Sayekti Harist Suryawan
Universitas Muhammadiyah Kalimantan Timur

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Design of a Meeting Attendance System Based on Dynamic QR Code with Universally Unique Identifier (UUID v4) Kholifah Dwi Annurrahma; Sayekti Harist Suryawan; Abdul Rahim
Jurnal Riset Informatika Vol. 7 No. 4 (2025): September 2025
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34288/jri.v7i4.416

Abstract

Manual attendance systems are still widely used in various institutions, including the Quality Assurance Agency of Muhammadiyah University of East Kalimantan (LJM UMKT), despite their limitations such as vulnerability to data manipulation, slow recapitulation, and paper dependency. This study aims to design and implement a digital meeting attendance system using dynamic QR Codes generated with UUID version 4, combined with GPS-based location validation. The system was developed using the prototyping method through stages of requirements analysis, UML-based system modeling, technical design with Flask and MySQL, prototype development, testing, and evaluation. System testing was carried out using the black-box method to verify functional performance, while evaluation was conducted using the Technology Acceptance Model (TAM), focusing on three constructs: Perceived Usefulness (PU), Perceived Ease of Use (PEOU), and Behavioral Intention to Use (BI). The testing results demonstrate that the system runs stably and effectively validates attendance based on time and location. Evaluation with 16 respondents indicated high user acceptance, with PU at 94.6%, PEOU at 88%, and BI at 96%. These findings suggest that the QR Code-based attendance system with UUID v4 significantly improves efficiency, accuracy, and security in recording meeting attendance and has strong potential for broader implementation in educational institutions and organizations.
Desain dan Pengembangan Game RPG Edukatif Untuk Peningkatan Keterampilan Matematika Mahasiswa : Implementasi Sistem Pertarungan Berbasis Giliran dalam Game Edukatif Pandu Wirayuda Wirayuda; Arbansyah; Sayekti Harist Suryawan
Buffer Informatika Vol. 12 No. 1 (2026): Buffer Informatika
Publisher : Department of Informatics Engineering, Faculty of Computer Science, University of Kuningan, Indonesia

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Abstract

Penelitian ini bertujuan untuk merancang dan mengembangkan game edukasi berbasis Role-Playing Game (RPG) sebagai media pembelajaran interaktif untuk meningkatkan kemampuan matematika mahasiswa. Game ini mengintegrasikan soal-soal matematika ke dalam sistem pertempuran berbasis giliran, di mana pemain harus menyelesaikan soal dalam waktu terbatas untuk melakukan serangan. Setiap keberhasilan dalam menjawab soal dengan cepat dan tepat memberikan keuntungan dalam bentuk bonus damage, sedangkan kesalahan mengakibatkan penalti. Evaluasi dilakukan menggunakan pendekatan pre-test dan post-test serta kuesioner isian singkat kepada mahasiswa. Hasil uji Wilcoxon menunjukkan peningkatan signifikan pada skor post-test (p-value = 0,00091). Responden menyatakan game membuat pembelajaran matematika lebih menarik, interaktif, dan menantang. Fitur-fitur seperti umpan balik edukatif instan, progres visual kota, dan sistem reward progresif dinilai mampu memperkuat motivasi belajar. Dengan demikian, game edukasi RPG ini efektif sebagai alternatif metode pembelajaran matematika yang menyenangkan dan adaptif