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Manajemen Perancangan dan Pengembangan Aplikasi di PT Pundi Mas Berjaya Tan, Tony; Andrian; Simanjuntak, Fredian
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10754

Abstract

Program Kampus Merdeka oleh Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi Republik Indonesia bertujuan memberikan mahasiswa pengalaman belajar dan pengembangan diri melalui dunia kerja nyata. Salah satu bentuknya adalah program magang, memungkinkan mahasiswa mengaplikasikan ilmu perkuliahan dalam lingkungan industri profesional. Dalam mendukung program ini, PT Pundi Mas Berjaya membuka kesempatan magang sebagai Web Developer. Penulis ditugaskan terlibat dalam proyek pengembangan sistem internal dan eksternal berbasis website, termasuk pembuatan frontend website, pengelolaan antarmuka pengguna, serta kolaborasi dalam pengembangan dan integrasi API. Metode pengembangan perangkat lunak yang digunakan adalah Agile dengan pendekatan Scrum, yang memberikan fleksibilitas tinggi dan memfasilitasi kolaborasi tim secara efektif. Luaran utama kegiatan ini adalah Landing Page Company Profile dan Frontend untuk Admin Panel Klien, yang dirancang menggunakan framework Next.js dan Tailwind CSS. Implementasi luaran berhasil diselesaikan dan berfungsi sebagaimana mestinya, dengan Landing Page telah diuji tampilannya di berbagai resolusi layar dan Admin Panel Frontend berhasil diintegrasikan dengan data dummy. Rekomendasi untuk kegiatan selanjutnya mencakup peningkatan eksposur ke sisi backend dan diversifikasi proyek untuk memperluas cakupan pembelajaran teknis mahasiswa.
Perancangan dan Implementasi Layout Newsletter di SMP Kristen Tabqha Batam Tony Tan; Ricky Jong; Tony Wibowo
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10780

Abstract

Laporan ini memiliki tujuan utama untuk merancang dan mengimplementasikan layout Newsletter sebagai media komunikasi di SMPS Kristen Tabqha Batam. Newsletter ini bertujuan untuk mendokumentasikan dan menyampaikan informasi mengenai kegiatan akademik, ekstrakurikuler, dan sosial yang dilaksanakan oleh sekolah selama periode April dan Mei 2025. Proses perancangan menggunakan metode Multimedia Development Life Cycle (MDLC), yang terdiri dari enam tahapan: konsep, desain, pengumpulan materi, perakitan, pengujian, dan distribusi. Tahapan-tahapan ini memungkinkan proyek newsletter dilaksanakan dengan sistematis dan terstruktur. Dalam proyek ini, foto-foto yang relevan dengan kegiatan sekolah digunakan sebagai elemen visual untuk mendukung narasi yang disusun dalam newsletter. Hasil dari proyek ini adalah desain newsletter yang informatif, menarik, dan profesional, yang telah diunggah di website sekolah untuk meningkatkan transparansi dan komunikasi antara sekolah, siswa, orang tua, dan masyarakat. Proyek ini tidak hanya memberikan manfaat sebagai sarana dokumentasi, tetapi juga sebagai alat promosi yang memperkuat identitas dan citra SMPS Kristen Tabqha Batam.
Perancangan Website Sekolah dengan Metode SDLC V-Shape Aklani, Syaeful Anas; Tan, Tony; Fernando, Rio
Telcomatics Vol. 8 No. 2 (2023)
Publisher : Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/telcomatics.v8i2.8698

Abstract

SDS Kristen Tabqha is an elementary school in Batam city. Tabqha Christian Elementary School is located at Center Park Complex, Baloi Park, Batam City Sub-District, Batam City Prov. Riau Islands. Tabqha Christian Elementary School currently does not have a website, so information about academic and non-academic activities carried out by ordinary schools can only be obtained directly at the school. Therefore, the search for school information is not well organized and the accessibility of information is very difficult. The author aims to provide solutions to the problems that occur at Tabqha Christian Elementary School. The research methodology used to study this research includes the use of the V-Shape SDLC method and data collection through observation and interviews. This school website is built on the front-end using XAMPP, PHP programming language, Java Script, and Visual Studio Code as a code editor. With this school website, the general public can get online information about Tabqha Christian Elementary School which can be accessed anytime and anywhere.
Pengaruh Media Sosial dalam Kampanye Politik terhadap Hasil Pemilu Ginting, Dinda Tri Ninta; Tan, Tony; Alex; Nurlaila; Gultom, Shalsabila Nurlani; Cindy; Tan, Calvin; Valencia, Carren; Darrane Ronaldo; Maulana, Fariz Hassan; Gabriella; Glow Al Islami; Jennifer Aurelia; Jeny; Michael Alexander; Sherryne; Wong, Steven; Thresdianto; Wijaya, Vincent
Dedikasi Sains dan Teknologi (DST) Vol. 4 No. 2 (2024): Artikel Riset Nopember 2024
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/dst.v4i2.4590

Abstract

Pemilihan umum (Pemilu) merupakan mekanisme esensial dalam mewujudkan kedaulatan rakyat, memungkinkan masyarakat untuk memilih wakil mereka secara langsung, umum, bebas, rahasia, jujur, dan adil. Perkembangan teknologi, khususnya media sosial, telah mengubah dinamika kampanye politik di Indonesia. Penelitian ini mengkaji pengaruh media sosial terhadap hasil pemilu, dengan fokus pada Generasi Z sebagai kelompok pemilih yang signifikan. Media sosial, dengan karakteristiknya yang interaktif dan luas, memungkinkan penyebaran pesan politik yang lebih efektif dan cepat, serta mendorong partisipasi politik yang lebih besar di kalangan pemilih muda. Namun, selain manfaat tersebut, media sosial juga menghadirkan tantangan serius, seperti penyebaran misinformasi, polarisasi politik, dan potensi manipulasi melalui penargetan iklan yang spesifik. Studi ini menemukan bahwa media sosial memainkan peran yang semakin krusial dalam kampanye politik, mempengaruhi perilaku dan keputusan pemilih. Meski demikian, untuk meminimalisir dampak negatifnya, diperlukan upaya peningkatan literasi digital di kalangan masyarakat serta regulasi yang ketat dalam penggunaan data pribadi dan penyebaran informasi politik. Kesimpulannya, meskipun media sosial memiliki potensi besar dalam mendukung proses demokrasi, pengelolaan yang tepat sangat penting untuk menjaga integritas dan kualitas pemilu di Indonesia.
Perancangan dan Implementasi Photostock di Sekolah Smkn 10 Batam dengan Penerapan Metode 4d Cen, Li; Rismayana, Rismayana; Tan, Tony
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

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

Abstract

Artikel ini membahas kegiatan kerja praktek yang dilakukan di SMK Negeri 10 Batam, dengan fokus pada produksi photostock sebagai solusi terhadap kebutuhan dokumentasi dan promosi visual sekolah. Permasalahan utama yang dihadapi mitra adalah keterbatasan arsip visual yang representatif dan siap pakai. Untuk menjawab tantangan tersebut, digunakan metode 4D (Define, Design, Develop, Disseminate) yang terbukti efektif dalam pengembangan media berbasis kebutuhan pengguna. Proses kegiatan dimulai dengan identifikasi kebutuhan visual, perancangan konsep pemotretan, pelaksanaan pengambilan gambar, hingga penyusunan hasil akhir dalam bentuk digital. Luaran berupa kumpulan photostock diklasifikasikan ke dalam kategori yang relevan dan diserahkan kepada pihak sekolah melalui Google Drive. Hasil dokumentasi telah diimplementasikan secara aktif oleh sekolah dalam media promosi seperti banner, poster, dan video Penerimaan Peserta Didik Baru (PPDB) 2025. Kegiatan ini tidak hanya menghasilkan luaran yang bermanfaat bagi mitra, tetapi juga meningkatkan keterampilan mahasiswa dalam pengelolaan proyek media visual secara profesional.
Eksperimen Pengaruh Layout, Color Scheme, dan Typography dalam Meningkatkan Efektivitas Situs Web Pemerintah di Kota Batam Cen, Li; Rismayana, Rismayana; Tan, Tony
Jurnal Infomedia: Teknik Informatika, Multimedia, dan Jaringan Vol 10, No 2 (2025): Jurnal Infomedia
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jim.v10i2.8215

Abstract

The rapid development of digital governance has positioned government websites as essential tools for delivering information and services to citizens. This study evaluates the effectiveness of official websites of regional government offices (Organisasi Perangkat Daerah/OPD) in Batam City across six indicators: task completion time, user satisfaction, layout, color, typography, and success rate. Data were collected from 135 respondents who were assigned tasks on nine OPD websites, and results were analyzed using descriptive statistics and one-way ANOVA. The findings reveal that while most indicators showed variation among websites, only the success rate differed significantly across OPDs (F = 5.21; p 0.05). Other indicators, including task time, satisfaction, and visual aspects, did not demonstrate statistically significant differences. These results highlight that the ability of users to successfully complete assigned tasks remains the most decisive factor for website effectiveness, while aesthetic elements play a secondary role. The study suggests that standardizing navigation structures and information design across OPD websites could improve user experiences and ensure consistent performance. Future research should expand to include mobile usability and accessibility for vulnerable groups to support inclusive digital public services.
IMPLEMENTATION OF A SMART CONTRACT-BASED E-VOTING SYSTEM FOR COMPETITIONS Tan, Tony; Valentino, Eric; Simanjuntak, Fredian
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 11 No. 3 (2026): JITK Issue February 2026
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v11i3.7622

Abstract

Traditional voting methods in competitions often face challenges related to transparency and fraud, undermining fairness. This research presents the design and implementation of a hybrid e-voting system built on Ethereum blockchain technology to mitigate these issues. Specifically, this research integrates an off-chain HMAC-SHA256 privacy mechanism with Ethereum’s Proof-of-Stake (PoS) consensus to ensure that voting records remain immutable and publicly auditable, while preserving voter anonymity. A prototype was developed using a decentralized architecture, leveraging smart contracts to automate the entire electoral process from registration to tallying. An evaluation involving 153 participants based on the Technology Acceptance Model (TAM) demonstrated high user acceptance, with scores of 76.6% for Perceived Usefulness, 73.4% for Perceived Ease of Use, and 72.8% for Acceptance of Technology. Although the system demonstrates effectiveness in competitive settings, current testing is limited to small- to medium-scale implementations. This research concludes that the proposed framework provides a secure, transparent, and efficient alternative for competitions, significantly enhancing trust in the election outcomes.
Pengembangan Video Pembelajaran Desain Interaksi Berbasis Microlearning untuk Mahasiswa Jurusan Sistem Informasi Li Cen; Jenny Tan; Tony Tan
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 1 (2026): Maret : Jurnal Informatika dan Tekonologi Komputer
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i1.9494

Abstract

The rapid development of digital technology demands more efficient learning strategies, particularly for Information Systems students who often struggle to understand material delivered through conventional methods. This study aims to design and evaluate microlearning-based instructional videos on interaction design with a duration of less than two minutes to enhance student comprehension. The Multimedia Development Life Cycle (MDLC) framework was employed, consisting of six stages: concept, design, material collecting, assembly, testing, and distribution. Data were obtained through interviews, expert validation, student assessments, and a Paired Sample T-test administered to 10 Information Systems students using pre-test and post-test instruments. Expert validation produced a feasibility score of 3.6, while students rated the videos at 4.4, indicating that the material was perceived as engaging, clear, and easy to understand. The T-test results showed a Sig. (2-tailed) value of 0.017 (< 0.05), confirming a significant difference between pre-test and post-test scores. These findings demonstrate that ultra-short microlearning videos effectively improve students’ understanding of interaction design concepts. Furthermore, this study contributes to the existing literature by addressing the research gap regarding the effectiveness of ultra-micro content in the context of interaction design learning.
Using Text-Based Interactive Games as a Tool for Studying Decision Making Patterns Tan, Tony; Wibowo, Tony; Walvinson, Riyaldi
JUITA: Jurnal Informatika JUITA Vol. 14 Issue 1, March 2026
Publisher : Department of Informatics Engineering, Universitas Muhammadiyah Purwokerto

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

Abstract

Decision making is a key factor in student success and wellbeing. Yet little is known about how interactive games foster reflection on daily habits. This study examined the influence of the text-based game A Day at Home on university students’ free-time activities, satisfaction, and intentions to change habits. A qualitative descriptive design was applied with 29 participants aged 18–25 who completed pre- and post-game questionnaires. Data were analyzed thematically and supported by descriptive statistics. The findings show that most students (52 %) reported consistency between their real-life and in-game free-time activities, while 35 % noted differences. Satisfaction with free-time use remained unchanged for 65.5 % of students but decreased for 34.5 %, indicating greater self-awareness and critical evaluation of current routines. Nearly half (48.3 %) expressed new or stronger intentions to adopt healthier behaviors, such as exercising more or reducing gaming. These results suggest that although the game did not alter habits for the majority, it provided a reflective tool that encouraged students to assess their routines and consider alternatives. The study concludes that text-based interactive games offer a promising approach to support reflection, motivate behavioral change, and enhance student wellbeing in higher education.