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ANALISIS PENGARUH KUALITAS MARKETPLACE TOKOPEDIA TERHADAP KEPUASAN PENGGUNA MENGGUNAKAN METODE END USER COMPUTING SATISFACTION (EUCS) Diansyah, Risnal; Purnomo Pranoto, sudrajat; Syahril
Journal of Software Engineering and Information System (SEIS) Vol. 2 No. 1 (2022)
Publisher : Department of Information System Muhammadiyah University of Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (176.837 KB) | DOI: 10.37859/seis.v2i1.3378

Abstract

Tokopedia is an online buying and selling website (e-commerce) in Indonesia that carries the Marketplace business model. In an effort to achieve efficiency in user satisfaction with the Tokopedia Marketplace, the EUCS method is used. Based on 5 independent variables in EUCS, namely Content (content), Accuracy (accuracy), Format (format), Ease of Use (ease of use) and Time linesss (timeliness). Data collection was carried out by distributing questionnaires to the Pekanbaru community using Tokopedia, from distributing the questionnaire 100 data were taken as samples to measure the satisfaction of Tokopedia marketplace users. Then it is known that the level of satisfaction with the content of information (Content) is 76.4%, Satisfaction with the accuracy of information (Acuracy) is 74.46%, Satisfaction with Display (Format) is 77.53%, Satisfaction with user convenience (Ease of Use) of 78.66%, and satisfaction with Timelines of 75.9%.
Perancangan Sistem Informasi Pembayaran dan Pengelolaan Keuangan di ARC Group Harahap, Muhammad Jamil Ikhsan; Saputra, Andre; Diansyah, Risnal
Jurnal Informatika Terpadu Vol 10 No 2 (2024): September, 2024
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jit.v10i2.1346

Abstract

An information system integrates data transformed and managed into good, clear and useful information for its users. Designing a system requires processes and data that will be determined by the design. Unified Modeling Language (UML) is a standard language widely used in the industrial world in graphical modelling, which aims to analyze, visualize and explain how a system works. This research focuses on designing payment and managing finance information systems at ARC Group (PT. An cipta Wisata Riau branch). The main objective is to simplify the ordering, payment, and financial management process, which is done manually. The design of this system will make it easier for customers to order tour services and make payments. It will make it easier for administrators to manage finances at ARC Group (PT. An cipta Wisata Riau branch). This research uses a linear sequential method (waterfall) for system development, using HTML, CSS, PHP, JavaScript, and Visual Studio Code text editor for database management and includes rigorous testing to ensure quality. The expected result is an effective and easy-to-use system to support the operational activities of ARC Group (PT. An cipta Wisata Riau branch).
Pemanfaatan Kahoot Sebagai Media Pembelajaran Interaktif Kepada Guru Sekolah Dasar Setiawan Ardi Wijaya; Winarso, Doni; Arribe, Edo; Hafsari, Rizka; Syahril; Aryanto; Diansyah, Risnal; Mulyana, Wide; BR Bangun, Elsi Titasari
JPM: Jurnal Pengabdian Masyarakat Vol. 5 No. 3 (2025): Januari 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v5i3.2273

Abstract

In the rapidly evolving digital era, education in Indonesia faces new challenges and opportunities to enhance the quality of learning. Therefore, it is crucial for teachers to upgrade their knowledge of digital-based learning methods. One solution offered is the use of interactive learning methods. In this community service project, the interactive learning medium to be explored is Kahoot. This activity collaborates with SDN 011 Lenggadai Hilir and is scheduled to take place on Wednesday, August 14, 2024. The workshop aims to improve the understanding and skills of the teachers at SDN 011 Lenggadai Hilir in utilizing Kahoot as an interactive learning medium. Kahoot is a quiz-based platform capable of creating a fun and engaging learning atmosphere for students. The research method employed in this activity is Participatory Action Research (PAR), chosen because it involves active collaboration between researchers and participants to address real-world problems and create relevant solutions. This method consists of several stages: preparation, pre-test, training, post-test, and evaluation. A pre-test is conducted to measure participants' initial knowledge of using Kahoot, followed by training that includes material presentations and hands-on practice with Kahoot. A post-test is then conducted to assess the improvement in knowledge after the training. The results of the workshop showed a significant improvement in participants' understanding. The average post-test scores were higher than the pre-test scores, indicating an increase in participants' skills in using Kahoot. The workshop also received positive feedback from participants, who felt that Kahoot could enhance student engagement in learning. This training successfully enhanced the teachers' ability to use Kahoot and motivated them to actively incorporate technology into their teaching activities.
PERANCANGAN SISTEM BOOKING ONLINE BERBASIS WEB DENGAN METODE WATERFALL STUDI KASUS: DANGAU BARBERSHOP Visky Windri Aidil Putra; Rendy Rahmadani Saputra; muhammad luthfillah andria; Mutia Hasanah; Risnal Diansyah
PROSISKO: Jurnal Pengembangan Riset dan Observasi Sistem Komputer Vol. 11 No. 2 (2024): Prosisko Vol. 11 No. 2 September 2024
Publisher : Pogram Studi Sistem Komputer Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/prosisko.v11i2.8593

Abstract

Perawatan rambut merupakan salah satu aspek utama penampilan yang sering diperhatikan oleh para pria. Tren ini semakin diperkuat dengan maraknya bisnis salon khusus pria atau yang biasa disebut barbershop. Dangau Barbershop merupakan salah satu barbershop yang terletak di Jl.Suka Karya,Tuah Karya,Kec. Tampan, Kota Pekanbaru yang banyak dikunjungi oleh pelanggan. Dalam penelitian ini, peneliti merancang sistem booking online berbasis website untuk Dangau Barbershop. Sistem ini bertujuan untuk memudahkan pelanggan dalam memesan layanan barbershop, meningkatkan efisiensi pengelolaan booking oleh karyawan, dan meningkatkan kepuasan pelanggan.Metode waterfall digunakan dalam pengembangan sistem ini. Tahapan-tahapannya meliputi perencanaan, analisis, desain, pengembangan, pengujian, implementasi, dan pemeliharaan. Hasil penelitian menunjukkan bahwa sistem booking online berbasis website yang dirancang dapat memenuhi kebutuhan Dangau Barbershop. Sistem ini dapat memudahkan pelanggan dalam memesan layanan barbershop, meningkatkan efisiensi pengelolaan booking oleh karyawan, dan meningkatkan kepuasan pelanggan.
Peningkatan Literasi Digital melalui Workshop Desain dan Koding Aplikasi Web bagi Siswa SMA di Kota Pekanbaru Arribe, Edo; Winarso, Doni; Wijaya, Setyawan Ardhi; Hafsari, Rizka; Wide Mulyana; Diansyah, Risnal; Aryanto, Aryanto; Syahril, Syahril; Bangun, Elsi Titasari Br
Kontribusi: Jurnal Penelitian dan Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2025): Mei 2025
Publisher : Cipta Media Harmoni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53624/kontribusi.v5i2.584

Abstract

Latar Belakang: Perkembangan teknologi digital menuntut generasi muda memiliki keterampilan dalam desain dan pengembangan aplikasi web. Namun, banyak siswa SMA sederajat di Kota Pekanbaru yang masih kurang memahami bidang ini akibat keterbatasan kurikulum dan akses pelatihan. Tujuan: Workshop ini bertujuan untuk memberikan pemahaman dasar kepada siswa mengenai konsep desain User Interface , User Experienxe (UI/UX) dalam pembuatan aplikasi berbasis web. Metode: Workshop ini berlangsung dalam dua hari, mencakup pengenalan desain UI/UX, pelatihan koding dasar, implementasi JavaScript, serta praktik pembuatan proyek aplikasi web secara kelompok. Pre-test dan post-test dilakukan  untuk untuk evaluasi dan mengukur pemahaman siswa. Hasil: Hasil post-test yang dilakukan menunjukkan bahwa peningkatan pemahaman menjadi lebih baik 75,56%. Peserta mampu menyelesaikan proyek akhir dengan baik, beberapa di antaranya menunjukkan kreativitas dalam mengembangkan fitur tambahan. Kesimpulan: Kesimpulannya, workshop ini memberikan manfaat signifikan bagi siswa SMA dalam meningkatkan keterampilan digital mereka.