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Sistem Informasi Perpustakaan Berbasis Website Menggunakan Repository Pattern Agung Stiven Cahyati Angely; Lapatta, Nouval Trezandy; Syahrullah; Andi Hendra; Ryfial Azhar
The Indonesian Journal of Computer Science Vol. 13 No. 5 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i5.4332

Abstract

Pengembangan Sistem Informasi Perpustakaan Sekolah menggunakan Metode Repository Pattern bertujuan meningkatkan efisiensi dan efektivitas pengelolaan perpustakaan yang sebelumnya dilakukan secara konvensional. Sistem informasi berbasis web ini mempermudah pencatatan peminjaman, pengembalian buku, dan pengelolaan data lainnya. Hasil penelitian menunjukkan peningkatan kualitas pengelolaan perpustakaan, dengan akses informasi yang lebih cepat dan akurat. Mayoritas pengguna menyatakan puas dengan antarmuka sistem yang intuitif dan user-friendly. Sistem ini juga memudahkan pustakawan dan admin dalam mengelola data, mencatat peminjaman dan pengembalian buku, serta mengorganisasikan kategori buku. Kesimpulannya, penerapan sistem informasi perpustakaan berbasis web dengan metode Repository Pattern di SMK Negeri 3 Palu berhasil meningkatkan efektivitas dan efisiensi pengelolaan perpustakaan, serta memberikan kemudahan akses bagi pengguna.
Implementasi Fisher-Yates Shuffle dan Fuzzy Tsukamoto dalam Game Edukasi Nusantara Karim, Khairul Insan; Chairunnisa Lamasitudju; Ryfial Azhar; Fizar Syafaat; Anisa Yulandari
Journal of Applied Informatics and Computing Vol. 9 No. 2 (2025): April 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i2.9248

Abstract

This research introduces "PINUS: Petualangan Ilmu Nusantara," an educational game designed to improve players' knowledge and interest in Indonesian culture, flora, fauna, and national figures. The game incorporates the Fisher-Yates Shuffle algorithm to randomize questions and answers, ensuring variety, and the Fuzzy Tsukamoto algorithm to calculate scores based on player performance for fair and competitive assessment. Quantitative methods were employed, with data collected through interviews, literature reviews, and system testing via alpha testing (black- box) and beta testing (user acceptance testing or UAT). The One Group Pretest- Posttest Design method was also applied. The findings show that the Fisher-Yates Shuffle enhances challenge and engagement, while the Fuzzy Tsukamoto algorithm ensures balanced scoring, fostering motivation. UAT results indicate strong functional acceptance, with an average score of 84.9% ("Strongly Agree"). The pre- test and post-test analysis revealed a score improvement average of 0.307, categorized as moderate. These findings affirm PINUS effectiveness in enhancing learning comprehension by offering interactive features, educational content, and dynamic question variations. The game provides an engaging, accessible, and technology-driven learning medium, making it a valuable tool for supporting educational initiatives.