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Optimalisasi Sistem Manajemen Barang dalam Bisnis Sewa Properti melalui Implementasi Appsheet (Studi Kasus: Sewa Rumah BSB) Krisnawan, Albertus Bima; Kurniasih, Tatit
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 2 (2024): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i2.604

Abstract

BSB House Rental, a property rental enterprise situated in Kartasura Subdistrict, Sukoharjo Regency, encounters challenges in asset maintenance, notably the loss of approximately 2 items per tenant turnover. With frequent turnovers, facilities often undergo damage requiring repairs. This study aims to address these issues by developing a no-code-based asset management system using AppSheet technology. Employing a qualitative-experimental methodology, the research involves interviews with the business owner to identify challenges and prototyping the system using AppSheet. The application, designed to inventory assets and streamline replacement requests, is subjected to blackbox testing to assess its effectiveness in recording and processing item replacements.
Implementasi Google Cloud Pub/Sub menggunakan Metode Subscription Pull dalam Pengiriman Data Promosi Toko di PT XYZ Richardo, Daniel; Kurniasih, Tatit
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 2 (2024): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i2.688

Abstract

As a company adopts a distributed business model, scalability issues often arise in the distribution of data from server to client. PT XYZ, as one of the companies facing this challenge, frequently encounters delays and request blocking when using synchronous communication models such as RESTful API. Additionally, there is resource and time wastage on the server side as it has to handle store requests one by one, resulting in losses for the store due to delayed access to required data for business processes. This research proposes a solution to address these issues by implementing a publish/subscribe communication model. Through the implementation of this architecture, clients and servers are separated by a broker, namely Google Cloud. Pub/sub technology is implemented using the Python programming language with the Waterfall development method. The results of this research include the design of a client-side application capable of receiving data from a previously deployed broker. Test results demonstrate that the client can receive data at any time without disrupting the data fetching process for other clients.
Penerapan Metode Human Centered Design pada Perancangan Sistem Informasi Curhat Online Berbasis Web Astuti, Nita Fuji; Kurniasih, Tatit
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 2 (2024): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i2.694

Abstract

Mental health is a very worrying health case in recent times. The number of cases that have hit the young generation of our nation is a serious threat. Pressures and challenges are often major factors in mental health crises and lack of support and places to tell stories to make a person keep everything in his mind that can hurt his mind and mentality. In this case, the research aims to overcome the problem through the implementation of a website-based online vent information system designed as a means of online vent using a Human-Centered Design approach. This Human-Centered Design approach involves a stage of user context specification, user needs, system design, and system testing using the Blackbox testing method and WebQual method. The main objective of this information system is to provide a safe and structured platform for individuals to express their feelings and emotions comfortably and safely, as well as provide support to reduce the level of mental and mental stress among the young generation of Indonesia.
Perancangan Sistem Inventory Berbasis Web Menggunakan Framework Flask : PT. Gagas Mitra Jaya (Area Salatiga) Ma’arif, Oktaviano Miftahqul; Kurniasih, Tatit
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 2 (2024): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i2.822

Abstract

Research was conducted to build web-based inventory system at PT. Gagas Mitra Jaya in Salatiga as solution to the challenges in process of recording materials owned by technician. The research method used hybrid waterfall-agile. System design uses use case and activity diagrams in UML to describe flow of system creation, which involves the process of collecting data through interviews and questionnaires. The development uses Python, Flask, VS Code IDE, and PostgreSQL. This selection based on considerations of flexibility, accessibility, ease of integration, and faster update capabilities. The code architecture is MVC (Model-View-Controller), a development concept that divides data structures, system logic and interfaces on websites. The system designed called GNS (Gagas Network Supplies) has main menu that includes picking up, using and returning materials to record material usage, as well total item menu that summarizes material stock. The GNS system is expected to provide better service processes, more effective stock monitoring, higher inventory accuracy, and flexibility in business growth.
Evaluating the Effectiveness of a Gamified Learning Approach in Digital Marketing: A Quasi-Experimental Study Kurniasih, Tatit
Jurnal Penelitian Kebijakan Pendidikan Vol 18 No 2 (2025)
Publisher : Pusat Standar dan Kebijakan Pendidikan, BSKAP, Kemendikbudristek

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24832/jpkp.v18i2.1315

Abstract

This study aims to evaluate the effectiveness of the educational board game Digital Marketing Tycoon (DMT) in enhancing high school students’ understanding of digital marketing concepts. Using a quasi-experimental pretest–posttest design, 345 students from Semarang and Jakarta were divided into an experimental group (n = 177) and a control group (n = 168). The experimental group played DMT for 60–90 minutes, while the control group received conventional instruction. Data were collected through a validated 20-item online quiz (Cronbach’s a = .82) administered before and after the intervention. Paired-samples t test revealed a significant improvement in the experimental group (mean increase = 13.94 points), with a large effect size (Cohen’s d = 1.55). The control group showed minimal change. A Shapiro–Wilk test confirmed the normality of the data. A strong positive correlation (r = .640, p < .001) indicated consistent learning gains across all ability levels. Qualitative observations indicated increased engagement, collaboration, and strategic thinking. The findings support the integration of purpose-designed board games into entrepreneurship curricula to bridge abstract concepts with real-world application. Recommendations include piloting Digital Marketing Tycoon within national curriculum frameworks, providing teacher training in gamification, and conducting longitudinal studies to assess long-term knowledge retention.