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IMPLEMENTASI CLOUD STORAGE NEXTCLOUD PADA PLATFORM OPEN SOURCE TURNKEY LINUX DI PERGURUAN TINGGI XYZ Muin, Muhammad Abdul; Nugroho, Adlan; Purwanto, Joko; Fatkhurrochman, Fatkhurrochman
Jurnal SINTA: Sistem Informasi dan Teknologi Komputasi Vol. 2 No. 1 (2025): SINTA - JANUARI
Publisher : Berkah Tematik Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61124/sinta.v2i1.37

Abstract

Kebutuhan untuk meningkatkan pengelolaan data yang terstruktur dan efisien di institusi pendidikan tinggi mendorong untuk diterapkannya cloud storage. Penelitian ini bertujuan untuk mengimplementasikan Nextcloud pada platform open source Turnkey Linux sebagai solusi penyimpanan data terintegrasi di perguruan tinggi XYZ. Sistem ini dirancang untuk mengatasi tantangan dalam pengelolaan data akademik, administrasi, dan penelitian, seperti keterbatasan akses, resiko kehilangan serta ketergantungan pada perangkat fisik. Metode yang dilakukan dalam penelitian ini meliputi pendekatan prototipe dengan tahapan analisis kebutuhan, instalasi, konfigurasi, pengujian dan evaluasi sistem. pada tahap awal dilakukan identifikasi perangkat keras dan perangkat lunak yang dibutuhkan, diikuti dengan instalasi dan konfigurasi Nextcloud pada platform Turnkey Linux. Pengujian sistem dilakukan untuk memastikan kestabilan, keamanan dan performa, termasuk pengelolaan pengguna, pengunggahan dan pengunduhan file, serta fitur berbagi data. Hasil penelitian menunjukan bahawa implementasi Turnkey Linux Nextcloud memberikan solusi penyimpanan data yang fleksibel, hemat biaya, dan aman. Sistem ini membantu pengelolaan file terintegrasi dengan akses real time yang mendukung kolaborasi antar pengguna. Pada aspek keamanan, seperti konfigurasi firewall dan backup otomatis berhasil diimplementasikan meskipun enkripsi data belum diaktifkan sepenuhnya. dari hasil evaluasi menunjukan bahwa sistem mampu menangani kebutuhan pengelolaan data akademik dan administrasi secara efektif, walaupun masih terdapat beberapa kendala seperti keterbatasannya fitur import akun. Kesimpulannya, penerapan Nextcloud pada Turnkey Linux mampu memberikan kontribusi signifikan dalam meningkatkan efisiensi dan keamanan pengelolaan data di perguruan tinggi XYZ, serta mendukung kebutuhan akreditasi dan audit dengan solusi penyimpanan yang terorganisir dan mudah diakses oleh civitas akademika. Penelitian lanjutan disarankan untuk fokus pada pengembangan fitur enkripsi data dan import akun, serta melakukan uji coba terkait skalabilitas sistem untuk mendukung kebutuhan penyimpanan yang lebih besar.
UI/UX Design of a Web-Based Student Organizations System Using the Design Thinking Method Approach Nugroho, Adlan; Purwanto, Joko; Muin, Muhammad Abdul Muin; Mahardika, Fajar
Journal of Technology and Informatics (JoTI) Vol. 7 No. 1 (2025): Vol. 7 No.1 (2025)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/joti.v7i1.893

Abstract

A web-based Student Organization System (Student organizations) is a platform used to manage activities and information about student organizations in higher education institutions. However, in many cases, many existing systems lack an intuitive user interface (UI) and adequate user experience (UX), which causes difficulties in usage and a lack of user engagement. Therefore, this research aims to design a web-based Student organizations system using the Design Thinking method consists of five main stages: Empathize, Define, Ideate, Prototype, and Test. In this study, the first stage was conducted through interviews and surveys with users to understand their problems and needs. The next stage involved defining the identified issues, followed by brainstorming and generating design ideas that fit the requirements. The developed interface prototype was then tested through user testing to evaluate user experience and system functionality. The results of this study were a user interface design that is simpler, easier to navigate, and meets the specific needs of users. Testing of the prototype showed significant improvements in terms of ease of use and user satisfaction. Thus, the Design Thinking approach has proven to be effective in designing a web-based Student organization’s UI/UX system that better aligns with user expectations. The hypothesis test accepted the application with a user reception rate of 86%. Thus, the system falls into the "very strong" category, who stated that a result percentage between 81% and 100% indicates a very high level of strength in testing. Therefore, the developed system is considered feasible for implementation.
An OWL-Based Ontology Model of Food Production and Distribution in Indonesian Purwanto, Joko; Muin, Muhammad Abdul; Nugroho, Adlan; Muhammad, Kukuh
Sinkron : jurnal dan penelitian teknik informatika Vol. 10 No. 1 (2026): Article Research January 2026
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v10i1.15664

Abstract

Food security in Indonesia is influenced by the dynamics of production, distribution, and availability between regions. However, many existing information systems still rely on conventional data structures without semantic integration, which limits interoperability and hinders interregional analysis. To address this gap, this study developed an ontology model based on the Web Ontology Language (OWL) that formally represents the relationships between food production, commodity characteristics, distribution flows, food insecurity conditions, and geographical context. The ontology was built using Protégé through stages of literature review, official data collection from BPS, FAO, and the Ministry of Agriculture, conceptual model design, implementation, and evaluation. Conceptual validation was conducted through Focus Group Discussions (FGD) with food supply chain experts to ensure the suitability of the ontology structure and the actual conditions of the national food system. The technical evaluation involved consistency testing using the Pellet reasoner and Competency Question (CQ) testing through SPARQL queries to assess the ontology's ability to respond to essential information needs. The resulting ontology consists of five core classes (FoodProduction, FoodItem, FoodDistribution, FoodSecurityStatus, and GeographicRegion) which collectively represent the semantic structure of Indonesia's food supply chain. The evaluation results show that the ontology is structurally consistent and capable of producing outputs that are in line with CQ, including the retrieval of production-distribution information and the initial identification of commodity surpluses and deficits based on instance data. These findings indicate that the developed ontology provides a coherent semantic foundation for modeling food systems and has strong potential to support the development of knowledge-based food security management applications.
An Analysis of Students’ Perceptions and Learning Motivation in a Gamified Learning Management System Nugroho, Adlan; Prih Diantono Abda'u; Antonius Agung Hartono; Joko Purwanto
Jurnal E-Komtek (Elektro-Komputer-Teknik) Vol 9 No 2 (2025): (In Press)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/e-komtek.v9i2.2896

Abstract

The use of Learning Management Systems (LMS) in lectures is increasing, but student motivation to learn often poses a challenge. This study aims to examine the effect of gamification in LMS on student motivation to learn and to analyze the relationship between students' perceptions of gamification and their motivation levels. The study uses a quantitative design with measurements taken before and after the implementation of gamification, as well as correlation analysis to examine the relationship between variables. The results show that there is no significant difference between motivation before and after the implementation of gamification. However, perceptions of gamification are positively related to autonomy, connectedness, and achievement, which contribute to increased learning motivation. These findings indicate that gamification has an indirect effect through the reinforcement of psychological aspects that support intrinsic motivation.