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Manajemen Proyek Sistem Informasi Pada Sistem Pengelolaan Data Reseller PT. Replay Kurniadi, Erik; Rahmah, Syifa; Suseno, Endra; Nugraha, Dadan
LOGIKA : Jurnal Penelitian Universitas Kuningan Vol 15 No 01 (2024)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/logika.v15i01.9660

Abstract

Project management is a strategy that needs to be carried out to achieve efficiency and effectiveness in a company. Project management framework as a measuring tool for managing work schedules. PT Replay is a branch of the PT Teknohost company that operates in the technology services sector where the obstacle currently faced is that it does not have a reseller data management and billing information system. Apart from that, the data collection and billing carried out at the company are still manual, namely using Microsoft Excel, so an information system is needed to overcome this. This research aims to manage the information system development project at PT Replay, which is prepared using the Work Breakdown Structure (WBS) with the waterfall system development method in planning. Therefore, a web-based reseller data management information system was built at PT Replay to make it easier to manage reseller data. 
Implementasi E-CRM Berbasis Web Mobile pada Perpustakaan SMP Negeri 2 Luragung Kurniawati; Erik Kurniadi
Scientific Exploration: Journal of Indonesian Academic Research Vol. 1 No. 2 (2023): Scientific Exploration: Journal of Indonesian Academic Research
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jiar.v1i2.24

Abstract

Perpustakaan SMP Negeri 2 Luragung, yang berlokasi di Desa Wilanagara, Kecamatan Luragung, Kabupaten Kuningan, Jawa Barat, saat ini menggunakan sistem pelayanan terbuka (open access). Namun, proses peminjaman dan pengembalian buku masih dilakukan secara manual, yang menyebabkan kesulitan bagi siswa dalam mencari buku dan mengecek ketersediaan stok. Penelitian ini bertujuan untuk mengembangkan sistem informasi perpustakaan berbasis web dan mobile dengan menerapkan konsep Electronic Customer Relationship Management (E-CRM). Penerapan E-CRM mencakup fitur pencarian dan pemesanan buku, notifikasi batas waktu peminjaman, serta pemberian reward bagi peminjam. Sistem ini dikembangkan menggunakan metode Waterfall yang meliputi tahap Requirement Analysis, System and Software Design, Implementation and Unit Testing, Integration and System Testing, serta Operation and Maintenance. Hasil pengujian dengan metode White Box dan Black Box Testing menunjukkan bahwa aplikasi yang dikembangkan memudahkan anggota perpustakaan dalam mencari dan memesan buku. Sistem ini juga membantu petugas perpustakaan dalam mengelola data stok buku, data anggota, pemesanan, transaksi peminjaman dan pengembalian, pembayaran denda, serta data kunjungan.
Pendampingan Seni Cetak Grafis Motif Batik Kamuning untuk Penguatan Kreatifitas bagi Komunitas Pengrajin Batik Pemula di Kuningan Rika Nugraha; Jerry Dounald Rahajaan; Erik Kurniadi
Journal of Innovation and Sustainable Empowerment Vol. 4 No. 3 (2025)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jise.v4i3.182

Abstract

Kegiatan pengabdian masyarakat ini dilaksanakan untuk menjawab rendahnya kemampuan visual, keterampilan teknis, dan eksplorasi motif pada komunitas perajin batik pemula di Kuningan yang masih kesulitan mengembangkan desain berbasis cetak grafis, sehingga diperlukan pendampingan terarah untuk memperkuat kreativitas visual mereka. Tujuan kegiatan ini adalah meningkatkan kemampuan dasar peserta dalam menerapkan teknik cetak grafis melalui eksplorasi motif Batik Kamuning. Metode pelaksanaan mencakup sosialisasi, demonstrasi teknik, praktik langsung, dan pendampingan intensif selama tiga sesi. Program diikuti oleh 15 peserta, dengan peningkatan keterampilan sebesar sekitar 60% berdasarkan perbandingan hasil pre-test dan post-test. Melalui proses pendampingan, peserta mampu menghasilkan 9 karya cetak grafis sebagai representasi eksplorasi motif Batik Kamuning, yang menunjukkan kemajuan kualitas desain dibandingkan kondisi sebelum pelatihan. Hasil program menunjukkan bahwa pendekatan pendampingan berjenjang efektif membantu peserta memahami dasar-dasar komposisi, stilisasi motif, serta teknik pencetakan sederhana. Kesimpulan kegiatan ini menegaskan bahwa pelatihan terstruktur mampu memperkuat kreativitas visual perajin batik pemula. Implikasi kegiatan adalah perlunya keberlanjutan pendampingan, perluasan kolaborasi dengan lembaga seni lokal, dan fasilitasi pameran atau produksi kreatif agar karya peserta dapat berkembang menjadi nilai estetis dan ekonomis yang berkelanjutan.
Pengembangan Aplikasi Pengelolaan Laboratorium Komputer Dengan Menggunakan Metode Conten Based Filtering Berbasis WEB Endra Suseno; Erik Kurniadi; Dede Irawan
NUANSA INFORMATIKA Vol. 18 No. 1 (2024): Nuansa Informatika 18.1 Januari 2024
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v18i1.90

Abstract

The computer laboratory management application plays an important role in managing computer laboratory resources, such as scheduling, equipment maintenance, and usage monitoring. In today's digital era, the development of computer laboratory management applications must take into consideration the need for efficiency and effectiveness in management. Therefore, in this research, a computer laboratory management application will be developed using the web based Content Based Filtering method. The Content Based Filtering method will assist in managing the computer laboratory usage schedule by considering the preferences and needs of each user. This application is developed using the PHP programming language and the CodeIgniter framework. The results of this research are expected to help computer laboratory managers improving the efficiency and effectiveness of computer laboratory management.
Gamified Digital Intervention to Reduce Online Game Gambling Tendency among Youth: A TAM–SDT Evaluation Yulyanto, Yulyanto; Kurniadi, Erik; Husen, Dede; Yusuf, Fahmi
Journal of Applied Data Sciences Vol 7, No 1: January 2026
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v7i1.1095

Abstract

The rapid growth of online gaming has raised concerns about addictive behaviors among young people, particularly with the emergence of loot boxes that resemble gambling mechanisms. This study aims to examine the effectiveness of a gamification-based application as a preventive intervention for online gambling game addiction and to evaluate user acceptance through an extended Technology Acceptance Model (TAM). The research was conducted in two stages. In the pre-test phase, 588 respondents aged 15–25 completed a questionnaire measuring impulsivity, Internet Gaming Disorder (IGD), and loot box exposure. The results identified 169 individuals (28.7%) with addictive tendencies. In the intervention phase, 86 respondents from this group participated in a gamified stimulation program using a specially designed application. Data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The measurement model met reliability and validity requirements. Structural model analysis confirmed the classic TAM relationships: perceived ease of use significantly influenced perceived usefulness (β = .559, p 0.001), perceived usefulness influenced attitude toward use (β = .385, P= 0.001), and attitude influenced behavioral intention (β = .461, p 0.001). In addition, self-determination theory (SDT) significantly affected both attitude (β = .360, P= 0.003) and behavioral intention (β = .166, P= 0.038). However, affective visual design (AVD) was not significant, and behavioral intention did not reduce addictive behavior (β = -0.109, P= 0.386). The model demonstrated predictive relevance for TAM constructs (Q² 0) but failed to predict addictive behavior (Q² = -0.003). This study contributes theoretically by extending TAM with SDT in the context of digital health interventions and practically by demonstrating the potential of gamification as a preventive tool. However, the short intervention period and limited sample size constrained its effectiveness in reducing addiction. Longer-term interventions and broader contextual factors are recommended for future research.