Claim Missing Document
Check
Articles

Found 29 Documents
Search

Pengembangan Game Edukasi Web EcoSort: City Savior untuk Pemilahan Sampah Rumah Tangga Vebby Ardita Manalu; Benny Pinontoan; Christian A.J. Soewoeh; Mahardika Inra Takaendengan
Jurnal Publikasi Sistem Informasi dan Manajemen Bisnis Vol. 5 No. 2 (2026): Mei : Jurnal Publikasi Sistem Informasi dan Manajemen Bisnis
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupsim.v5i2.7145

Abstract

Household waste management remains an environmental challenge due to limited public understanding regarding waste classification. This study aims to develop a web-based 2D educational game entitled EcoSort: City Savior and evaluate changes in users’ knowledge after using the game. The system was developed using the Game Development Life Cycle (GDLC) method and implemented using Unity 2D with WebGL technology. Functional testing was conducted using Black-Box Testing with the Equivalence Partitioning technique. The evaluation applied a one-group pretest–posttest design involving 30 respondents aged 15–17 years. The results showed that the average pretest score increased from 41 to 88 in the posttest. Statistical analysis using the paired sample t-test produced a p-value of 4.39272E-13 (p < 0.05), indicating a significant difference between pretest and posttest scores. These findings indicate that EcoSort: City Savior has the potential to be used as an interactive learning medium for improving understanding of household waste classification.
Pengembangan Chatbot Perpustakaan Berbasis Retrieval-Augmented Generation (RAG) pada Telegram Elrica Meriana Isabel Tutu; Benny Pinontoan; Edwin Tenda; Christian A. J. Soewoeh; Mahardika I. Takaendengan; Stephano C. W. Ngangi
INTECH Vol. 7 No. 1 (2026): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v7i1.3435

Abstract

The library of Sam Ratulangi University (UNSRAT) has a large collection of books and academic resources; however, users still experience difficulties in obtaining book availability information quickly and efficiently. This study aims to develop and evaluate a Telegram-based chatbot using a Retrieval-Augmented Generation (RAG) approach integrated with the GPT-4.1-mini Large Language Model (LLM). The system was developed using the Waterfall method and implemented through the n8n workflow automation platform by integrating Telegram Bot, MySQL, and Pinecone as a vector database. The chatbot applies a Text-to-SQL RAG mechanism, where user questions are converted into embeddings, matched with database context, and transformed into SQL queries limited to SELECT operations. System evaluation was conducted using Black Box Testing, User Acceptance Testing (UAT), and RAG evaluation metrics consisting of Answer Relevancy and Faithfulness. The results show that the chatbot successfully performs its main functions and achieved a UAT score of 82.3%, while Answer Relevancy and Faithfulness obtained scores of 100%. The developed system is capable of providing relevant and interactive information regarding library collections.
Developing an Augmented Reality Learning Application for the 10 Plagues Bible Story Using the MDLC Method Pranatania Putri Karista Rembet; Chriestie Ellyanne Clara Juliet Montolalu; Mahardika Inra Takaendengan; Christian Alderi Jeffta Soewoeh; Stephano Caesar Wenston Ngangi; Dodisutarma Lapihu
INTECH Vol. 7 No. 1 (2026): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v7i1.3468

Abstract

Sunday School learning needs interactive media that can help children understand Bible stories through concrete visual experiences. This study developed an Android-based Augmented Reality learning application for the 10 Plagues Bible story using the Multimedia Development Life Cycle method. The application was built with Unity and Vuforia and used marker-based AR to display 3D objects and animations related to each plague. Data were collected through observation, questionnaires, functional testing, technical testing, and usability evaluation. The evaluation included Black Box Testing, marker-distance testing, lighting testing, device testing, and System Usability Scale testing. The results showed that all 10 Black Box Testing scenarios were successful, indicating that the main application functions worked as designed. Marker detection worked at 15 cm and 20 cm under normal lighting. The application also ran smoothly on the tested Android devices. However, marker detection failed under dim lighting. The SUS test produced an average score of 69.79, categorized as grade D with an Ok rating. These findings show that the application is functional and usable, although improvements are still needed in user guidance, interface clarity, and low-light marker detection. The application can support Sunday School teachers in presenting Bible stories through more visual and interactive learning media.
Pengembangan Chatbot Perpustakaan Berbasis Retrieval-Augmented Generation (RAG) pada Telegram Elrica Meriana Isabel Tutu; Benny Pinontoan; Edwin Tenda; Christian A. J. Soewoeh; Mahardika I. Takaendengan; Stephano C. W. Ngangi
INTECH Vol. 7 No. 1 (2026): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v7i1.3435

Abstract

The library of Sam Ratulangi University (UNSRAT) has a large collection of books and academic resources; however, users still experience difficulties in obtaining book availability information quickly and efficiently. This study aims to develop and evaluate a Telegram-based chatbot using a Retrieval-Augmented Generation (RAG) approach integrated with the GPT-4.1-mini Large Language Model (LLM). The system was developed using the Waterfall method and implemented through the n8n workflow automation platform by integrating Telegram Bot, MySQL, and Pinecone as a vector database. The chatbot applies a Text-to-SQL RAG mechanism, where user questions are converted into embeddings, matched with database context, and transformed into SQL queries limited to SELECT operations. System evaluation was conducted using Black Box Testing, User Acceptance Testing (UAT), and RAG evaluation metrics consisting of Answer Relevancy and Faithfulness. The results show that the chatbot successfully performs its main functions and achieved a UAT score of 82.3%, while Answer Relevancy and Faithfulness obtained scores of 100%. The developed system is capable of providing relevant and interactive information regarding library collections.
Developing an Augmented Reality Learning Application for the 10 Plagues Bible Story Using the MDLC Method Pranatania Putri Karista Rembet; Chriestie Ellyanne Clara Juliet Montolalu; Mahardika Inra Takaendengan; Christian Alderi Jeffta Soewoeh; Stephano Caesar Wenston Ngangi; Dodisutarma Lapihu
INTECH Vol. 7 No. 1 (2026): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v7i1.3468

Abstract

Sunday School learning needs interactive media that can help children understand Bible stories through concrete visual experiences. This study developed an Android-based Augmented Reality learning application for the 10 Plagues Bible story using the Multimedia Development Life Cycle method. The application was built with Unity and Vuforia and used marker-based AR to display 3D objects and animations related to each plague. Data were collected through observation, questionnaires, functional testing, technical testing, and usability evaluation. The evaluation included Black Box Testing, marker-distance testing, lighting testing, device testing, and System Usability Scale testing. The results showed that all 10 Black Box Testing scenarios were successful, indicating that the main application functions worked as designed. Marker detection worked at 15 cm and 20 cm under normal lighting. The application also ran smoothly on the tested Android devices. However, marker detection failed under dim lighting. The SUS test produced an average score of 69.79, categorized as grade D with an Ok rating. These findings show that the application is functional and usable, although improvements are still needed in user guidance, interface clarity, and low-light marker detection. The application can support Sunday School teachers in presenting Bible stories through more visual and interactive learning media.
Design of Android-Based Food Ordering Information System at RM. Solideo Kuliner Kevin Jeremi Pesik; Chriestie Ellyane Juliet Clara Montolalu; Wisard Widsli Kalengkongan; Dodisutarma Lapihu; Christian Alderi Jeffta Soewoeh; Yohanes Andreas Robert Langi; Mahardika Inra Takaendengan
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 6 No. 3 (2025): Volume 6 Number 3 September 2025
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jatika.v6i3.308

Abstract

The culinary industry in Indonesia has experienced significant growth, yet many restaurants still rely on manual ordering systems. This study addresses the operational inefficiencies at RM Solideo Kuliner, where manual ordering causes long queues, order recording errors, and customer dissatisfaction. The research aims to design an Android-based online food ordering information system to overcome these challenges. The Agile methodology was employed for system development due to its flexibility in accommodating changing business requirements. Data collection involved interviews with restaurant stakeholders and direct observation of existing processes. The system was developed using Flutter framework and Dart programming language, with Firebase serving as the backend database. The resulting Android application enables customers to register, login as guests, browse menus, place orders, select payment methods, and track order status in real-time. Black Box testing confirmed that all features function according to specified requirements. Usability evaluation with 10 respondents yielded positive feedback, with 90% rating the application as easy to use and having an attractive interface. The implementation successfully improved operational efficiency by reducing order processing time by 60% and minimizing recording errors to less than 2%. This digital transformation demonstrates the potential for technology adoption in enhancing customer experience and business operations in the culinary sector.
Tonsea Recycle Center Web-App Development using PXP Method Aldy Oscar Pancasila Loing; Benny Pinontoan; Mahardika Inra Takaendengan; Christian Alderi Jeffta Soewoeh; Yohanes Andreas Robert Langi; Dodisutarma Lapihu
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 7 No. 2 (2026): Volume 7 Number 2 June 2026
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jatika.v7i2.311

Abstract

The management of waste banks often encounters issues such as manual transaction processing, limited transparency, and low public participation in waste sorting and recycling. This study presents the development of a web-based application for the Tonsea Recycle Center (TRC) aimed at improving operational efficiency, data transparency, and user engagement through a point-based reward mechanism. The development process adopted the Personal Extreme Programming (PXP) methodology, encompassing stages of requirement analysis, system design, implementation, testing, deployment, and maintenance. The application was developed using HTML, CSS, Python, Django, and SQLite, and includes features such as user authentication, transaction management, a reward point system, and an administrative dashboard[1]. Functional testing, user acceptance testing (UAT), and security testing were conducted to evaluate the system. The results demonstrate that the application effectively overcomes the limitations of the manual system by automating transaction records, enabling real-time data access, and enhancing transparency. Positive user feedback from UAT confirmed the system’s usability and functionality. This research concludes that the TRC web application significantly contributes to improving waste bank operations and community involvement. Future enhancements are suggested, including integration with digital payment systems, AI-based waste classification, and mobile application development to increase system accessibility and utility.
Design of Health Application Prototype "Medimate" Using Design Thinking And System Usability Scale (SUS) Frank Emmanuel Wuaten; Djoni Hatidja; Mahardika Inra Takaendengan; Edwin Tenda; Christian Alderi Jeffta Soewoeh; Wisard Widsli Kalengkongan
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 7 No. 1 (2026): Volume 7 Number 1 March 2026
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jatika.v7i1.1607

Abstract

The rapid digitization of healthcare in Indonesia reveals significant usability gaps, with popular applications like Halodoc and Alodokter showing inconsistent System Usability Scale (SUS) scores. Specifically, existing platforms often prioritize feature completeness over user-centered interface design, resulting in navigation ambiguities. Background information highlights that poor UX leads to user abandonment. Therefore, optimizing interface design is crucial. This research aims to design a user-centered health application prototype, "Medimate," to address critical interface and navigation deficiencies. The study employs a mixed-methods approach, utilizing the five-stage Design Thinking framework (Empathize, Define, Ideate, Prototype, Test) for development and SUS for quantitative evaluation. Data collection involved in-depth interviews with two user personas to identify pain points, followed by usability testing with 36 respondents. Responses were collected via Google Forms to facilitate remote data gathering. Results indicate that "Medimate" effectively resolves identified UX issues, achieving a mean SUS score of 80.42, classified as Grade A- (Excellent). Key design improvements include transparent pricing structures, intuitive navigation flows, and integrated mental health features. The study concludes that the Design Thinking approach significantly enhances usability metrics in health applications. "Medimate" demonstrates high acceptability and viability for further functional development. Future research should expand sample sizes to include broader demographics and evaluate backend performance. This study contributes a validated design framework for improving digital health accessibility in emerging markets.
IMPLEMENTASI DIGITAL SIGNAGE UNTUK PENYEBARAN INFORMASI AKADEMIK DI JURUSAN MATEMATIKA FMIPA UNSRAT Anna S. Ruitan; Benny Pinontoan; Edwin Tenda; Eliasta Ketaren; Christian A J Soewoeh; Stephano C Q Ngangi; Dodisutarma Lapihu
Jurnal TIMES Vol 15 No 1 (2026): Jurnal TIMES
Publisher : STMIK TIME

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51351/jtm.15.1.2026945

Abstract

Penyebaran informasi akademik di Jurusan Matematika FMIPA UNSRAT masih dilakukan melalui media konvensional seperti papan pengumuman dan grup WhatsApp sehingga informasi sering tersebar secara tidak terpusat, diperbarui secara manual, dan kurang mudah diakses oleh mahasiswa maupun dosen di lingkungan jurusan. Penelitian ini bertujuan untuk merancang dan mengembangkan aplikasi digital signage sebagai media penyebaran informasi akademik yang terpusat di Jurusan Matematika UNSRAT. Metode pengembangan sistem yang digunakan adalah Waterfall yang meliputi tahap identifikasi masalah, analisis kebutuhan, perancangan sistem, implementasi, dan pengujian. Sistem dikembangkan menggunakan bahasa pemrograman Python dengan SQLite sebagai basis data lokal. Aplikasi yang dikembangkan terdiri dari Admin Application untuk pengelolaan informasi akademik dan Display Application untuk menampilkan informasi melalui layar publik secara real-time. Hasil penelitian menunjukkan bahwa sistem mampu menampilkan jadwal penggunaan ruangan, jadwal seminar, pengumuman, dan running text secara terpusat melalui digital signage display. Berdasarkan hasil Black-Box Testing seluruh fungsi utama sistem berjalan sesuai kebutuhan, sedangkan User Acceptance Testing memperoleh tingkat penerimaan sebesar 93,31% dari mahasiswa dan 100% dari administrator. Sistem yang dikembangkan dinilai mampu meningkatkan visibilitas, aksesibilitas, dan sentralisasi penyebaran informasi akademik di lingkungan jurusan.
Co-Authors Aditya Lapu Kalua Aldy Oscar Pancasila Loing Alfonsius, Eric Andrea Emaily Sumakul Anna S. Ruitan Aprilyani , Lilis Dwi Sapta Arina, Jesika Benny Pinontoan Benny Pinontoan Benny Pinontoan Ch. D. Weku, Winsy Chandra Haryono Chriestie Ellyane Juliet Clara Montolalu Chriestie Ellyanne Clara Juliet Montolalu Daniel Liuw Djoni Hatidja Dodisutarma Lapihu Dodisutarma Lapihu Dodisutarma Lapihu E. Mongi, Charles Eliasta Ketaren Eliasta Ketaren Eliasta Ketaren, Eliasta Elrica Meriana Isabel Tutu Feergio Given Majesty Tambalean Frank Emmanuel Wuaten Gabriell Cristiano Agung Taroreh I Gusti Ngurah Aditya Putra Jullia Titaley Kevin Jeremi Pesik Lapihu, Dodisutarma Laurensia Alow Lengkong, Ewangelio Loing, Aldy Mahardika I. Takaendengan Mahardika Inra Takaendengan Mahardika Inra Takaendengan Mahardika Inra Takaendengan Mans Lumiu Mananohas Mananohas Mantiri, Roma Montolalu, Chriestie Ellyanne Clara Juliet Pantow, Yehuda Pelango, Natalia Pranatania Putri Karista Rembet Priskila Tuuk, Talita Raynaldi Irfansya Regar Richard Pongantung Rillya Arundaa Rumengan, Chenza Sanriomi Sintaro Simanjuntak, Aurora Grace Valensia Pohan Stephano C Q Ngangi Stephano C. W. Ngangi Stephano C. W. Ngangi Stephano Caesar Wenston Ngangi Stephano Caesar Wenston Ngangi Takaendengan, Mahardika Inra Tambalean, Feergio Given Majesty Tenda, Edwin Thesalonika Putri Millenia Parera Vebby Ardita Manalu Winsy Christo Deilan Weku Winsy Weku Wisard Kalengkongan Wisard Widsli Kalengkongan Yalon Bu’tu Pagewang Yohanes Andreas Robert Langi