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Implementasi Aplikasi E-Office di Badan Pendapatan Daerah Provinsi Sulawesi Utara Dahlan, Efraim; Mangundap, Nathania; Putra, Edson; Atteng, Olvie
CSRID (Computer Science Research and Its Development Journal) Vol. 15 No. 2: June 2023
Publisher : LPPM Universitas Potensi Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22303/csrid-.15.2.2023.124-143

Abstract

In the Regional Revenue Agency of North Sulawesi Province (BAPENDA), the process of sending letters still uses the manual method. By using the manual method, letters that have been sent cannot be tracked with certainty on where the letters are. This obstacle becomes a challenge to the organization in carrying out fast and precise business processes. So, the researcher was given the task of making an E-Office application. The purpose of making the application can simplify and develop the process of sending the letter. In short, the E-Office application that was created has the aim of facilitating business processes for correspondence within BAPENDA so that it can be carried out quickly, precisely, and flexibly. This application will be made based on the letter management SOP that applies at BAPENDA. Research on required applications uses the Modified Waterfall model, which is the result of a modified Waterfall method that is more flexible than the Waterfall model. The type of data taken is qualitative data, in which data is taken using interviews with parties involved in the process of business correspondence and dispositions. Information from the interview will be recorded and used to design the application to suit the needs & desires of the organization. The E-Office application will provide a new experience for organizations in carrying out correspondence business processes with convenience such as the user being able to find out where the letter has been, sending it is also made easier because it can be done wherever the user is, as long as they have an internet connection, it also makes it easier to view file and letter history with shipping details, etc. By implementing this application, it can encourage organizations to compete with other organizations in utilizing internet technology as an intermediary for business processes.
Literasi Digital Game Online Terhadap Perkembangan Otak Manusia di Siswa SMK Kristen Dian Halmahera Maluku Utara Putra, Edson Yahuda; Marwa , Julius Alfin; Moedjahedy, Jimmy Herawan; Pungus, Stenly Richard; Adam, Stenly Ibrahim
Servitium Smart Journal Vol 1 No 1 (2022): Servitium Smart Journal
Publisher : Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/servitium.v1i1.4

Abstract

Kegiatan pengabdian kepada masyarakat ini dilakukan oleh penulis dan sejumlah mahasiswa di sekolah menengah atas di kecamatan Jailolo kabupaten Halmahera Barat propinsi Maluku Utara. Menurut laporan Kominfo propinsi Maluku Utara memiliki tingkat literasi digital paling rendah di seluruh propinsi di Indonesia. Dalam berkegiatan PKM penulis memilih SMA K Dian Halmahera untuk memberikan literasi digital game online terhadap perkembangan otak manusia. Metode yang digunakan adalah seminar dalam bentuk power point dengan memberikan ilustrasi dalam bentuk video agar lebih mudah dipahami materi yang diberikan. Selanjutnya memberikan pertanyaan dan siswa langsung merespon, mahasiswa yang terlibat dalam kegiatan ini mencatatnya. Hasil dari kegiatan ini adalah siswa SMA K Dian Halmahera mempunyai kecenderungan bermain game online sebanyak 83%, dan siswa mengerti akan dampak baik negatif maupun positif dari game online. Dari hasil PKM ini menurut penulis ada beberapa hal, pertama Infrastruktur dari teknologi informasi dan komunikasi di propinsi Maluku Utara memang perlu penanganan lebih dari pemerintah dan pemangku kepentingan. Siswa SMA K Dian Harapan sudah mengerti tentang literasi digital game online terhadap perkembangan otak dan harapan penulis kedepan literasi digital di Maluku Utara akan lebih baik lagi.
Analysis of User Satisfaction Level of Google Application Classroom Using the ECUS Method Putra, Edson Yahuda; Lahamendu, Irene Gloria; Ngangk, Stivia Yuliefri Lulij; Adam, Stenly Ibrahim; Tangka, George Morris William
CSRID (Computer Science Research and Its Development Journal) Vol. 17 No. 2 (2025): Juni 2025
Publisher : LPPM Universitas Potensi Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22303/csrid-.17.2.2025.217-228

Abstract

Despite wide adoption during the COVID‑19 pandemic, Google Classroom’s long‑term acceptance in Indonesian higher education remains under‑examined. This study measures end‑user satisfaction using the five‑factor End‑User Computing Satisfaction (EUCS) framework. A cross‑sectional survey captured 247 valid responses from undergraduate students at Universitas Klabat who had used Google Classroom for at least one semester. Twenty Likert‑scaled items (4 per EUCS dimension) were adapted from Doll & Torkzadeh (1988) and checked for reliability (Cronbach’s α) and validity. Multiple‑linear regression assessed the partial effect of each EUCS factor on overall satisfaction, while descriptive statistics profiled satisfaction levels. Four dimensions—Content (β = 0.299, p < 0.001), Ease of Use (β = 0.268), Format (β = 0.182), and Timeliness (β = 0.222)—significantly predict satisfaction (Adj. R² = 0.682). Accuracy (β = 0.009, p = 0.841) is non‑significant, likely due to low internal consistency (α = 0.429). Overall, 69.6 % of respondents report being satisfied or very satisfied with Google Classroom. Content richness, intuitive interface, presentation quality, and timely feedback drive student satisfaction, whereas perceived accuracy warrants instrument refinement. Findings inform LMS developers and university decision‑makers on prioritised enhancement areas.
Classification of Indonesian Undergraduate Students’ Awareness Level of Phishing Attacks using Decision Tree Algorithm Tangka, George Morris William; Putra, Edson Yahuda
Journal of Information System Research (JOSH) Vol 6 No 4 (2025): July 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i4.7859

Abstract

Phishing remains a dominant cyber-crime vector in higher-education settings, yet most Indonesian campus studies stop at descriptive awareness surveys. This study sets out (i) to build a fully interpretable predictive model that can classify students’ phishing-awareness levels from a concise questionnaire and (ii) to demonstrate how the model’s rules can be mapped to established behavioural theory for targeted educational intervention. Guided by the Cross-Industry Standard Process for Data Mining (CRISP-DM), we transformed a ten-item phishing-awareness instrument into a 153 × 10 binary matrix drawn from 153 undergraduate responses (82 male; 71 female) and analysed the data with a cost-complexity–pruned Classification-and-Regression Tree (CART). The optimal tree (depth = 5, 19 leaves) achieved 94.9 % accuracy, 93.4 % recall, 95.8 % precision, and a 0.971 ROC-AUC under stratified 10-fold cross-validation—metrics comparable to ensemble methods but obtained with a glass-box structure that exposes explicit IF-THEN rules. The three most salient splits—URL-domain mismatch, urgency cues, and misconceptions about the HTTPS lock icon—directly align with Protection Motivation Theory constructs, providing actionable targets for micro-learning modules. Because the dataset originates from a single campus and governance prerequisites (fairness audit, GDPR impact assessment, SOP alignment) are pending, the model will run in “shadow mode” next term to collect longitudinal evidence and monitor concept drift. Overall, the findings show that concise, theory-grounded instruments combined with pruned decision trees can achieve high predictive power and immediate pedagogical value without sacrificing transparency.
U-MATE : Student And Lecturer Location-Based Social Network Aplication Tombeng, Marchel Thimoty; Mandias, Green F.; Putra, Edson Yahuda
CogITo Smart Journal Vol. 10 No. 2 (2024): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v10i2.714.352-365

Abstract

Students are individuals who pursue higher educcation, have an important role as agents of change and future leaders in various sectors. They are required to actively learn, participate in academic and social activities, and develop critical and innovative thinking. Interactions between students, both with peers and lecturers, play a crucial role in shaping the learning experience on campus. Student interactions with lecturers also have an impact on learning motivation and the lecture experience. The importance of these interactions prompted the researcher to design an application specifically for the campus environment. The app features chat, add friend, and find mate to expand students' social interactions. The find mate feature allows students to find friends randomly, while the maps feature makes it easier for them to find the location of their lecturers and friends in real-time. By integrating the concept of Location-Based Social Network (LBSN), this application is expected to reduce the level of academic stress and improve the quality of interaction among students and with lecturers. Through this application, students can more easily find friends and lecturers, and share locations in real-time. The questionnaire results from Klabat University students showed the need for this kind of application
Pengenalan Teknologi Informasi Untuk Siswa Kelas 1 - 3 di SD Madison School Mobuya Mandias, Green Ferry; Moedjahedy, Jimmy Herawan; Adam, Stenly Ibrahim; Putra, Edson Yahuda; Tombeng, Marchel Timothy
Servitium Smart Journal Vol 4 No 1 (2025): Servitium Smart Journal
Publisher : Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/servitium.v4i1.42

Abstract

This community service activity aims to introduce information technology to students in grades 1 to 3 at SD Madison School Mobuya. Through an interactive workshop approach, students were introduced to information technology tools and basic computer components. A total of 28 students participated in this activity, starting with a pretest to assess their initial understanding of technology. The pretest results showed that 80% of students were not familiar with technological tools and 90% were not familiar with the parts of a computer. After participating in the educational sessions, the posttest results revealed that all students had gained a solid understanding of information technology tools and basic computer components. This activity proves that early introduction to information technology can improve students' understanding of technology and equip them with basic skills needed to face the challenges of the digital world. It is hoped that this activity can be replicated in other schools to broaden the positive impact on the development of technology literacy among students.