the management of teacher salaries at MTs Ma’arif 30 Sumber Rejeki Mataram Lampung.
Development of An Educational Alphabet Game for Early Childhood Using Construct 3 Praditya, Dinar Okto; Auliana, Sigit; Permana, Basuki Rakhim Setya
ARRUS Journal of Engineering and Technology Vol. 5 No. 1 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech4179

Abstract

The shift in learning behavior among Generation Z and millennial children, born into the digital era, emphasizes the need for engaging, interactive, and meaningful educational tools. This study aims to develop an Android-based educational game application using Construct 3 to help early childhood learners recognize and spell alphabets. The development follows the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation phases. The game incorporates drag-and-drop mechanics to arrange letters into words based on visual prompts. Black-box testing confirmed the application functioned as intended. The game is expected to enhance early literacy by providing a fun, interactive learning experience on mobile platforms.