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Rancang Bangun Sistem Informasi Perpustakaan SMA/SMK Menggunakan Metode Extreme Programming M. Ari Prayitno; Edi Saputra; Muhammad Razi A.; Niko Akbar; Putri Hazmawati; Adfa Aditiya
Jurnal ilmiah Sistem Informasi dan Ilmu Komputer Vol. 5 No. 3 (2025): November: Jurnal ilmiah Sistem Informasi dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juisik.v5i3.1697

Abstract

Developing a Library Information System can enhance the efficiency of library data management. The background of this research stems from the fact that many school libraries still encounter various challenges in their operational activities. For instance, SMK Negeri 6 Kota Jambi still implements a manual management system. Meanwhile, SMA Negeri 2 Kota Jambi utilizes SLIMS, which has been found to be difficult to understand and not user-friendly for library administrators. As a result, the administrators decided to revert to manual record-keeping using library logbooks. Similarly, SMA Negeri 3 Kota Jambi employs INLISLITE; however, its book borrowing and returning features are not functioning properly, and the system frequently experiences technical issues. To address these problems, this study proposes the development of a Library Information System using the Extreme Programming (XP) methodology. Extreme Programming is a software development method known for its adaptability to changing user requirements and its ability to support rapid and flexible system development processes. The purpose of this research is to implement a library information system capable of efficiently managing data, book borrowing and returning processes, as well as searching for book and room information. Additionally, the system provides a platform for library members to publish content. To ensure that the developed system meets the intended expectations, Black Box Testing is applied as the testing method. Based on the testing results, the system functions properly, as indicated by a 100% success rate in Black Box Testing outcomes.
Sistem Informasi Geografis Pemetaan Perguruan Tinggi Di Kota Padang Novrizarny, Sinthya; Sularno, Sularno; Razi A., Muhammad
Jurnal Sains dan Teknologi (JSIT) Vol. 1 No. 3 (2021): Jurnal Sains dan Teknologi
Publisher : CV. Information Technology Training Center - Indonesia (ITTC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (174.968 KB) | DOI: 10.47233/jsit.v1i1.19

Abstract

Dinas Pendidikan Kota Padang saat ini menangani banyak lembaga pendidikan, akan tetapi pengelolaan perguruan tinggi belum dapat dilakukan secara optimal sehingga hal ini dapat mengakibatkan permasalahan pengelolaan pendidikan. Dinas Pendidikan Kota Padang telah memiliki website sebagai media informasi yang mampu diakses secara global, namun informasi-informasi yang ditampilkan dalam website tersebut bersifat umum, belum mampu menggambarkan secara detail mengenai keadaan suatu perguruan tinggi. Untuk itu diperlukan suatu rencana strategis, melalui perencanaan strategis inilah Dinas Pendidikan Kota Padang secara sistematis dapat menggambarkan suatu manajerial yang efektif dan efisien, yaitu dengan Sistem Informasi Geografis Pemetaan Perguruan Tinggi di kota Padang. Dengan adanya dukungan teknologi SIG yang berbasis web, sehingga pendistribusian informasi dapat meluas hingga seluruh nusantara. Penelitian ini menggunakan metode pengumpulan data dengan cara observasi, studi literatur, dan wawancara. Setelah data terkumpul dilakukan analisis kebutuhan sistem dan perancangan sistem yang meliputi perancangan proses, perancangan database, perancangan struktur menu dan perancangan interface. Selanjutnya implementasi sistem dengan memanfaatkan Google Maps API keys dan HTML sebagai bahasa MarkUpnya.
The Benefits of Gamification on User Experience: A Systematic Literature Review Putri, Mutia Fadhila; Razi A, Muhammad
Jurnal Sains dan Teknologi (JSIT) Vol. 2 No. 2 (2022): Mei - Agustus
Publisher : CV. Information Technology Training Center - Indonesia (ITTC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jsit.v2i3.353

Abstract

influence the success of a product, and gamification is one purposed method which is expected to improve the user experience. But actually, whether gamification can provide benefits to increase user experience has not explicitly been explained before. This study purpose identifies the benefits implementation gamification for improving the user experience. To achieve the objectives, this study conducts the systematic literature review that summarized all the studies required in Gamification and User experience context. This study has discovered 539 papers and do three steps to select primary studies through kitchenham method with the results of the first stage is 314 research papers. Then, for the 2nd stage find 50 papers, and finally, the 3rd stage finds 16 best papers. During a systematic literature review, the study is a variety approach depends on two clustered such as intangible and tangible benefits. This study identified gamification have positive intangible and tangible benefits for improving the user experience.
PERANCANGAN UI/UX SISTEM PERIZINAN DIGITAL ANGKUTAN SUNGAI PADA DINAS PERHUBUNGAN PROVINSI JAMBI DENGAN METODE USER CENTERED DESIGN (UCD) Cyntia Sauri Purba; Saputra, Edi; Muhammad Razi A.
Jurnal INSTEK (Informatika Sains dan Teknologi) Vol 10 No 2 (2025): OCTOBER
Publisher : Department of Informatics Engineering, Faculty of Science and Technology, Universitas Islam Negeri Alauddin, Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/instek.v10i2.57477

Abstract

Proses perizinan angkutan sungai di Dinas Perhubungan Provinsi Jambi masih dilakukan secara manual sehingga layanan berjalan lambat, rentan kesalahan, dan sulit dipantau. Penelitian ini bertujuan merancang antarmuka (UI) dan pengalaman pengguna (UX) sistem perizinan digital menggunakan metode User Centered Design (UCD). UCD digunakan agar desain sesuai kebutuhan pengguna melalui tahapan memahami konteks penggunaan, menetapkan kebutuhan pengguna, merancang solusi, dan mengevaluasi desain. Prototype dikembangkan menggunakan Figma dan dievaluasi dengan Maze Testing dan User Experience Questionnaire (UEQ). Hasil evaluasi menunjukkan skor usability Maze sebesar 80 (agen), 84 (admin), dan 90 (verifikator). Hasil UEQ menunjukkan kategori Excellent pada lima dimensi dan Good pada dimensi Novelty. Temuan ini menunjukkan bahwa desain UI/UX berhasil memberikan pengalaman penggunaan yang efektif, jelas, dan mudah dipahami oleh pengguna.
Analisis Kelayakan Pengembangan Sistem Informasi Perpustakaan SMA/SMK Kota Jambi Berbasis Web: Studi Kasus: SMKN 6 Kota Jambi Putri Hazmawati; Edi Saputra; Muhammad Razi A; Niko Akbar; Muhammad Adfa Aditiya; Ari Prayitno
Jurnal ilmiah Sistem Informasi dan Ilmu Komputer Vol. 5 No. 3 (2025): November: Jurnal ilmiah Sistem Informasi dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juisik.v5i3.1696

Abstract

To support secondary education, proper facilities, including a school library, are essential. The literature in the library must be well-managed to ensure user satisfaction and comfort. However, many school libraries still rely on traditional management methods, as seen in SMKN 6 Kota Jambi's Library. To ensure the successful development of a web-based library information system, a feasibility analysis is required. This analysis helps determine if the project should proceed. This study aims to evaluate the feasibility of the system from technical, economic, and organizational perspectives. Using a descriptive approach, the research collected qualitative data through observations, interviews, and document studies, with technique triangulation to ensure validity. The findings show that the library has adequate hardware, software, and network support for the system's development, with a technical feasibility score of 75.59. The economic analysis shows an ROI of 2.3, resulting in a score of 100, and the organizational feasibility score is 93.33. The overall feasibility average is 89.64, indicating that the project is feasible.
Pemberdayaan Masyarakat Dalam Rangka Peningkatan Ketahanan Pangan Di RT 14 Puri Masurai 1, MENDALO INDAH, KABUPATEN MUARO JAMBI Asra, Revis; Suprayogi, Dawam; Permana, Edwin; Lestari, Intan; A, Muhammad Razi
Jurnal Pemberdayaan: Publikasi Hasil Pengabdian Kepada Masyarakat Vol. 4 No. 2 (2025): Juli-Desember
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpmittc.v4i2.3848

Abstract

The RT 12 and RT 14 areas of Puri Masurai 1 are mostly occupied by boarding students and residents with neglected yards and low environmental awareness. However, these areas hold great potential for local food security through urban farming. This program aims to increase community awareness and participation in utilizing home yards, support family food security through fast-growing crops, create a clean and green environment, and promote a planting culture among residents and students. Main issues include unproductive yards, poor waste management, and lack of training. The solutions include providing horticultural seeds, verticulture training, and collective community activities. Implemented from June to October 2025, the program involved surveys, preparation of learning media, socialization, and field practice. The results show improved cooperation among residents, successful cultivation of vegetables and fruits, enhanced farming skills, and a cleaner, greener, and more productive environment that helps reduce household expenses.
Rancang Bangun Aplikasi Ruang Baca Digital Berbasis Web Pada Fakultas Sains dan Teknologi Universitas Jambi Dengan Metode Agile Prabowo, Dimas Wisnu; Saputra, Edi; Razi A, Muhammad; Pratama, Jepri
DEVICE : JOURNAL OF INFORMATION SYSTEM, COMPUTER SCIENCE AND INFORMATION TECHNOLOGY Vol 6, No 2: DESEMBER 2025
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/device.v6i2.7854

Abstract

Penelitian ini bertujuan untuk merancang dan membangun Aplikasi Ruang Baca Digital Berbasis Web pada Fakultas Sains dan Teknologi Universitas Jambi sebagai solusi atas keterbatasan akses koleksi tugas akhir dan laporan magang, minimnya referensi yang tidak diperbarui, ruang baca yang kurang memadai, serta proses pencarian yang masih manual. Pengembangan sistem menggunakan metode Agile Scrum yang menekankan kolaborasi, fleksibilitas, dan iterasi berkelanjutan. Pengujian dilakukan dengan dua pendekatan, yaitu Black Box Testing untuk menguji fungsionalitas dan User Acceptance Test (UAT) untuk mengukur pengalaman pengguna. Hasil Black Box Testing menunjukkan seluruh 526 fungsi berjalan dengan baik dengan tingkat keberhasilan 100%. Sementara itu, hasil UAT memperoleh nilai rata-rata 88,4% dengan rincian: learnability 88,5%, efficiency 85,8%, memorability 88,9%, errors 89,3%, dan satisfaction 89,3%. Hasil ini menunjukkan bahwa aplikasi yang dikembangkan telah berfungsi dengan baik serta memberikan pengalaman pengguna yang positif, efisien, dan mudah digunakan, sehingga mampu meningkatkan aksesibilitas serta efektivitas ruang baca di Fakultas Sains dan Teknologi Universitas Jambi.
Analisis dan Perancangan UI/UX Aplikasi Ruang Baca Digital Berbasis Web Pada Fakultas Sains dan Teknologi Universitas Jambi Dengan Metode Design Thinking Pratama, Jepri; Saputra, Edi; Razi A, Muhammad
DEVICE : JOURNAL OF INFORMATION SYSTEM, COMPUTER SCIENCE AND INFORMATION TECHNOLOGY Vol 6, No 2: DESEMBER 2025
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/device.v6i2.7833

Abstract

Penelitian ini bertujuan untuk merancang User interface dan User Experience (UI/UX) Aplikasi Ruang Baca Digital Berbasis Web pada Fakultas Sains dan Teknologi Universitas Jambi sebagai solusi atas kendala yang dihadapi ruang baca, seperti keterbatasan akses koleksi tugas akhir, waktu operasional terbatas, serta proses pencarian dan pengumpulan dokumen yang masih manual. Pengembangan dilakukan dengan pendekatan Design Thinking, yang berfokus pada kebutuhan dan pengalaman pengguna melalui lima tahapan, yaitu empathize, define, ideate, prototype, dan testing. Metode ini memungkinkan peneliti memahami permasalahan pengguna secara mendalam dan menghasilkan solusi desain yang inovatif serta relevan. Hasil penelitian menghasilkan prototype Aplikasi Ruang Baca Digital Berbasis Web yang telah di uji dan memiliki tingkat usability dan user experience yang sangat baik. Pengujian usability melalui platform Maze terhadap 26 responden menghasilkan skor MAUS rata-rata 95 untuk Mahasiswa dan 97 untuk Admin, menandakan kemudahan dan efisiensi penggunaan yang tinggi. Sementara itu, hasil UEQ menunjukkan nilai rata rata pada enam skala utama berada dalam kategori “Excellent”, dengan daya tarik 2,417; kejelasan 1,971; efisiensi 2,144; ketepatan 2,192; stimulasi 2,115; dan kebaruan 1,923. Temuan ini membuktikan bahwa prototype mampu memberikan pengalaman pengguna yang positif, menarik, dan inovatif.
PERBANDINGAN KINERJA TF-IDF DAN COUNT VECTORIZATION PADA SISTEM REKOMENDASI JUDUL SKRIPSI BERBASIS CONTENT-BASED FILTERING Mazta, Muhammad Arrafu; Saputra, Edi; A, Muhammad Razi
Jurnal Informatika Teknologi dan Sains (Jinteks) Vol 7 No 4 (2025): EDISI 26
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jinteks.v7i4.6741

Abstract

Penelitian ini bertujuan membandingkan dua skema representasi teks, TF-IDF dan Count Vectorizer, untuk membangun sistem rekomendasi judul skripsi berbasis content-based filtering pada repository Universitas Jambi. Kedua metode dipilih karena mewakili dua pendekatan pembobotan yang berbeda, TF-IDF menonjolkan istilah yang penting pada korpus sehingga cocok membedakan topik, sedangkan Count Vectorizer hanya berdasarkan frekuensi kemunculan kata dalam suatu dokumen tanpa mempertimbangkan sebarannya di korpus. Data berupa judul dan abstrak diperoleh melalui web scraping, kemudian diproses dengan deteksi bahasa, penghapusan stop-word, stemming, dan pembersihan teks. Untuk mengatasi ketiadaan label, dilakukan klasterisasi menggunakan HDBSCAN guna menghasilkan label tematik sementara, lalu subset berlabel (347 dokumen) dibagi menjadi 80% data latih dan 20% data uji dan dievaluasi menggunakan K-Nearest Neighbors dengan metrik accuracy, precision, recall, F1-score, serta analisis confusion matrix. Hasil menunjukkan kombinasi TF-IDF + K-Nearest Neighbors (k = 7) mencapai akurasi 98,57%, presisi 99,05%, recall 98,57%, dan F1-score 98,48%, melampaui Count Vectorizer yang tertinggi pada akurasi 94,29%. Prototipe Streamlit sebagai proof of concept menunjukkan bahwa TF-IDF menghasilkan rekomendasi yang lebih relevan dan efisien untuk penemuan skripsi di repository Universitas Jambi.
Application of Extreme Programming in the Design and Development of a Web-Based Inventory Information System at the Kerinci District Communication and Information Office Kesuma, Eastyanda Putra; Khaira, Ulfa; A, Muhammad Razi
Faktor Exacta Vol 18, No 3 (2025)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/faktorexacta.v18i3.27532

Abstract

The management of inventory at the Department of Communication and Informatics in Kerinci Regency faced challenges due to centralized processes and the limitations of the existing desktop-based application, the Regional Management Information System, which did not meet user needs. To address this, a web-based inventory management system was developed to enhance operational efficiency, data accuracy, and real-time accessibility. The system was built using the Extreme Programming method over two iterations. The first iteration focused on inventory data management, item categorization, and asset history tracking, while the second iteration introduced features for reporting asset conditions, data validation, and recap reports. The development process included planning, design, coding, and testing phases. User acceptance testing and performance testing were conducted to ensure system quality and user satisfaction. The results demonstrated that the system functioned effectively, met user requirements, and supported efficient inventory management. This system is expected to improve transparency, operational efficiency, and public services at the Department of Communication and Informatics in Kerinci Regency.