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Penerapan Metode Waterfall Dalam Pembuatan Aplikasi Administrasi Keuangan Sekolah Berbasis Website Mushalifah, Siti Aisyah; Supriadi, Fidi; Junaedi, Dani Indra
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 1 (2024): Juli-Desember 2024
Publisher : Yayasan Pendidikan Tanggui Baimbaian

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Abstract

Financial administration managemnet in educational insititutions is still mostly done in writing in an agenda book or cash book, which creates the risk of errors and data loss such as damager or loss. This approach to recording, which is still done in writing, carries the potential risk of loss or damage to the cash book, ehich can hamper validation between the student’s family and the school. This research develops a computer-based school financial administration application for Nu Darul Falah Middle School.development uses a waterfall method approach with stages of analysis, design, implementation, testing and maintenance. This application is created in the form of a website that allows usersto manage finacial transaction, payment arrangements and financial reports efficiently. Users can acces total and per class financial reports easily it is hoped that this application will increase efficiency, accuracy and transparency in school financial administration and speed up the process of preparing finacial reports
Implementasi Metode Extreme Programming (XP) dalam Pengembangan Aplikasi Ujian Online Berbasis Web Rubiah, Siti; Supriadi, Fidi; Junaedi, Dani Indra
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 1 (2024): Juli-Desember 2024
Publisher : Yayasan Pendidikan Tanggui Baimbaian

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Abstract

Assessment of learning outcomes is an important part of education because it serves as a means to determine students' competency achievements. Many educational institutions still use conventional methods or written exams with paper and writing instruments for assessment. This method is ineffective in terms of time and cost and cannot prevent cheating during the exam. This challenge is also faced by SMP NU Darul Falah Subang. One solution to address these problems is to utilize information systems through the development of an Online Exam application. The method used in developing this application is Extreme Programming (XP). The XP method was chosen because it requires relatively short development time, is flexible, cost-effective, and suitable for use by small-scale teams. The aim of this research is to implement the Extreme Programming (XP) method in the development of an Online Exam application.
Metode Design Thinking Dalam Rancangan User Interface Web Smart Grosir Lite Wiguna, Surya; Supriadi, Fidi; Junaedi, Dani Indra
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 1 (2024): Juli-Desember 2024
Publisher : Yayasan Pendidikan Tanggui Baimbaian

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Abstract

Smart Grosir Lite is a local wholesale application that provides a modern solution for managing wholesale stores. This research focuses on user interface design issues in the previous Smart Grosir application, such as less appealing designs, low-contrast colors, and some users desiring a simpler interface. The research will utilize the Design Thinking method, following the stages of empathize, define, ideate, prototype, and test, as a technique for designing and evaluating the interaction between users and the software. The goal is to ensure that the software is easy to understand and use. The outcome of this research is a user interface design that is expected to address the shortcomings in the current design and enhance the user experience of Smart Grosir Lite.
Penerapan Metode Rapid Application Development (RAD) dalam Pengembangan Aplikasi Penerimaan Peserta Didik Baru Berbasis Website Febiani, Amelia; Supriadi, Fidi; Junaedi, Dani Indra
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 1 (2024): Juli-Desember 2024
Publisher : Yayasan Pendidikan Tanggui Baimbaian

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Abstract

The role of information systems in improving the efficiency and quality of the education process has become a major concern for educational institutions. The process of admitting new students is one of the challenges often faced by various educational institutions, including SMP NU Darul Falah Subang. The problem faced is that the current process of registering and admitting new students still causes difficulties in managing and analyzing data efficiently and increasing the risk of errors. One solution to overcome these problems is the development of the Penerimaan Peserta Didik Baru application. The benefit of this application is to increase the efficiency of filling out forms, especially for students who register remotely, and simplify the archiving of new student data. The method used in making this application is Rapid Application Development. The Rapid Application Development method was chosen because of its focus on rapid development and adaptive to change, and involves active participation of users and developers throughout the process. This research aims to develop a web-based Penerimaan Peserta Didik Baru application using the Rapid Application Development method.
Analisis Proses Bisnis Sistem Administrasi Perjalanan Dinas Pada Badan Keuangan dan Aset Daerah Kabupaten Sumedang Aghitsni, Rofiyandi; Supriadi, Fidi; Junaedi, Dani Indra
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 1 (2024): Juli-Desember 2024
Publisher : Yayasan Pendidikan Tanggui Baimbaian

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Abstract

Official travel is a routine activity carried out by state officials, both central and regional. The administrative process carried out during official travel begins with a letter of application for official travel. The application letter that has been approved by the Head of the Regional Work Unit will receive a disposition sheet addressed to the employee. The problem that occurs is that there is an uneven distribution of official travel, where only certain employees are always assigned. Apart from that, official travel costs that are paid in advance before departure trigger the problem of indifferent attitudes in the process of preparing accountability reports. Therefore, a new business process is needed so that this problem does not occur again.
Perancangan Sistem Informasi Point of Sale Berbasis Website pada Toko Abel dengan Metode Waterfall Maulana, Rifki; Supriadi, Fidi; Junaedi, Dani Indra
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 2 (2025): Januari-Juni 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/jimt.v1i2.1140

Abstract

Proses pengelolaan penjualan di Toko Abel saat ini masih dilakukan secara manual dengan pencatatan menggunakan buku, yang menyebabkan ketidakefisienan dan kerentanannya terhadap kesalahan pencatatan data. Selain itu, pembuatan laporan memakan waktu lama karena data tersebar di berbagai catatan. Penelitian ini bertujuan untuk merancang dan mengembangkan sistem informasi Point of Sale (POS) berbasis website guna meningkatkan efisiensi operasional Toko Abel. Metode yang digunakan dalam penelitian ini adalah metode Waterfall, yang meliputi tahapan analisis kebutuhan, perancangan sistem, implementasi, pengujian, dan pemeliharaan. Aplikasi ini dibangun menggunakan bahasa pemrograman PHP dan database MySQL. Hasil pengembangan menunjukkan bahwa sistem POS ini dapat mempermudah pencatatan transaksi, pengelolaan stok, pembuatan laporan penjualan, serta mempercepat pengambilan keputusan. Dengan demikian, aplikasi ini dapat meningkatkan efisiensi dan efektivitas operasional di Toko Abel.
Needs Analysis: Development of an LMS-Assisted DELPHI-STEAM Model to Improve Students' Computational Thinking and Character Yusuf, Yusfita; Melissa, Margaretha Madha; Wachyar, Tuti Yuliawati; Supriadi, Fidi; Ratnasari, Shofia Annisa; Kosmawa, Ucu; Ramdani, Hadian Setya; Gantira, Anggia
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3541

Abstract

Kemajuan teknologi menuntut siswa memiliki keterampilan berpikir komputasional sekaligus karakter yang kuat. Namun, belum tersedia model pembelajaran yang mengintegrasikan kedua aspek tersebut secara simultan. Penelitian ini bertujuan melakukan analisis kebutuhan untuk mengembangkan model pembelajaran DELPHI-STEAM (Deep Learning Project Hypnoteaching-STEAM) berbasis Learning Management System (LMS). Menggunakan model pengembangan ADDIE, penelitian saat ini berada pada fase analisis. Data dikumpulkan melalui instrumen penilaian berpikir komputasional, survei karakter, protokol observasi, dan wawancara terhadap guru serta siswa di 15 sekolah negeri dan swasta di Kabupaten Sumedang. Hasil penelitian menunjukkan bahwa pengembangan model DELPHI-STEAM berbasis LMS beserta perangkat pendukungnya sangat esensial dan layak diimplementasikan. Model ini terbukti dapat meningkatkan kemampuan berpikir komputasional dan pengembangan karakter secara bersamaan. Selain itu, model ini mampu mentransformasi matematika dalam proyek STEAM menjadi pengalaman belajar yang lebih bermakna dan menyenangkan bagi siswa. Technological advancements demand that students possess both computational thinking skills and strong character development. Currently, pedagogical models that simultaneously integrate these two aspects remain scarce. This study aims to conduct a needs analysis for developing the LMS-supported DELPHI-STEAM (Deep Learning Project Hypnoteaching-STEAM) model. Adopting the ADDIE development framework, the research is currently in the analysis phase. Data were collected through computational thinking assessments, character surveys, observation protocols, and interviews involving teachers and students across 15 public and private schools in Sumedang Regency. The findings indicate that the development of the LMS-based DELPHI-STEAM model and its supporting tools is both essential and feasible. This model is designed to concurrently enhance computational thinking and character growth. Furthermore, it transforms mathematics, traditionally utilized as a mere computational tool in STEAM projects, into a more meaningful and engaging learning experience for students.
Evaluasi Pengalaman Pengguna pada Aplikasi Mobile Editing Foto Pixellab Menggunakan User Experience Questionnaire (UEQ) Rivaldi Setia Zaeni; Fidi Supriadi
Router : Jurnal Teknik Informatika dan Terapan Vol. 4 No. 2 (2026): Juni : Router : Jurnal Teknik Informatika dan Terapan
Publisher : Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/router.v4i2.893

Abstract

The rapid development of mobile photo editing applications has increased the need for applications that provide a positive user experience. Pixellab is one of the most widely used mobile photo editing applications due to its comprehensive design and typography features. However, the availability of numerous features does not always guarantee user satisfaction. This study aims to evaluate the user experience of the Pixellab application using the User Experience Questionnaire (UEQ) method. The research employed a quantitative approach involving 69 active Pixellab users in Indonesia. Data were collected through the standard UEQ questionnaire consisting of six dimensions: Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The collected data were analyzed using the UEQ Data Analysis Tool to obtain the mean score for each dimension. The results indicate that Pixellab provides a positive user experience, with the highest scores achieved in Efficiency and Dependability dimensions. Nevertheless, the Novelty dimension obtained a relatively lower score compared to other dimensions, indicating the need for interface innovation and feature enhancement. The findings of this study can serve as recommendations for developers in improving the overall user experience of the application.
Perancangan dan Implementasi Arsitektur Data Pipeline Otomatis untuk Analisis Sentimen Ulasan Aplikasi E-Commerce menggunakan Apache Airflow, Docker, dan Ensemble Learning Agustian, M. Shandy; Supriadi, Fidi; Setiadi, David
Modem : Jurnal Informatika dan Sains Teknologi. Vol. 4 No. 3 (2026): Juli : Modem : Jurnal Informatika dan Sains Teknologi
Publisher : Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/modem.v4i3.937

Abstract

The growth of user reviews on e-commerce platforms in Indonesia is growing much faster than conventional analysis capacity that relies on manual review. This study designs and implements an automated data pipeline based on an ETL (Extract, Transform, Load) architecture that integrates data acquisition through dynamic web scraping (Selenium), Indonesian text preprocessing, sentiment classification using Ensemble Learning models (Multinomial Naive Bayes and Random Forest), workflow orchestration using Apache Airflow, containerization with Docker, and storage of results in a PostgreSQL database. The system is tested using a case study of reviews of three popular e-commerce applications in Indonesia (Shopee, Tokopedia, and Blibli) with a total of more than 30,000 rows of raw review data. The test results show that the pipeline runs successfully end-to-end and automatically, with an idempotency mechanism that successfully maintains data integrity from the risk of duplication. The Ensemble model achieves an overall accuracy of 77.94% using the SMOTE (Synthetic Minority Over-sampling Technique) technique to address class imbalance. However, a per-class evaluation analysis revealed that SMOTE was only effective in improving performance on minority classes with relatively sufficient source data, while failing to provide significant improvements on classes with extreme imbalance. This finding provides a methodological contribution regarding the limitations of oversampling techniques' effectiveness in very limited data and emphasizes the importance of evaluating per-class metrics rather than relying solely on overall accuracy.
Rancang Bangun RESTful API Aplikasi Recycly dengan Metode Extreme Programming Renal Sugiana; Fidi Supriadi; Dani Indra Junaedi
TeIKa Vol 16 No 1 (2026): Jurnal TeIKa
Publisher : Fakultas Teknologi Informasi - Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36342/gz5mnp16

Abstract

Permasalahan sampah plastik di Indonesia mendorong pengembangan solusi pengelolaan berbasis teknologi. Penelitian ini berfokus pada perancangan dan implementasi backend RESTful API untuk aplikasi Recycly, sebuah sistem insentif daur ulang yang terintegrasi dengan Reverse Vending Machine (RVM). Tujuan utama penelitian ini adalah menghasilkan backend yang andal untuk manajemen data pengguna, poin, dan hadiah, serta merancang mekanisme integrasi efisien dengan RVM melalui pemindaian QR Code. Extreme Programming (XP) dipilih sebagai metode pengembangan karena sifatnya yang adaptif dan iteratif, memungkinkan akomodasi perubahan kebutuhan yang dinamis selama proses integrasi dengan prototipe RVM. Tahapan XP meliputi perencanaan kebutuhan fungsional, perancangan sistem menggunakan Use-Case Diagram dan Entity Relationship Diagram (ERD), implementasi kode dengan framework Hapi.js dan arsitektur Model-View-Controller (MVC), serta pengujian fungsionalitas endpoint API menggunakan Postman. Hasil pengujian black-box menunjukkan bahwa backend RESTful API Recycly berfungsi sesuai spesifikasi. Seluruh endpoint untuk registrasi, login, manajemen profil, manajemen hadiah, penukaran hadiah, pemindaian QR Code, dan riwayat transaksi berhasil diimplementasikan. Sistem ini juga mampu menangani skenario kesalahan dengan respons informatif, menerapkan keamanan melalui JSON Web Token (JWT), dan memastikan transaksi basis data yang atomik dengan Prisma. Kesimpulan dari penelitian ini adalah keberhasilan perancangan dan implementasi backend RESTful API yang komprehensif untuk aplikasi Recycly, mendukung pengelolaan data dan mekanisme autentikasi yang aman. Integrasi dengan RVM Recycly Collector melalui pemindaian QR Code juga berhasil dicapai, memastikan perolehan insentif secara real-time dan tercatat akurat. Kontribusi penelitian ini adalah penyediaan fondasi backend yang andal dan terintegrasi untuk ekosistem aplikasi daur ulang berbasis insentif digital.