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All Journal Teika Jurnal Keolahragaan Jurnal Pengabdian UntukMu NegeRI Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) JURNAL MEDIA INFORMATIKA BUDIDARMA IT JOURNAL RESEARCH AND DEVELOPMENT JTERA (Jurnal Teknologi Rekayasa) Rang Teknik Journal Dinamisia: Jurnal Pengabdian Kepada Masyarakat MATRIK : Jurnal Manajemen, Teknik Informatika, dan Rekayasa Komputer JURNAL TEKNOLOGI DAN OPEN SOURCE Digital Zone: Jurnal Teknologi Informasi dan Komunikasi J-SAKTI (Jurnal Sains Komputer dan Informatika) CSRID (Computer Science Research and Its Development Journal) JOISIE (Journal Of Information Systems And Informatics Engineering) Jurnal Ilmiah Ilmu Komputer Fakultas Ilmu Komputer Universitas Al Asyariah Mandar Building of Informatics, Technology and Science Jurnal Mantik Jurnal Ilmu Komputer dan Bisnis Jurnal Informatika dan Rekayasa Elektronik Jurnal Teknologi Dan Sistem Informasi Bisnis Masyarakat Berdaya dan Inovasi Jurnal Tunas Innovation in Research of Informatics (INNOVATICS) Mitra Mahajana: Jurnal Pengabdian Masyarakat Community Education Engagement Journal Jurnal J-PEMAS Journal of Instructional and Development Researches J-SAKTI (Jurnal Sains Komputer dan Informatika) Prosiding Seminar Nasional Sisfotek (Sistem Informasi dan Teknologi Informasi) J-COSCIS : Journal of Computer Science Community Service JAIA - Journal of Artificial Intelligence and Applications SATIN - Sains dan Teknologi Informasi Jurnal Pengabdian dan Pemberdayaan Masyarakat Indonesia Bulletin of Social Informatics Theory and Application The Indonesian Journal of Computer Science
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Penerapan Fitur Firebase Cloud Messaging Pada Sistem Kontrol Pembayaran Iuran BPJS Ketenagakerjaan Berbasis Mobile Meidina, Mita; Junadhi, Junadhi; Rio, Unang; Efendi, Yoyon
Building of Informatics, Technology and Science (BITS) Vol 4 No 1 (2022): June 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (954.611 KB) | DOI: 10.47065/bits.v4i1.1603

Abstract

BPJS of Employment is the organizer of a social security program that functions to protect workers through four employment social security programs, namely Work Accident Insurance, Old Age Security, Death Security, and Pension Security. Information regarding the payment of BPJS Employment Contributions is an important factor in supporting social security programs for workers and employees. This is because there are still many participants who are in arrears in payment of the BPJS Employment Contribution and there is no immediate information regarding the payment of the BPJS Employment Contribution. In this study, an application was made so that an administrator could send notification messages regarding the payment of the BPJS Employment Monthly Contribution to participants and could receive reports on the payment of contributions that have been made by participants. The system design this time was assisted by Firebase Cloud Messaging (FCM) technology which functions as a web service. Messages that have been sent can be stored in a database that can be viewed on the admin web page. The results of this study are successful in building a BPJS employment payment control application by implementing the mobile-based Firebase Cloud Messaging (FCM) feature. This application can send notifications to participants regarding due information on dues payments in real time. Makes it easier for participants to get the latest information quickly. For the tests carried out using the functionality testing of the system by performing simulations on each function of the system made and concluded that the system functions can run well
Security System For Motorcycle Using Raspberry Pi and Fingerprint With Mobile-Based Finite State Machine (FSM) Method Muzawi, Rometdo; Efendi, Yoyon; Rio, Unang; Toresa, Dafwen
INNOVATICS: International Journal on Innovation in Research of Informatics Vol 5, No 1 (2023): Maret 2023
Publisher : Department of Informatics, Siliwangi University, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/innovatics.v5i1.6698

Abstract

Data from the BPS (Central Statistical Agency) show that private car theft in Indonesia is on the rise year after year, especially for two-wheeled vehicles or motorcycles. According to the BPS Crime Statistics Report, there were around 35,000 motor vehicle theft events in Indonesia in 2017 and 38,000 instances in 2018. People's concerns regarding the security of these two-wheeled vehicles are growing as a result. This study presents a fingerprint- and Raspberry Pi-based motorcycle security system. Bikes may be monitored, and their ignitions can be controlled remotely using a mobile-based Finite State Machine (FSM) technique. The Neo 6 GPS module will send longitude and latitude in real time to the Android smartphone application, which generates a map or location point so that it will send notifications if there is movement on the motorcycle. The voltage sensor connected to the Raspberry Pi circuit can detect the motor voltage. A system that uses the FSM (Finite State Machine) approach to identify changes in location data from designated parking lots and deliver messages to a push bullet is the study's output. Controlling the motorcycle ignition, which may remotely switch off the motorcycle when one is taken, is another way to provide early notice.
IOS-Based Mobile Service Ordering Application Using Wireframe and Figma Yoyon Efendi; Ilham Perdana; Muhammad Raihan; Rometdo Muzawi; Nurul Utami; Tashid
JAIA - Journal of Artificial Intelligence and Applications Vol. 2 No. 2 (2022): JAIA - Journal of Artificial Intelligence and Applications
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/jaia.v2i2.817

Abstract

Technological developments are increasingly growing rapidly so that everyone cannot avoid these technological advances. The technology in question covers all aspects of life, therefore here we create an application that is expected to help the community in finding tenants for IOS-based services, with the aim of helping people who are difficult in terms of finding service providers who want to be hired to help with their daily homework day.
Re-Design Application Mobile “Wallet” With Method Lean UX Efendi, Yoyon; Gunadi; Muzawi, Rometdo; Utami, Nurul
JAIA - Journal of Artificial Intelligence and Applications Vol. 3 No. 2 (2023): JAIA - Journal of Artificial Intelligence and Applications
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/jaia.v3i2.1076

Abstract

Wallet is a financial product service designed to simplify the payment process. Through Wallet, users can make transactions independently without having to go to a bank branch or ATM. Apart from that, the existence of Wallet helps reduce customer queues at ATMs. To increase the number of transactions via Wallet and make service quality effective and efficient, improvements to Wallet features and design are needed. It is still incomplete and no longer attractive, so Wallet usage has decreased. Therefore, User Interface (UI) and User Experience (UX) design is needed as a basis for building a platform to create more attractive designs and features. The Lean UX method focuses on user satisfaction with the user interface created, so this method was chosen in this research to develop the user interface design. Based on analysis, implementation and evaluation, the final prototype is a combination of prototypes A and B which have been validated in terms of appearance, as well as criticism and suggestions from consumer users and technicians. Prototype A was selected for 5 features and Prototype B was selected for 5 features. On the logo page select design A with a percentage of 72.2%, on the main menu page select design A with a percentage of 80.6%, on the home page select design A with a percentage of 69.4%, on the account information page select design A with a percentage of 75%, and the selected transfer page was design B with a percentage of 55.6%. In addition, this research produces results that have a consistent user interface in terms of colors, fonts, images and layout as well as a user experience that makes it easy for users to understand the information to use the application and get it as needed.
Redesign Aplikasi M-Banking Metode Lean UX Dengan Pengujian A/B Testing (Studi Kasus BSI) Sapitri, Anjeli; Saputra, Muhamad Wahyu; Putri, Mesy Aniza; Efendi, Yoyon; Dwi Haryono
SATIN - Sains dan Teknologi Informasi Vol 9 No 2 (2023): SATIN - Sains dan Teknologi Informasi
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/stn.v9i2.1038

Abstract

BSI Mobile Banking merupakan suatu aplikasi yang dimiliki oleh BSI karena tidak hanya memiliki fitur transaksi tetapi juga menyediakan fitur syariah yang dapat memudahkan nasabah dalam bertransaksi. Mobile Banking adalah layanan produk perbankan yang dirancang untuk mempermudah proses perbankan bagi nasabah dan bank. Dengan BSI Mobile, nasabah dapat bertransaksi secara mandiri melalui BSI Mobile tanpa harus datang ke cabang bank atau ATM. Selain itu, keberadaan BSI Mobile membantu mengurangi antrian nasabah di banking hall, meningkatkan jumlah transaksi melalui e-channel BSI dan menjadikan kualitas layanan efektif dan efisien, tapi fitur-fitur dan desain M-Banking BSI masih kurang lengkap dan dan tidak menarik lagi, sehingga mengalami penurunan penggunaan terhadap M-Bangking BSI. Oleh karena itu membutuhkan User Interface (UI) dan User Experience (UX) desain sebagai dasar untuk membangun platform agar menciptakan desain serta fitur-fitur yang lebih menarik. Metode Lean UX berfokus pada kepuasan pengguna dengan antarmuka pengguna yang dibuat, sehingga metode ini dipilih pada penelitian ini untuk mengembangkan desain antarmuka pengguna. Berdasarkan analisis, implementasi dan evaluasi menghasilkan prototipe akhir yang merupakan gabungan dari prototype A dan B yang telah divalidasi dari segi tampilan, hingga kritik dan saran dari konsumen pengguna dan teknisi. Prototipe A dipilih untuk 5 fitur dan Prototipe B dipilih untuk 5 fitur. Pada halaman logo terpilih desain A dengan persentase 72,2%, pada halaman menu utama terpilih desain A dengan persentase 80,6%, halaman beranda terpilih desain A dengan persentase 69,4%, halaman informasi rekening terpilih desain A dengan persentase 75%, dan halaman transfer terpilih desain B dengan persentase 55,6%. Selain itu, penelitian ini menghasilkan hasil yang konsisten antarmuka pengguna dalam hal warna, font, gambar dan tata letak serta pengalaman pengguna yang mudah pengguna memahami untuk menggunakan aplikasi dan mendapatkan informasi sesuai kebutuhan. Hasil desain diuji menggunakan metode Usablility Testing guna untuk mencapai kemudahan menggunakan dan penerimaan pengguna dengan desain yang diusulkan atau yang telah di buat.
Penerapan Metode Design Thinking Pada Perancangan UI/UX Aplikasi Layanan Masyarakat Kecamatan Rupat Yoyon Efendi; Novris, M. Agustian Reyza; Haryono, Dwi; Fatdha, T.Sy Eiva
SATIN - Sains dan Teknologi Informasi Vol 10 No 1 (2024): SATIN - Sains dan Teknologi Informasi
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/stn.v10i1.1055

Abstract

Kehidupan bermasyarakat membutuhkan pelayanan untuk memudahkan masyarakat menyampaikan keluhan yang ada pada lingkungan disekitarnya. Penyampaian informasi yang tidak merata menyebabkan masyarakat kesulitan untuk mendapatkan informasi yang berkaitan dengan permasalahan dalam lingkungan. Akses jalan menjadi salah satu permasalahan yang sering terjadi di kehidupan bermasyarakat sehingga masyarakat menjadi kesulitan dalam melakukan pengaduan. Tidak meratanya pembangunan infrastruktur membuat aktivitas dalam lingkungan bermasyarakat terganggu seperti infrastruktur jalan dan jembatan, pengolahan sampah hingga fasilitas sarana dan prasarana olahraga serta kesenian. Berdasarkan permasalahan diatas dapat disimpulkan bahwa masyarakat membutuhkan sebuah layanan yang dapat membantu menyampaikan keluhan dan aduan masyarakat dengan mudah dan cepat menggunakan aplikasi layanan masyarakat kapan saja dan dimana saja. Metode yang digunakan dalam pembuatan aplikasi ini adalah metode Design Thinking. Hasil dari penelitian ini adalah prototype UI/UX aplikasi layanan masyarakat yang dapat memudahkan masyarakat dalam melakukan pengaduan dan memperoleh informasi mengenai permasalahan yang ada pada lingkungan bermasyarakat. Hasil penelitian berupa prototype UI/UX aplikasi layanan masyarakat ini diberikan kepada calon user untuk dilakukan pengujian menggunakan System Usability Scale (SUS) terhadap tingkat kelayakkan dari penggunaan prototype UI/UX aplikasi dan memperoleh skor SUS yaitu 91,15 dengan kategori Best Imaginable.
Pelatihan Teknologi Internet of Things Dan Mobile untuk Meningkatkan Kompetensi bagi Guru pada SMK Sulthan Muazzam Syah Pekanbaru Imardi, Syahrul; Tashid, Tashid; Yenni, Helda; Efendi, Yoyon; Muzawi, Rometdo
Community Education Engagement Journal Vol. 6 No. 1 (2024): Oktober
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v6i1.19134

Abstract

The weak ability of teachers in the field of network expertise, especially technology-based, also has an impact on the Competency Test (UKK) of school students. The implementation of Internet of Things (IoT) and Mobile Technology training to improve teacher competence at SMK Sulthan Muazzam Syah (SMS) was attended by 18 teachers from various schools. In addition to SMS SMK teachers, there are also SMK Perbankan teachers, SMK Plus Terpadu, SMK Ekatama, SMKS Global, SMK MM Masmur, SMK Taruna Masmur and SMK Pharmacy Ekasari Pekanbaru in the field of Computer Network Engineering (TKJ). This activity lasts for 3 days starting from the delivery of material followed by practicum. For evaluation using pre-test and post-test techniques. The material is delivered starting from the introduction of the Internet of Things (IoT), IOT practicum, introduction to mobile technology, mobile technology practicum and evaluation of devotion in the form of handover of minutes of handover. The result is an increase in knowledge and skills to be applied in schools to students. In order to improve the quality of graduates and schools in the fields of IOT and mobile.
Pengenalan Virtual Reality untuk Meningkatkan Kreativitas Multimedia bagi Siswa-Siswi SMK Telkom Pekanbaru Efendi, Yoyon; Nasution, Torkis; Nurjayadi, Nurjayadi; Fatdha, T Sy Eiva; Gunadi, Gunadi
Community Education Engagement Journal Vol. 6 No. 1 (2024): Oktober
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v6i1.19178

Abstract

The development of information and communication technology (ICT) is currently very rapid and dynamic, leading to advanced products that are highly sought after by the global community. Innovations in ICT have permeated various fields, including education, through the integration of flexible technology-based learning media that can be accessed anytime and anywhere. One of the advancements in multimedia in education is Virtual Reality (VR), which allows for deep interaction with digital objects in a virtual reality environment. VR can simulate an ideal environment with intense visual and auditory stimulation. SMK Telkom in Pekanbaru, which offers various vocational programs, currently only implements ICT-based education at a basic level, limited to theory and practice. To enhance creativity in the teaching and learning process, innovative solutions are needed, such as the application of VR-based multimedia technology. This training aims to introduce VR as a tool to improve the learning outcomes and achievements of students at SMK Telkom Pekanbaru. Problem identification reveals that the teaching and learning activities are not fully ICT-based, there is a lack of information regarding multimedia, and limited innovation can affect learning effectiveness. Therefore, the community service team formulated the problem of how the introduction of VR can enhance multimedia creativity and learning outcomes at SMK Telkom Pekanbaru.
Aplikasi Survey Kepuasan Pasien Terhadap Pelayanan Perawat Berbasis Mobile Efendi, Yoyon; Swastikarini, Sunarti; Muzawi, Rometdo; Rizki, Alfi
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 4, No 2 (2020): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v4i2.231

Abstract

RSD Madani is one of the referral hospitals owned by the Pekanbaru City Government. One form of public service is quality hospital services according to professional standards and service standards, which are the expectations of all hospital service users. However, the number of patient participation in filling out the questionnaire was still low compared to the number of patient visits. Not yet optimal survey on the implementation of patient satisfaction towards nursing services. This application displays five patient satisfaction survey questions and favorite nurses. This mobile application is connected to the google form and google sheet. The satisfaction survey shows emotional icons with five levels, such as very satisfied, moderately satisfied, less satisfied, and dissatisfied. The selection of favorite nurses was followed by 12 nurses in the inpatient unit. It is necessary to make a patient satisfaction survey application for mobile-based nursing services, especially in the inpatient unit of RSD Madani Pekanbaru. This application is used as a means of evaluation in assessing the performance of nurses in the hospital.
Aplikasi 3D Mapping Menggunakan Virtual Reality (Studi Kasus Museum Sang Nila Utama) Efendi, Yoyon; Junaidi, Junaidi
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 2, No 2 (2018): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (847.998 KB) | DOI: 10.30645/j-sakti.v2i2.74

Abstract

Museum Sang Nila Utama is a cultural museum which has 3,819 collections covering geology, biology, ethnography, archeology, historica, numism, philology, ceramics, art and technologics. This museum as one of the cultural center and tourism of Riau Malay. Visitors are usually from schools and local tourists. Current museum visits are declining, leading to a lack of museum services and yet no creative strategies to improve it. Plus the thought that the museum is ancient, boring and unkempt. To handle the problem, it needs promotion media in the form of creative media based on technology. Besides, there is still a lack of promotion media in the introduction of museum cultural objects. One of the needs of interactive media applications and technology-based promotions. Applications as a Mobile-based promotional media with Virtual Reality 3D objects tailored to the museum with various collections. This application uses research methods during the modeling process, VR, Mobile and users. This application is modeled using Blender and then processed its VR using Unity Engine. By making the Museum as one of tourist destination and culture of Riau Riau will bring many regional and foreign tourists. It is also to promote the calendar of Riau Province with the tagline "Riau Menyapa Dunia". With various destinations with various bases ranging from culture, history, religion and culinary typical of Riau
Co-Authors -, Dwi Haryono -, Tashid A.A. Ketut Agung Cahyawan W Adi Saputro Adlan, Radhi Agung Marinda Agung Marinda Ahmad Arif Zulfikar Ahmad Zamsuri, Ahmad Ahnaf Ikhsandi Aisyah Nurul Putri Alfry Aristo Jansen Sinlae Alwan, Hiba Basim Anam, M Khairul Andi Cahyono bambang suyono Dafwen Toresa Diki Daryanto Dwi Haryono Dwi Haryono Dwiansyah, Zovanli Edi Setiawan Efrizoni, Lusiana Erlin Fatdha, T.Sy Eiva Feizil Afrizal Fidelima, Aviva Firman Edigan Fransiskus Zoromi, Fransiskus Gazali, Novri Gunadi Gunadi Gunadi Hamdani . Hamdani Hamdani Hamdi, Liwa Ul Haryadi, Octadino Helda Yenni, Helda Hendra Lismanda Hermansyah Hermansyah Husni Laili Ilham Perdana Imardi, Syahrul Indra Prayogo Indra Prayogo Jamaris, Muhamad Junadhi, Junadhi Junaidi Akbar Junaidi Junaidi Junaidi Junaidi Karpen Kudadiri, Parlindungan Lismanda, Hendra M. Arifin Mardainis Mardainis Masriatus Sholikhah Medeirosd, Alexandre Igor Araripe Meidina, Mita Muhammad Raihan Muhammad Raihan Muhammad Syaifullah Muhammad Syaifullah Muhammad Syaifullah Muhammad Zulkifli, Muhammad Nanda Prayoga Naufal Dzaky Raza Nori Sahrun, Nori Novris, M. Agustian Reyza Nur Afni Nurbaita, Nurbaita Nurjayadi Nurjayadi Nurliana Nasution, Nurliana Nurul Utami Nurul Utami Nurul Utami Octadino Haryadi Panji Andicha Putra Parlindungan Kudadiri Putri, Mesy Aniza R. Sapto Hendri Boedi Soesatyo Radhi Adlan Rahmaddeni Rahmaddeni Raza, Naufal Dzaky Rini Yanti Rini Yanti, Rini Rizki, Alfi Rometdo Muzawi, Rometdo Romi Cendra, Romi Sapitri, Anjeli Saputra, Muhamad Wahyu Shandy Merdya Pratama Shandy Merdya Pratama Sularno Sularno Sularno, Sularno Susandri, Susandri Swastikarini, Sunarti Syahrul Imardi Syahrul Imardi T Sy Eiva Fatdha, T Sy Eiva T. Sy. Eiva Fatdha Tashid Tashid Tashid, Tashid Toresa, Dafwen Torkis Nasution Torkis Nasution Tri Astari Unang Rio Wahyat Wahyat Wirta Agustin Yanti, Rini Zulafwan