Fedelis Brian Putra Prakasa
Magister Informatika, Universitas Atma Jaya Yogyakarta

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Desain Aplikasi Mobile Gamifikasi untuk Pramuka dengan Metode UI/UX Fedelis Brian Putra Prakasa, S.T., M.Kom.
Jurnal Buana Informatika Vol. 12 No. 1 (2021): Jurnal Buana Informatika Volume 12 - Nomor 1 - April 2021
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jbi.v12i1.4424

Abstract

Abstract. The number of Scout members has decreased due to being outdone by other extracurriculars. In addition, given the current pandemic conditions, scouting activities are hampered. This study aims to create an attractive and online Scout mobile application prototype. This research method applies gamification so that scouting activities especially in schools, become more enjoyable and more attractive to students. Apart from gamification, this research also uses UI / UX methods such as usability testing, A / B testing, and User Experience Questionnaires (UEQ). This method is used so that the results of the prototype design can be easily used and understood by the user. The results of this study indicate that the gamification application in this prototype was successful. In addition, the design results that have been tested with the UI / UX method get a mean value of 2.04 and are included in the excellent criteria. Looking at the results of the research, it can be said that gamification makes scouting activities more interesting. Furthermore, the design concept of this application can help scouting activities online.Keywords: Gamification, Scout, UI/UX.Abstrak. Jumlah anggota pramuka mengalami penurunan dikarenakan kalah bersaing dengan ekstrakurikuler lainnya. Selain itu, mengingat kondisi pandemi saat ini, kegiatan pramuka menjadi terhambat. Penelitian ini bertujuan untuk membuat purwarupa aplikasi mobile pramuka secara daring dan menarik. Penelitian ini menerapkan gamifikasi agar kegiatan pramuka khususnya di sekolah menjadi lebih menarik minat siswa dan lebih menyenangkan. Selain gamifikasi, penelitian ini juga menggunakan metode UI/UX seperti usability testing, A/B testing dan User Experience Questionaire (UEQ). Metode ini digunakan agar hasil desain purwarupa dapat mudah digunakan dan dimengerti oleh pengguna. Penelitian ini menunjukan penerapan gamifikasi di purwarupa ini berhasil. Selain itu, hasil desain yang telah diuji dengan metode UI/UX mendapatkan nilai rerata 2,04 yang termasuk ke dalam kriteria unggul. Berdasar dari hasil penelitian, dapat dikatakan penggunaan gamifikasi membuat kegiatan pramuka lebih menarik. Selain itu, konsep desain aplikasi ini dapat membantu kegiatan pramuka secara daring.Kata Kunci: Gamifikasi, pramuka, UI/UX.
Gamifikasi sebagai Metode untuk Mendapatkan Customer Loyalty: Review Literatur Fedelis Brian Putra Perkasa; Andi Wahju Rahardjo Emanuel
AITI Vol 17 No 1 (2020)
Publisher : Fakultas Teknologi Informasi Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/aiti.v17i1.11-21

Abstract

Customer loyalty is one of the important things in the business area. This is because customer loyalty can provide additional revenue for the business sector. Customer loyalty is applied not only to the retail business, but many other business sectors that implement it. Customer loyalty has several variables and factors that can influence it. These include engagament, satisfaction and brand. These three factors can be generated from the application of gamification. Therefore, in this study we will explain about gamification that can affect customer loyalty. In this study, the elements of the game will be discussed in accordance with this context, how to implement them and what impacts they will produce. The results of this study conclude that there are several gamification elements that can be applied. Also demonstrated the implementation of gamification that is suitable for this problem.
Pembangunan Sistem Informasi Akademik Yayasan XYZ Berbasis Web Frederikus Winoto; Fedelis Brian Putra Prakasa; Findra Kartika Sari Dewi
Jurnal Informatika Atma Jogja Vol. 5 No. 2 (2024): Jurnal Informatika Atma Jogja - November
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jiaj.v5i2.9581

Abstract

The management of academic data at XYZ Foundation, which oversees kindergarten, elementary, middle, and high schools, is still conducted manually, resulting in issues such as unorganized data distribution, difficult access, and delayed information. To address these problems, a web-based academic information system was developed using the Laravel framework for the backend and React JS for the frontend, with MySQL as the database. This system is designed to manage various academic data, including student and teacher information, classes and class guardians, subjects, course enrollment, attendance, satisfaction surveys, and student e-reports. The research results indicate that this system successfully enhances the effectiveness and efficiency of academic data management and is well-received by the school staff, who find it extremely helpful. The system offers significant benefits in terms of time efficiency, process simplicity, and meeting the school's expectations. Pengelolaan data akademik di Yayasan XYZ, yang menaungi TK, SD, SMP, dan SMA, masih dilakukan secara manual, sehingga menimbulkan berbagai masalah seperti penyebaran data yang tidak terorganisir, akses yang sulit, dan keterlambatan informasi. Untuk mengatasi masalah ini, dibangunlah sebuah sistem informasi akademik berbasis web menggunakan framework Laravel sebagai backend dan React JS sebagai frontend, serta MySQL sebagai basis data. Sistem ini dirancang untuk mengelola berbagai data akademik termasuk data siswa, guru, kelas, mata pelajaran, presensi, survei kepuasan, dan e-rapor siswa. Hasil penelitian menunjukkan bahwa sistem ini berhasil meningkatkan efektivitas dan efisiensi pengelolaan data akademik, serta diterima dengan baik oleh pihak sekolah yang merasa sangat terbantu dengan adanya sistem ini, memberikan manfaat signifikan dalam efisiensi waktu, kemudahan proses, dan pemenuhan harapan sekolah.
Pembangunan Sistem Informasi Manajemen Peternakan Ayam Berbasis Multiplatform William Darmawan; Fedelis Brian Putra Prakasa; Benyamin Langgu Sinaga
Jurnal Informatika Atma Jogja Vol. 7 No. 1 (2026): Jurnal Informatika Atma Jogja - Mei
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jiaj.v7i1.14399

Abstract

Large-scale broiler chicken farming industries often operate with thin profit margins. Manual recording frequently leads to inaccurate data that is unavailable in real-time. This study aims to design a multi-platform Management Information System (MIS) integrated with computer vision technology to enhance operational efficiency, improve production data accuracy, and create a user-friendly system. The system development applies the Waterfall method, utilizing Flutter for desktop and mobile apps, Golang for the backend, and PostgreSQL for the database.Integrating a pre-trained computer vision model via poultry house CCTV automates the estimation of chicken population and mortality. Research results demonstrate the successful integration of four modules: Production Monitoring, Supply Chain Management, Finance and Accounting, and Sales and Distribution. Simulation testing proves potential for improved efficiency and accuracy, supported by usability evaluations indicating good user acceptance. However, this study remains limited to simulated environments, where detection accuracy relies heavily on lighting conditions and camera quality. Industri peternakan ayam broiler berkapasitas produksi besar sering beroperasi dengan margin keuntungan tipis. Pencatatan manual kerap memicu data yang tidak akurat dan tidak tersedia secara real-time. Penelitian ini bertujuan merancang Sistem Informasi Manajemen (SIM) multi-platform terintegrasi teknologi computer vision untuk meningkatkan efisiensi operasional, akurasi data produksi, serta menghasilkan sistem yang user-friendly. Pengembangan sistem menerapkan metode Waterfall, menggunakan Flutter untuk aplikasi desktop dan mobile, Golang pada backend, serta PostgreSQL sebagai basis data. Sistem ini mengintegrasikan pre-trained model computer vision melalui CCTV kandang untuk mengotomatisasi estimasi populasi dan mortalitas ayam. Hasil penelitian menunjukkan keberhasilan integrasi empat modul: Production Monitoring, Supply Chain Management, Finance and Accounting, serta Sales and Distribution. Pengujian simulasi membuktikan potensi peningkatan efisiensi dan akurasi, didukung oleh evaluasi usability dengan tingkat penerimaan pengguna yang baik. Namun, penelitian masih dibatasi pada lingkungan simulasi, di mana akurasi deteksi sangat bergantung pada kondisi pencahayaan dan kualitas kamera.