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Analisis dan Pengujian Aplikasi Web Donasi Online dengan Pendekatan Metode Waterfall Aryo Chandra; Muhammad Fauzan
Journal of Information Systems and Business Technology Vol 1 No 2 (2025): Journal of Information Systems and Business Technology
Publisher : PT Jurnal Cendekia Indonesia

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Abstract

Digitalization in various industries has been driven by advances in information technology, including in the social sector through online donation platforms. The purpose of this study is to analyze and test an online donation web application developed using the Waterfall method. This method was chosen because of its systematic development structure, starting from the needs analysis stage, system design, implementation, and testing. The test results were carried out to ensure that the system's functionality runs according to the stated objectives, especially in terms of the login process, registration, donation management, and transaction reports. The test results showed that the application can operate well and meet user needs according to the designed scenario. Efficiency and usability analysis also showed good results. This study supports the development of social applications that can increase the ease and trust of people in donating online.  
Data Mining Menggunakan Algoritma K-means Untuk Menentukan Game Terpopuler Pada Platform Steam Dengan Rapidminer Deryl Iman Condro Baskoro; I Putu Ganesa Weda Pratama; Aryo Chandra Ray Hash; Muhammad Fakih; Muhammad Fauzan; Maulana Fansyuri
Journal of Information Technology and Informatics Engineering Vol 1 No 1 (2025): Journal of Information Technology and Informatics Engineering (JITIE)
Publisher : PT Jurnal Cendekia Indonesi

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Abstract

With the number of games increasing every year, it is a challenge to determine which games are the most popular on the Steam platform. This study uses the K-Means clustering algorithm in RapidMiner to group games based on their popularity. Ratings and estimated number of game downloads are the variables used in this study. Data were collected from the top game sales dataset on the Steam platform. Clustering produces two clusters: less dan most populer, indicate the level of game popularity. This study can help game developers and publishers understand what features users are most interested in in a game.
Perancangan dan Pengembangan Sistem Informasi Manajemen Sekolah Berbasis Web pada SMA BP FAI UMJ Aqiel Maulidan Zuhdi; Dimas Samudra; Muhammad Fauzan; Suryaningrat
Jurnal Riset Informatika dan Inovasi Vol 4 No 5 (2026): JRIIN : Jurnal Riset Informatika dan Inovasi (INPRESS)
Publisher : shofanah Media Berkah

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Abstract

Transformasi digital di sektor pendidikan mendorong institusi sekolah untuk mengoptimalkan pengelolaan data administratif secara lebih efisien dan aman. SMA BP FAI UMJ yang berlokasi di Jampang, Kabupaten Bogor, merupakan sekolah berbasis pesantren yang telah memanfaatkan sistem terotomatisasi dalam pengelolaan sarana prasarana dan data siswa, namun sistem yang berjalan masih memiliki batasan fitur dan keamanan hak akses yang rentan. Penelitian ini bertujuan dan mengembangkan Sistem Informasi Manajemen Sekolah berbasis web yang terdiri dari dua modul utama: Modul Sarana dan Prasarana dan Modul Buku Induk Siswa. Sistem dikembangkan menggunakan framework Laravel dengan basis data MySQL dan menerapkan metode Prototyping. Modul SAPRAS mencakup manajemen aset, pengunggahan foto kondisi barang, kategori manajemen, serta laporan ekspor. Modul Buku Induk Siswa menyediakan pencatatan data siswa yang terstruktur dengan mekanisme Role-Based Access Control. Pengujian dilakukan menggunakan metode Black Box Testing. Hasil pengujian menunjukkan seluruh fungsionalitas sistem berjalan sesuai spesifikasi. Sistem ini diharapkan meningkatkan efisiensi pengelolaan administrasi dan mendukung transformasi digital di SMA BP FAI UMJ.