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Evaluasi Sistem Informasi Distribusi Es Kristal Berbasis Web Menggunakan System Usability Scale (SUS) dan User Acceptance Testing (UAT) Rena Judha Wijayanti; Sri Dianing Asri
JSAI (Journal Scientific and Applied Informatics) Vol 9 No 1 (2026): Januari
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v9i1.9748

Abstract

This study aims to evaluate the usability and user acceptance of a web-based crystal ice distribution information system developed to support the operations of PT Eshokita Tubindo Mandiri. The system was developed using the Waterfall method with stages of requirements analysis, design, implementation, and testing. The system evaluation was conducted using the System Usability Scale (SUS) and User Acceptance Testing (UAT) on 13 respondents who were directly involved in the distribution process. The test results showed a SUS score of 82.11, which is classified as very good, and all system functions were accepted by users based on the UAT results. However, the scope of testing was still limited to one company and a relatively small number of respondents. This study contributes to the evaluation of cold chain distribution information systems based on usability and user acceptance.
Analisis Usability pada Perancangan Sistem Informasi Manajemen Aset Gudang Berbasis Web Menggunakan Metode Prototyping dan System Usability Scale (SUS) rubiyatno; Sri Dianing Asri
JSAI (Journal Scientific and Applied Informatics) Vol 9 No 1 (2026): Januari
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v9i1.9856

Abstract

Operational asset management plays a strategic role in ensuring the smooth and continuous operation of warehouse activities within a company. PT. Indomarco Prismatama faces challenges in managing assets, particularly in the processes of asset borrowing, return, and maintenance, which are still conducted manually. This results in potential delays in data recording, reduced data accuracy, and limited information transparency. This study aims to design a web-based information system for managing asset borrowing, return, and maintenance to improve efficiency and accuracy. The system was developed using the Software Development Life Cycle (SDLC) methodology with a prototyping approach, which allows for user involvement through iterative stages. The system was built using the CodeIgniter 4 framework and a MySQL database. System testing was performed using the System Usability Scale (SUS) method, involving 20 respondents, including Asset Admins, VUM Admins, and Managers. The evaluation results show an average SUS score of 81.9, indicating a high level of usability (Excellent). However, these results are limited to the current group of respondents and may not represent a broader user base. Overall, the developed system supports more effective, efficient, and transparent operational asset management, although further testing is needed to confirm its scalability and usability across a wider audience.
Evaluasi Keberhasilan Sistem Informasi Absensi dan Penggajian Terintegrasi Berdasarkan Model DeLone dan McLean Imam Tauzy; Sri Dianing Asri
JSAI (Journal Scientific and Applied Informatics) Vol 9 No 1 (2026): Januari
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v9i1.10013

Abstract

Employee attendance and payroll systems play a crucial role in human resource management as they directly affect payroll accuracy, transparency, and employee satisfaction. However, many previous studies have primarily focused on system development and functional testing, with limited attention to comprehensive system success evaluation. This gap highlights the need for an evaluative approach that measures system quality, information quality, and the benefits perceived by users. This study aims to evaluate the success of an integrated web-based attendance and payroll information system using the DeLone and McLean Information System Success Model. The research employed a quantitative approach with a survey method, using a Likert-scale questionnaire distributed to system users. Data were analyzed using descriptive quantitative analysis and converted into percentage values. The results indicate that the system achieved a success rate of 92%, categorized as very good. These findings demonstrate that the system has high system quality and information quality and provides significant net benefits in improving administrative efficiency and payroll information transparency for employees.
Color Blind Test Using Ishihara Method for Mercu Buana University Prospective Students Selection Sri Dianing Asri; Adhitya Dwiki Darmawan; Novianti Putri Wibowo; Dimas Riyanto Wibowo
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol. 9 No. 2 (2021): September 2021
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v9i2.2404

Abstract

Mercu Buana University is a private university which consists of seven faculties. At the Faculty of Design and Creative Arts, Faculty of Communication Sciences and Faculty of Engineering, additional requirements are required for new student candidates, i.e. a color blindness free certificate. Color blindness is a vision disorder caused by the inability of the eye cone cells to perceive a certain spectrum of colors. There are many ways to test someone's color blindness, one of which is by using the Ishihara method. To obtain a color blindness free certificate, prospective students must visit a clinic or hospital, carry out the applicable color blind test procedure, then bring the results to campus. Based on these problems, the research was conducted with the aim of making a color blind test application that can issue a recommendation letter based on the test results of prospective new students. The system development method uses System Development Life Cycle. The results of the study were an android-based color blind test application that was able to detect color blindness using the Ishihara method and issued a recommendation letter based on the test results of prospective new students in the on-time application.
Pembuatan Game Puzzle "Escape : The Answers" Untuk Melatih Problem Solving Anak Berbasis Android Dikka Wangsa Suryana; Sri Dianing Asri
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 5 No 1 (2020): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1187.682 KB) | DOI: 10.36341/rabit.v5i1.779

Abstract

Games are one of applications that many people like, including children. The development of games in Indonesia has started rapidly, game is very popular because it has an attractive appearance and cool stories. Games are not only used for playing but can be used for learning. Games can be used by parents or teachers to make children interested in learning by using games as their media, for example making puzzle games as the media. Games can be used by parents or teachers as media for learning to make children interested in learning, for example by making puzzle games as the media. Therefore, the author wants to build a puzzle game which can help in training the problem solving and children's memory. In making this game the author uses the MDLC method (Multimedia Development Life Cycle) and Unity 3D Software.
Pembuatan Game Puzzle Online Dengan Prinsip Kooperatif Berbasis Android Tofan Bimantara; Sri Dianing Asri
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 5 No 1 (2020): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (793.445 KB) | DOI: 10.36341/rabit.v5i1.809

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The growth of online s in Indonesia is fast and is in great demand by many people from children to adults. Online s are very popular because of the PVP system (player vs. player) that let players can fight each other online. PVP s make their customers more competitive and makes players to play more intensively in order to get a higher level or ranking than other player. Playing intensively has an effect on the aggressiveness of players so that behavior makes it less respectful to other player such as issuing invective words to other players. Online s also have systems that are not suitable for kids such as microtransaction and gacha systems. this resulted in kids making transactions without the knowledge of their parents even spending up to tens millions rupiah. not to mention the gacha system, which is the purchase of items at. therefore the author wants to build a application with cooperative principles as a that deserves to be played by kids. In making this Astan Eva application using the MDLC method (Multimedia Development Life Cycle). MDLC has stages by Concept, Design, Material Collecting, Assembly, Testing, and Distribution.
Penguatan Literasi Digital dan Internet Sehat Bagi Santri Pondok Pesantren Quantum Anita Ratnasari; Handrie Noprisson; Sri Dianing Asri; Tio Aji Saputra; Shendy Agustian Putra
Lentera Pengabdian Vol. 4 No. 02 (2026): April 2026
Publisher : Lentera Ilmu Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59422/lp.v4i02.1381

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Keterbatasan pemanfaatan teknologi informasi di lingkungan pesantren menjadi tantangan dalam penguatan literasi digital santri, terutama pada aspek penggunaan komputer dasar, internet sehat, keamanan data pribadi, dan kemampuan memilah informasi. Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan kompetensi digital santri Pondok Pesantren Quantum IDEA melalui pelatihan berbasis praktik dan edukasi internet sehat. Metode kegiatan meliputi identifikasi kebutuhan mitra, sosialisasi, pelatihan komputer dasar, edukasi internet sehat dan keamanan digital, praktik langsung, pendampingan, serta evaluasi melalui pre-test, post-test, observasi, dan umpan balik peserta. Kegiatan diikuti oleh 30 santri dengan materi pengenalan komputer, aplikasi pengolah dokumen, penyusunan presentasi, pengenalan hoaks, etika digital, perlindungan data pribadi, dan penggunaan internet untuk kegiatan produktif. Hasil evaluasi menunjukkan peningkatan rata-rata skor dari 48,3 pada pre-test menjadi 82,6 pada post-test, atau meningkat 34,3 poin. Umpan balik peserta menunjukkan rata-rata skor kepuasan 4,6 dengan kategori sangat baik. Kegiatan ini menghasilkan peningkatan keterampilan digital peserta, modul pelatihan yang dapat digunakan ulang, dokumentasi kegiatan, serta rekomendasi keberlanjutan program literasi digital pesantren. Dengan demikian, pelatihan ini efektif sebagai model awal penguatan budaya digital yang sehat, aman, produktif, dan beradab di lingkungan pesantren.
Pengaruh Learning Rate dan Regularisasi pada Kinerja ResNet50 untuk Klasifikasi Motif Kain Tenun Palembang Hadiguna Setiawan; Sri Dianing Asri
JSAI (Journal Scientific and Applied Informatics) Vol 9 No 2 (2026): Juni
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v9i2.11058

Abstract

Palembang woven fabric is one of Indonesia's cultural heritages, characterized by diverse motifs with distinctive visual patterns that require accurate identification methods to support cultural preservation and digitalization. This study aims to analyze the effect of learning rate and regularization techniques on the performance of a transfer learning-based ResNet50 model for Palembang woven fabric motif classification. The dataset consisted of 800 images representing eight motif classes, divided into 70% training, 15% validation, and 15% testing sets. All images underwent preprocessing, including resizing to 224 × 224 pixels and normalization. The ResNet50 model was trained using the Adam optimizer for 50 epochs with three learning rates (0.01, 0.001, and 0.0001) and two regularization techniques, namely L2 Regularization and Dropout. Model performance was evaluated using Accuracy, Precision, Recall, and F1-Score, while training and validation curves were analyzed to assess model convergence. The experimental results demonstrate that both learning rate and regularization techniques significantly influence classification performance. The best performance was achieved using a learning rate of 0.001 with Dropout, resulting in a training accuracy of 99.11%, validation accuracy of 96.67%, and testing accuracy of 95.83%, outperforming all other configurations.
Optimalisasi Jaringan Komputer melalui Pelatihan Cramping Kabel bagi Teknisi Komunitas Bias Yulisa Geni; Anita Ratnasari; Sri Dianing Asri; Steven Aditya Pratama
Lentera Pengabdian Vol. 3 No. 04 (2025): Oktober 2025
Publisher : Lentera Ilmu Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59422/lp.v3i04.1245

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Kegiatan pengabdian kepada masyarakat ini bertujuan untuk memberdayakan teknisi komunitas lokal melalui peningkatan keterampilan teknis dalam pemasangan kabel jaringan komputer, khususnya teknik cramping kabel menggunakan konektor RJ-45. Permasalahan utama yang dihadapi teknisi adalah masih rendahnya pemahaman dan keterampilan dalam melakukan cramping kabel sesuai standar, sehingga berdampak pada kualitas jaringan yang kurang optimal, seperti koneksi lambat, tidak stabil, dan rentan mengalami gangguan. Kondisi tersebut dapat menghambat pengembangan infrastruktur jaringan yang dibutuhkan oleh sektor pendidikan, UMKM, pemerintahan, dan layanan masyarakat lainnya. Metode pelaksanaan kegiatan dilakukan melalui pelatihan terstruktur yang mencakup penyampaian materi dasar jaringan komputer, pengenalan alat dan bahan, praktik cramping kabel, penerapan standar susunan kabel, serta pengujian koneksi menggunakan alat tester jaringan. Selain itu, kegiatan ini juga dilengkapi dengan pendampingan teknis agar peserta mampu menerapkan keterampilan yang diperoleh dalam pekerjaan sehari-hari. Hasil yang diharapkan dari kegiatan ini adalah meningkatnya kompetensi teknisi dalam melakukan instalasi kabel jaringan secara benar, meningkatnya kualitas jaringan komputer lokal, berkurangnya gangguan konektivitas, serta meningkatnya peluang kerja dan proyek bagi teknisi komunitas. Dengan demikian, kegiatan ini diharapkan dapat memberikan kontribusi nyata terhadap penguatan infrastruktur jaringan komputer yang andal serta mendukung perkembangan pendidikan, pelayanan publik, dan pertumbuhan ekonomi lokal.
Image-Based Food Classification for Nutritional Information Estimation Using Deep Learning Sahrial Ihsani Ishak; Sri Dianing Asri; Bias Yulisa Geni; Okma Arnilia; Tri Widodo; Diva Maulana Ilham
Sinkron : jurnal dan penelitian teknik informatika Vol. 10 No. 3 (2026): Article Research July 2026
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v10i3.16170

Abstract

This study aims to develop an image-based food classification application integrated with nutritional information retrieval using a deep learning approach. The proposed system is designed to recognize food types from images and provide nutritional information based on an Indonesian food nutrition database. The method involves collecting a dataset of 8,248 images representing 38 categories of Indonesian traditional foods, performing image preprocessing and data augmentation, and developing a Convolutional Neural Network (CNN) model based on the MobileNetV2 architecture through transfer learning. Model performance was evaluated using a 3-fold stratified cross-validation strategy and measured using accuracy, precision, recall, and F1-score metrics. Experimental results showed that the proposed model achieved average accuracy, precision, recall, and F1-score values of 98.85%, 98.88%, 98.85%, and 98.85%, respectively, demonstrating robust and consistent classification performance across the validation folds. The trained model was subsequently deployed into a mobile application using TensorFlow Lite to support real-time food classification and nutritional information presentation. The main contribution of this study is the development of an end-to-end mobile system that integrates deep learning-based food classification with an Indonesian food nutrition database, enabling users to obtain calorie, protein, fat, and carbohydrate information quickly and conveniently for dietary monitoring and health awareness.