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SISTEM PENDUKUNG KEPUTUSAN UNTUK SELEKSI MAHASISWA BERPRESTASI MENGGUNAKAN METODE VIKOR: Decision Support System For Selection Of High Achieving Students Using Vikor Method Lengkong, Salvius Paulus; Jacobus, Agustinus; Palilingan, Kenneth Yosua
Jurnal Teknik Elektro dan Komputer Vol. 13 No. 3 (2024): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pemilihan Mahasiswa Berprestasi (Pilmapres) adalah kompetisi mahasiswa yang diadakan setiap tahun oleh Pusat Prestasi Nasional yang bertujuan untuk mengidentifikasi dan mengapresiasi mahasiswa yang memiliki prestasi dan potensi yang luar biasa di berbagai bidang. Salah satu tahap penting dari Pilmapres adalah proses seleksi mahasiswa berprestasi dari tingkat universitas. Sistem pendukung keputusan adalah sistem yang dapat membantu pengambil keputusan dalam situasi yang kompleks terhadap beberapa kriteria. Salah satu metode yang ada dalam Sistem Pendukung Keputusan adalah metode VIKOR. Metode VIKOR dapat melakukan perhitungan dari sejumlah alternatif terhadap beberapa kriteria yang ditentukan oleh pembuat Keputusan. Pada penelitian ini dilakukan penerapan metode VIKOR dengan studi kasus proses seleksi mahasiswa berprestasi. Pada penelitian ini diharapkan, sistem yang akan dibangun menggunakan metode ilmiah dapat memberikan hasil seleksi yang objektif dan cepat, sesuai dengan kriteria dan bobot penilaian yang diberikan oleh pembuat keputusan. Selain itu, penelitian ini diharapkan memberikan kontribusi dalam bidang keilmuan yaitu penerapan metode pada studi kasus yang berbeda. Sehingga, untuk keberlanjutan penelitian ini, peneliti dapat melakukan perbandingan hasil dari metode VIKOR terhadap beberapa hasil seleksi yang telah dilakukan.
Pengembangan Game Edukasi Tebak Bendera Menggunakan Metode Game Development Life Cycle Trifena Sweetly Kasenda; Reinal Eljre Moningka; Happyeaster Nathanael Maindoka; Abdon E. Sayori; Ade Yusupa; Brave A. Sugiarso; Yuri Akay; Kenneth Palilingan
Jurnal Ilmiah Literasi Indonesia Vol. 1 No. 2 (2025): DESEMBER
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/7z3cc431

Abstract

The development of information technology has encouraged the use of digital learning media that are more interactive and engaging, including educational games. This study aims to develop an educational game titled Guess the Flag as a learning medium for basic geography material for elementary school students. The development process follows the Game Development Life Cycle (GDLC), which consists of Initiation, Pre-Production, Production, Testing, Beta, and Release stages. The game was developed using Construct 3 and designed in the form of a multiple-choice quiz to help students recognize national flags interactively. The black-box testing results indicate that all game features function properly, including question display, answer options, answer validation, and scoring. User trials with students also show that the game is enjoyable, easy to use, and able to increase students’ interest in learning basic geography. Therefore, this educational game is considered feasible to be used as an interactive and effective learning medium.
Web-Based Financial Information System in The Christian Evangelical Church in Minahasa Salaki Reynaldo Joshua; Heilbert Armando Mapaly; Kenneth Yosua Palilingan
Journal of Engineering, Electrical and Informatics Vol. 3 No. 1 (2023): Februari : Journal of Engineering, Electrical and Informatics
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jeei.v3i1.1185

Abstract

As a community service organization, the church has a variety of activities and transactions to meet the needs of the congregation. Because the church has quite complex business processes and systems, information, including data storage, is required to facilitate an integrated and centralized church in data storage, management, and presentation. The analysis, design, and construction of a church financial information system as a solution to the problems that exist in the GMIM church, where processing will be maximized in a web-based financial information system, are discussed in this study.
Web-Based Body Mass Index Application Using Asia-Pacific Classification: Aplikasi Indeks Massa Tubuh Menggunakan Klasifikasi Asia Pasifik Berbasis Web Salvius Paulus Lengkong; Kenneth Yosua Palilingan; Reynaldo Josua Salaki
Jurnal Teknik Elektro dan Komputer Vol. 15 No. 1 (2026): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jtek.v15i1.64680

Abstract

Abstract - Body mass index (BMI) is a method that can be used to classify adults into underweight, normal weight, overweight, and obesity categories. Currently, there is a practical method to determine a person's BMI, namely by calculating it using an application by entering anthropometric data such as body weight (BW) and height (HB) to obtain the body mass index (BMI) in kg/m2, which can be done manually by laypeople. However, currently globally, there are several BMI classifications, such as those according to the World Health Organization (WHO) and the Asia-Pacific, both of which are quite different in their classification divisions. The Indonesian population should follow the Asia-Pacific classification, and currently the availability of applications for BMI classification based on the Asia-Pacific is still very limited compared to the WHO. In this study, a web-based BMI application using the Asia-Pacific classification was successfully built. The application was built using the Asia-Pacific classification so it is more appropriate for use by the Indonesian population. Keyword: Application, BMI, Nutrition, Asia, Pacific.   Abstrak - Indeks massa tubuh (IMT) adalah metode yang dapat digunakan untuk mengklasifikasikan orang dewasa ke dalam kategori berat badan kurang, berat badan normal, berat badan berlebih dan obesitas. Saat ini terdapat metode yang praktis untuk mengetahui IMT seseorang yaitu dengan dihitung menggunakan aplikasi dengan memasukkan data antropometri seperti berat badan (BB) dan tinggi badan (TB) untuk mendapatkan indeks masa tubuh (IMT) dalam kg/m2 yang dapat dilakukan secara manual oleh orang awam. Namun saat ini secara global, terdapat beberapa klasifikasi IMT yaitu seperti menurut World Health Organtization (WHO) dan Asia Pasifik yang keduanya cukup berbeda dalam pembagian klasifikasi. Populasi Indonesia sebaiknya mengikuti klasifikasi Asia Pasifik dan saat ini ketersediaan aplikasi untuk klasifikasi IMT berdasarkan Asia-Pasifik masih sangat terbatas dibandingkan WHO. Pada penelitian ini berhasil membangun aplikasi IMT menggunakan klasifikasi Asia-Pasifik berbasis web. Aplikasi dibangun menggunakan klasifikasi Asia-pasific sehingga lebih tepat penggunaan untuk populasi Indonesia. Kata kunci: Aplikasi , IMT, Gizi, Asia, Pasifik.
Visualisasi Data Survey Lulusan dan Pengguna Lulusan Pada Portal Inspire Manajerial Universitas Sam Ratulangi Sary Diane Ekawati Paturusi; Agustinus Jacobus; Dirko Gustaafiano Setyadharmaputra Ruindungan; Kenneth Yosua R. Palilingan; Heilbert Armando Mapaly; Salaki Reynaldo Joshua; Monalisa Hana Runtulalo; Fenny Maria Takumansang
Jurnal Informasi, Sains dan Teknologi Vol. 5 No. 02 (2022): Desember: Jurnal Informasi Sains dan Teknologi
Publisher : Politeknik Negeri FakFak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/isaintek.v5i02.77

Abstract

Survey lulusan dan pengguna lulusan merupakan program yang dilakukan perguruan tinggi sebagai bentuk pengawasan dan evaluasi alumni yang telah dihasilkan oleh pergruan tinggi . Diamana setiap perguruan tinggi ingin terus mengevauasi proses akademik yang dilaksanakan dengan melihat serapan lulusan yang dihasilkan oleh Universitas. Universitas Sam Ratulangi sebagai dalam hal ini ingin terus menjaga bahkan berinovasi lebih baik dalam menghasilkan lulusan yang berkualitas dan siap kerja. Pengumpulan data survey dengan jumlah besar tentunya membutuhkan teknik penyajian/ visualisasi sehingga akan mempermudah dalam kita menganalisis dan mengevaluasi dengan maksimal. Penelitian ini bertujuan untuk membuat visualisasi data survey lulusan dan pengguna lulusan di Universitas Sam Ratulangi dengan menggunakan data lulusan tahun 2021 sebagai data sample untuk di visualisasikan
A location-based application for public facility damage reporting in Manado City Kenneth Palilingan; Salaki Reynaldo Joshua; Salvius Lengkong
Jurnal Mandiri IT Vol. 14 No. 3 (2026): Jan: Computer Science and Field
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v14i3.502

Abstract

This study presents the design and development of a Location Based Service (LBS)-based public facility damage reporting application for Manado City to address limitations in conventional public reporting mechanisms. The novelty of this research lies in the integration of real-time spatial reporting with the Rapid Application Development (RAD) method, enabling iterative and user-centered prototype development tailored to local government public service workflows. The RAD approach was implemented through iterative stages of requirement analysis, system design, prototyping, and evaluation involving user participation. The developed prototype enables users to submit damage reports with automatic GPS-based location detection, photographic evidence, and report status tracking. Functional evaluation using black box testing showed that all core user-side features operated successfully according to the defined requirements. Scenario-based testing involving six respondents indicated that report submission, location detection, and information display functions executed correctly under normal operating conditions. The results demonstrate that the proposed prototype improves the accuracy of reported locations and simplifies the public reporting process. Overall, this study highlights the potential of integrating LBS technology with the RAD approach to support responsive digital public service management and strengthen community participation in urban infrastructure monitoring within the local context of Manado City.
Auditable Crowdsourced Digital Dictionary for Low-Resource Toulour with Gamification and Functional Evaluation Kenneth Palilingan; Salaki Joshua; Salvius Lengkong
SISTEMASI Vol 15, No 9 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i9.6936

Abstract

Toulour, also documented as Tondano/Toundano, is a low-resource Minahasan language whose digital lexical resources require accessible retrieval and accountable community maintenance. This study designs and evaluates an auditable crowdsourced and gamified Toulour–Indonesian digital dictionary in which participation incentives are separated from lexical authority. Using Design Science Research Methodology (DSRM), the artifact integrates bidirectional lexical access, contributor proposals, validator-controlled publication, persistent before/after provenance, experience points, quizzes, badges, feedback, and role-based administration. Functional evaluation used 50 predefined black-box cases structured by ISO/IEC 25010:2023 Functional Suitability and informed by ISO/IEC/IEEE 29119-4:2021; 49 cases passed (98.0%), with one oversized-query boundary failure retained. Supplementary evaluation included a pilot user study, automated application-surface security scanning, and staged local load testing. Of 40 questionnaire submissions, 34 eligible adults who had tried the application were analyzed; mean System Usability Scale (SUS) was 77.79, while descriptive perceived usefulness, perceived ease of use, and behavioral intention means were 4.10, 4.07, and 3.90 on a 1–5 scale. Final context-scoped OWASP ZAP verification reported 0 High, 3 Medium, 3 Low, and 4 Informational alert types. k6 testing at 1, 10, 25, and 50 virtual users observed no HTTP request failures, although latency rose substantially at higher concurrency and throughput gains flattened between 25 and 50 virtual users. The results support an operational integration of governed crowdsourcing, reconstructable provenance, participation-linked incentives, and complementary evaluation while retaining explicit pilot, local-deployment, and residual-security limitations.
Penerapan Website Berbasis QR Code sebagai Media Promosi Digital UMKM Pulau Bunaken Kenneth Yosua Palilingan; Salaki Reynaldo Joshua; Dirko Ruindungan
Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat Vol. 4 No. 3 (2026): September: Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/kegiatanpositif.v4i3.2954

Abstract

Micro, small, and medium enterprises (MSMEs) on Bunaken Island require accessible digital promotional media to present business information to tourists while supporting data management by the local government. This community service program implemented a website integrated with QR codes that provides an MSME directory, individual business pages, search by name and category, individual QR code generation for each business, and a master QR code that directs visitors to the main portal. The activity was conducted on 7 August 2026 at the Bunaken Village Office, Bunaken Kepulauan District, and was attended by 40 residents. The implementation stages consisted of needs identification, website development, outreach, system demonstration, business profile and QR code training, observational evaluation, and handover of the administrator account and tutorial video. During the training, seven business pages were created and recorded on the administrator dashboard. The implementation produced an integrated digital information and promotional medium for local businesses and provided the village administration with a mechanism for continued business data management.
Pelatihan dan Pendampingan Penggunaan Desain Grafis untuk Promosi UMKM Wisata di Pulau Bunaken Salaki Reynaldo Joshua; Dirko Gustaafiano Setyadharmaputra Ruindungan; Kenneth Yosua R Palilingan
Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat Vol. 4 No. 3 (2026): September: Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/kegiatanpositif.v4i3.2955

Abstract

Tourism Micro, Small, and Medium Enterprises (MSMEs) in Bunaken Island face constraints in expanding their market due to limited digital literacy and graphic design skills for promotional content. This community service program aimed to enhance the digital marketing capabilities of local tourism actors through hands-on training and mentoring in using simple graphic design applications (Canva) and integrating Quick Response (QR) Codes. The program employed a participatory community-based approach delivered through a 1-day intensive workshop involving 25 participants, including homestay managers, food stall owners, water sports equipment providers, local youth, and village officials. The implementation stages encompassed problem identification, technical Canva training, content creation workshops, QR Code integration, and one-on-one mentoring, evaluated using pre-test and post-test measurements (). The results demonstrated a substantial improvement in participants' capabilities. Mean post-test scores showed significant gains across all indicators: understanding of visual promotion concepts increased from 48.20 to 88.40 (+83.4%), Canva software operational skills surged from 34.00 to 84.80 (+149.4%), QR Code integration ability reached 82.00, and digital marketing independence improved to 86.80. Beyond technical skills, the initiative fostered social transformation, marked by a shift toward proactive digital marketing behavior, the emergence of 4 local youth as "digital champions," and the establishment of integrated "QR Code Tourism Information Points" across 10 strategic locations.