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Jurnal Evaluasi Kinerja Sistem Informasi Portal INSPIRE Menggunakan Framework COBIT 5 Domain DSS (Deliver, Service, Support) Geraldi Tulung; Jullia Titaley; Mahardika Inra Takaendengan; Dodisutarma Lapihu
Indonesian Journal of Intelligence Data Science Vol 2 No 2 (2023): Volume 2 No. 2 2023
Publisher : Faculty of Mathematics and Natural Sciences Sam Ratulangi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35799/ijids.v2i2.50107

Abstract

Tujuan audit sistem informasi adalah untuk memastikan bahwa sistem informasi berfungsi dengan baik, sesuai dengan standar yang ditetapkan, dan mampu menjaga kerahasiaan serta integritas data. Tujuan dilakukannya evaluasi kinerja kerja pada penelitian ini dilakukan untuk mendapatkan sebuah hasil yang dimana dari hasil tersebut dihasilkan sebuah rekomendasi yang nantinya akan digunakan sebagai perbaikan sistem informasi portal INSPIRE  Pada penelitian ini menggunakan COBIT 5 khusunya domain DSS (Deliver, Servis, Suport) untuk mendapatkan apa saja rekomendasi yang akan diberikan kepada portal INSPIRE. Dilakukan pengukuran kesenjangan menggunakan analisis GAP yang dimana portal INSPIRE mendapatkan nilai 2 yang berarti sistem informasi portal INSPIRE sudah cukup baik dalam menerapkan TI dan hanya perlu melakukan sedikit peningkatan kinerja dan prosedur-prosedur yang nantinya akan mengoptimalkan portal inspire kedepannya. Hal ini menunjukan bahwa pengevaluasian kinerja kerja portal INSPIRE dapat dilakukan dengan menggunakan COBIT 5 domain DSS.
Developing an Augmented Reality Learning Application for the 10 Plagues Bible Story Using the MDLC Method Pranatania Putri Karista Rembet; Chriestie Ellyanne Clara Juliet Montolalu; Mahardika Inra Takaendengan; Christian Alderi Jeffta Soewoeh; Stephano Caesar Wenston Ngangi; Dodisutarma Lapihu
INTECH Vol. 7 No. 1 (2026): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v7i1.3468

Abstract

Sunday School learning needs interactive media that can help children understand Bible stories through concrete visual experiences. This study developed an Android-based Augmented Reality learning application for the 10 Plagues Bible story using the Multimedia Development Life Cycle method. The application was built with Unity and Vuforia and used marker-based AR to display 3D objects and animations related to each plague. Data were collected through observation, questionnaires, functional testing, technical testing, and usability evaluation. The evaluation included Black Box Testing, marker-distance testing, lighting testing, device testing, and System Usability Scale testing. The results showed that all 10 Black Box Testing scenarios were successful, indicating that the main application functions worked as designed. Marker detection worked at 15 cm and 20 cm under normal lighting. The application also ran smoothly on the tested Android devices. However, marker detection failed under dim lighting. The SUS test produced an average score of 69.79, categorized as grade D with an Ok rating. These findings show that the application is functional and usable, although improvements are still needed in user guidance, interface clarity, and low-light marker detection. The application can support Sunday School teachers in presenting Bible stories through more visual and interactive learning media.
Developing an Augmented Reality Learning Application for the 10 Plagues Bible Story Using the MDLC Method Pranatania Putri Karista Rembet; Chriestie Ellyanne Clara Juliet Montolalu; Mahardika Inra Takaendengan; Christian Alderi Jeffta Soewoeh; Stephano Caesar Wenston Ngangi; Dodisutarma Lapihu
INTECH Vol. 7 No. 1 (2026): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v7i1.3468

Abstract

Sunday School learning needs interactive media that can help children understand Bible stories through concrete visual experiences. This study developed an Android-based Augmented Reality learning application for the 10 Plagues Bible story using the Multimedia Development Life Cycle method. The application was built with Unity and Vuforia and used marker-based AR to display 3D objects and animations related to each plague. Data were collected through observation, questionnaires, functional testing, technical testing, and usability evaluation. The evaluation included Black Box Testing, marker-distance testing, lighting testing, device testing, and System Usability Scale testing. The results showed that all 10 Black Box Testing scenarios were successful, indicating that the main application functions worked as designed. Marker detection worked at 15 cm and 20 cm under normal lighting. The application also ran smoothly on the tested Android devices. However, marker detection failed under dim lighting. The SUS test produced an average score of 69.79, categorized as grade D with an Ok rating. These findings show that the application is functional and usable, although improvements are still needed in user guidance, interface clarity, and low-light marker detection. The application can support Sunday School teachers in presenting Bible stories through more visual and interactive learning media.
User Satisfaction Analysis of Streaming Applications Using the Technology Acceptance Model David Kalwi Manullang; Yohanes A. R Langi; Dodisutarma Lapihu; Mahardika I. Takaendengan; Eric Alfonsius; Edwin Tenda
J-INTECH ( Journal of Information and Technology) Vol 14 No 02 (2026): Journal of Information and Technology
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/j-intech.v14i02.2313

Abstract

The rise of information and communication technology has led to the development of several digital platforms, especially in the entertainment industry, such as community-driven streaming apps. One of the growing platforms is Bstation, which provides anime, comics, and game content. However, in its implementation, several issues are still encountered, such as difficulties in finding content due to irrelevant search results, limited content availability and delayed episode updates, as well as suboptimal viewing experiences, including streaming interruptions and audio-video desynchronization. These problems have an impact on decreasing user comfort, usage frequency, and users’ intention to continue using the application. This investigation assesses Bstation application satisfaction levels through Technology Acceptance Model (TAM) application. Employing quantitative questionnaire methodology, study tests key variables: Perceived Usefulness (PU), Perceived Ease of Use (PEOU), Attitude Toward Using (ATU), Behavioral Intention (BI), and Actual Use (AU). Although BI and AU correlations appear insignificant, integrated variables clearly impact ATU. Data confirms perceived benefits and ease drive user satisfaction, overshadowing actual usage pattern.