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Analisis dan Perancangan Sistem Keuangan Universitas Primakara Menggunakan Unified Modeling Language (UML) dengan Metode Agile Djohan, Hananindita; Dwi Putri, I Gusti Agung Pramesti; Suyasa, I Putu Buda
Jurnal Sistem Informasi dan Ilmu Komputer Vol. 8 No. 2 (2025): JUSIKOM: JURNAL SISTEM INFROMASI ILMU KOMPUTER
Publisher : Fakultas Teknologi dan Ilmu Komputer Universitas Prima Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Perkembangan teknologi informasi mendorong efisiensi dalam pengelolaan informasi, termasuk implementasi sistem informasi. Universitas Primakara membutuhkan sistem informasi keuangan untuk mengatasi pengelolaan tagihan UKT mahasiswa yang masih manual dan kurang terintegrasi. Penelitian ini bertujuan merancang pemodelan sistem keuangan menggunakan Unified Modeling Language (UML) dengan metode Agile. Pemodelan dilakukan melalui use case diagram, activity diagram, sequence diagram, dan desain database menggunakan Entity Relationship Diagram (ERD). Hasil penelitian menunjukkan bahwa metode Agile dengan kerangka kerja Scrum efektif dalam menghasilkan pemodelan sistem yang sesuai dengan kebutuhan pengguna. Pemodelan ini mempermudah pengelolaan tagihan UKT secara terintegrasi. Kesimpulannya, metode Agile dan UML terbukti adaptif dan komprehensif untuk perancangan sistem informasi keuangan Universitas Primakara.
PEMODELAN ARSITEKTUR SISTEM INFORMASI PRESENSI UNIVERSITAS PRIMAKARA MENGGUNAKAN UNIFIED MODELING LANGUAGE DENGAN METODE SCRUM Yuliani, Ni Kadek; Paramitha, A.A. Istri Ita; Suyasa, I Putu Buda
Jurnal Teknik Informasi dan Komputer (Tekinkom) Vol 8 No 1 (2025)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v8i1.1898

Abstract

In the digital era, information technology development is essential for various institutions, including universities. As educational institutions, universities require efficient systems to support administrative activities, such as attendance management. This research focuses on designing an employee attendance information system for Primakara University using the Scrum method and Unified Modeling Language (UML). Scrum was chosen for its adaptive and iterative approach, enabling development through sprints with regular evaluations. UML served as a visual modeling tool to systematically structure system elements, including use case diagrams, activity diagrams, sequence diagrams, and database structures. The Scrum method was implemented over four months with 8 sprints, conducting two weekly meetings to ensure iterative progress. The research resulted in one use case diagram, 16 activity and sequence diagrams, as well as Entity-Relationship Diagrams (ERD) and physical data models. These outputs provide a structured overview of system flow and data architecture. This approach facilitates effective communication between the development team and stakeholders while delivering a comprehensive system design. The application of Scrum and UML in this study demonstrates a practical framework for building efficient, systematic, and adaptable attendance management systems, meeting the needs of modern educational institutions.
PERANCANGAN USER INTERFACE SISTEM INFORMASI E-LEARNING MENGGUNAKAN METODE DESIGN SPRINT Helmawan, I Kadek Dwi; Paramitha, A.A. Istri Ita; Suyasa, I Putu Buda
Jurnal Teknik Informasi dan Komputer (Tekinkom) Vol 8 No 1 (2025)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v8i1.1902

Abstract

This study aims to design a user interface (UI) for the e-learning information system at Universitas Primakara using the Design Sprint method, addressing the challenges posed by previous e-learning platforms, such as frequent maintenance and suboptimal user experience. The Design Sprint approach—comprising Map & Target, Sketch, Decide, Prototype, and Test—was implemented to produce a UI design that is user-centered, intuitive, and effective. Data collection involved interviews, observations, and literature studies, while usability testing was conducted using Maze and UEQ+. The resulting prototype, created in Figma, focused on the lecturer’s interface and included key features such as a simplified dashboard and responsive navigation. Maze testing of the login interface showed a 100% success rate with minimal misclicks and an average completion time of 2.9 seconds, indicating strong usability. UEQ+ results revealed a high score in Perspicuity (2.37), suggesting that users found the system easy to understand, while Stimulation scored lowest (1.47), highlighting the need for more engaging elements. The overall KPI average was 2.01 with a standard deviation of 0.76, reflecting high and consistent user satisfaction.
DESAIN ARSITEKTUR E-LEARNING UNIVERSITAS PRIMAKARA: PENDEKATAN AGILE SCRUM DAN UNIFIED MODELING LANGUAGE I Gede Agus Rudaya; Paramitha, A.A. Istri Ita; Suyasa, I Putu Buda
Jurnal INSTEK (Informatika Sains dan Teknologi) Vol 10 No 1 (2025): APRIL
Publisher : Department of Informatics Engineering, Faculty of Science and Technology, Universitas Islam Negeri Alauddin, Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/instek.v10i1.53538

Abstract

Era digital telah mendorong transformasi besar dalam dunia pendidikan, terutama di lingkungan perguruan tinggi seperti Universitas Primakara, yang membutuhkan sistem e-learning internal untuk meningkatkan kualitas pembelajaran jarak jauh dan mengoptimalkan pengalaman belajar mahasiswa. Penelitian ini bertujuan untuk merancang arsitektur sistem informasi e-learning di Universitas Primakara dengan menggunakan pendekatan Unified Modeling Language dan metode Scrum. Metode Scrum dipilih karena sifatnya yang adaptif dan iteratif, memungkinkan pengembangan sistem dilakukan secara bertahap melalui sprint-sprint yang dievaluasi secara berkala. Pendekatan ini memungkinkan tim pengembang untuk lebih fleksibel dalam menanggapi perubahan kebutuhan yang muncul selama proses pengembangan. Di sisi lain, UML digunakan sebagai alat pemodelan visual yang menyajikan elemen-elemen sistem secara sistematis, termasuk use case diagram, activity diagram, sequence diagram dan struktur basis data, sehingga memudahkan komunikasi antar anggota tim dan pemangku kepentingan mengenai arsitektur sistem yang dikembangkan. Berdasarkan hasil penelitian, penerapan metode scrum yang berjalan dengan 8 sprint selama 4 bulan berhasil menghasilkan 1 diagram use case, 13 diagram activity dan sequence, serta entity relationship diagram dan physical data model. Hasil pemodelan ini menyediakan representasi rancangan data sistem yang jelas dan menjadi landasan yang kokoh untuk tahap implementasi.
SISTEM PENDUKUNG KEPUTUSAN PENENTUAN PELANGGAN TERBAIK DI CV. BALI MEDIA Putra, I Gede Jana Adi; Suyasa, I Putu Buda
Jurnal Ilmiah Sains Sosial, Kewirausahaan dan Kebudayaan Vol. 1 No. 1 (2023): JIS SIWIRABUDA Maret 2023
Publisher : Universitas Tabanan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58878/jissiwirabuda.v1i1.185

Abstract

Decision Support Systems are interactive information systems that provide information, modeling and data manipulation. This system is used to assist decision making in semi-structured situations and unstructured situations. As a result of the company's annual target which is still difficult to achieve, it is also feared that consumers will switch to other companies that may have similar products at lower prices. Therefore, to increase consumer buying energy for the products being sold. The award given to the best customer can be in the form of a reseller price. Such things will make it difficult for customers to divert their eyes to other companies that both sell the same product. For the calculation method itself, it uses the SAW method as a decision support for selecting the best customer whose decision-making technique has a calculation of weighting criteria that is not too complex, so that it is easy for writers and readers to learn. From the results of the research, an application for driving decisions was produced in the hope of producing the best customer decisions on CV. BaliMedia. by determining the Max (Highest Data) and Min (Lowest Data) values from each of the data categories above and determining the sub-normalization that will be used as a reference for normalized data.
Development and Implementation of the Primakara Virtual Assistant Based on Generative Artificial Intelligence Putra, Made Adi Paramartha; Suyasa, I Putu Buda; Artana, I Made; Utami, Nengah Widya
International Journal of Advances in Data and Information Systems Vol. 6 No. 3 (2025): December 2025 - International Journal of Advances in Data and Information Syste
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/ijadis.v6i3.1407

Abstract

The growing need for efficient, accessible, and context-aware academic support systems has led to the exploration of Generative AI (GenAI) technologies in educational settings. However, existing virtual assistants often lack contextual relevance, adaptability, and user-friendly interaction, limiting their effectiveness in higher education environments. This study proposes a GenAI-based Virtual Assistant (VA) tailored for university-related applications, combining voice recognition, natural language understanding, and text-to-speech technologies to create an interactive and intelligent support system. The proposed work was evaluated through four key testing stages: black-box functionality testing, response similarity analysis, inference time measurement, and user acceptance testing. Black-box testing validated the system’s ability to process speech input, generate accurate audio responses, and provide responsive UI/UX feedback. A TF-IDF cosine similarity analysis across 11 academic departments yielded an average similarity score of 81.86%, demonstrating semantic alignment with institutional content. The system also maintained an average response time of 3.88 seconds. User feedback from 25 participants revealed high satisfaction levels, with scores exceeding 4.0 across all indicators and large T-statistic value. These results confirm the system’s potential as an effective, real-time academic assistant.