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Quality Analysis of Dapodik Application Systems in the Department of Education in the City of Palembang Using Delone and Mclean Methods Nadela Annggela; Ria Andryani
Budapest International Research and Critics Institute-Journal (BIRCI-Journal) Vol 5, No 3 (2022): Budapest International Research and Critics Institute August
Publisher : Budapest International Research and Critics University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birci.v5i3.6416

Abstract

The Dapodik application is a web-based data collection application that is one of the main sources in the formulation of government policies. In the Dapodik application, there are several data that are managed including school data, infrastructure, students, teachers and education staff. The data or information generated, is influenced by the quality of the Dapodik application itself. Therefore, this study aims to conduct a quality analysis of the Dapodik application system using the Delone and Mclean methods. This research is a quantitative descriptive study. The research used the Delone and Mclean Method which contained 6 variables, namely: 1. System Quality (KS), 2. Quality of Information (KI), 3. Quality of Service (TOS), 4. Usage (P), 5. User Satisfaction (KP), 6. Net Benefit (MB). 
SISTEM INFORMASI PEMESANAN PADA CAFE KENYENYAT BERBASIS WEBSITE MENGGUNAKAN METODE RAD Adel Handini, Adel Handini; Ria Andryani; Nyimas Sopiah; Megawaty
STORAGE: Jurnal Ilmiah Teknik dan Ilmu Komputer Vol. 4 No. 2 (2025): Mei
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/storage.v4i2.4979

Abstract

Café Kenyenyat adalah restoran populer yang berada dipagaralam yang menawarkan berbagai pilihan makanan dan minuman berkualitas. Adapun tujuan penelitian ini adalah untuk merancang dan membuat sistem informasi pemesanan pada Cafe kenyenyat dengan menggunakan metode RAD sehingga diharapkan dapat memudahkan pelayan dan konsumen dalam memesan makanan dan minuman kesukaan mereka tanpa perlu mengantri, memanggil pelayan. Desain perancangan sistem informasi ini mencakup beberapa halaman yang akan diakses oleh berbagai jenis pengguna, yaitu admin, pelanggan, koki, kasir, waiters dan pimpinan. Setiap pengguna akan memiliki akses yang berbeda sesuai dengan peran mereka dalam sistem. Sistem ini juga memiliki tampilan yang sederhana namun informatif untuk mempermudah navigasi dan interaksi pengguna menampilkan desain dari Rancang Bangun Sistem Informasi Pemesanan di Café Kenyenyat Berbasis Website.
Perancangan Awal Model Interaksi Anak Dalam Teknologi Pembelajaran Virtual Reality Berbasis CCI Tiara Wulan Sari, Tiara Wulan Sari; Ria Andryani
BETRIK Vol. 17 No. 01 (2026): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/yf9b9855

Abstract

This study aims to design an initial model of child interaction in Virtual Reality (VR)-based learning using the Child–Computer Interaction (CCI) approach. The research is motivated by the growing use of VR technology in education, which has strong potential to enhance children’s engagement and learning motivation, yet often lacks interaction designs that align with children’s developmental characteristics. This study employs a Design and Development Research (D&D) method, focusing on the systematic design of educational systems. The research stages include analyzing the needs and characteristics of children aged 7–10 years, designing a conceptual interaction model, developing interaction flows, learning scenarios, and interface designs based on CCI principles. The results indicate that the proposed interaction model accommodates children’s cognitive and motor characteristics through simple interaction flows, engaging visual elements, and intuitive navigation that supports learning through a learning-by-playing approach. This initial interaction model is expected to serve as a guideline for developing child-friendly and effective VR-based learning systems.