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Sistemasi: Jurnal Sistem Informasi
ISSN : 23028149     EISSN : 25409719     DOI : -
Sistemasi adalah nama terbitan jurnal ilmiah dalam bidang ilmu sains komputer program studi Sistem Informasi Universitas Islam Indragiri, Tembilahan Riau. Jurnal Sistemasi Terbit 3x setahun yaitu bulan Januari, Mei dan September,Focus dan Scope Umum dari Sistemasi yaitu Bidang Sistem Informasi, Teknologi Informasi,Computer Science,Rekayasa Perangkat Lunak,Teknik Informatika
Arjuna Subject : -
Articles 1,146 Documents
Design, Development, and User Acceptance Evaluation of the “Trigosolver” Trigonometry Educational Game using the Unity Engine and the Agile Method Zainul Arham; Yusuf Durachman; Hikam Rizqillah Munandar; Nur Aeni Hidayah; Nia Kumaladewi
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6099

Abstract

Mathematics, particularly trigonometry, is often perceived by high school students as abstract and difficult to understand due to the complex spatial visualization it requires. Conventional teacher-centered instruction, which primarily emphasizes memorizing formulas, frequently fails to foster a strong conceptual understanding, resulting in low student motivation. This study aims to design, develop, and evaluate an interactive educational game called TrigoSolver as an alternative learning medium for trigonometry. The application was developed using the Unity Engine with the C# programming language and the Agile (Scrum) software development methodology, which supports iterative and adaptive development. The game incorporates a Pythagorean Triples algorithm based on Euclid's formula to dynamically generate trigonometry problems through Procedural Content Generation (PCG) while avoiding irrational numbers. It also includes an automatic fraction-answer validation feature to improve the learning experience. The system was evaluated through Black Box Testing to verify functional correctness and a User Acceptance Test (UAT) using a Likert-scale questionnaire developed based on the ISO/IEC 25010 software quality standard and the Technology Acceptance Model (TAM). The Black Box Testing results confirmed that all game functionalities operated as intended without errors. The UAT, involving seven subject-matter and media experts, yielded an overall feasibility score of 82.57% (classified as "Feasible") with excellent instrument reliability (Cronbach's Alpha = 0.922). These findings indicate that TrigoSolver is a feasible alternative learning medium for helping students visualize abstract trigonometric concepts, including sine, cosine, and tangent. Nevertheless, further improvements to the user interface and navigation are recommended to enhance the overall user experience.
Redesign of the UI/UX of the Klik Indomaret Application using Design Thinking and System Usability Scale Iin Nurul Latifah; Firman Noor Hasan
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6702

Abstract

The development of e-commerce encourages retail companies to provide digital services that offer a better user experience. However, observations and user review analysis indicate that the Klik Indomaret application still has several issues, including the absence of an order cancellation feature, a chat feature with stores, and integrated communication with delivery drivers, which affect the application's usability. This study aims to redesign the User Interface (UI) and User Experience (UX) of the Klik Indomaret application using the Design Thinking method and evaluate the redesigned interface using the System Usability Scale (SUS). Data were collected through observation, user review analysis on the Google Play Store and App Store, and questionnaires distributed to 60 participants. The redesign process consisted of the empathize, define, ideate, prototype, and testing stages, followed by a SUS evaluation involving 30 participants. The results showed that the average SUS score increased from 42.04 before the redesign to 77.58 after the redesign, representing an improvement of 35.54 points. These findings indicate that the redesign improved the application's usability and produced a design that better meets user needs. The findings are expected to serve as a reference for developing more user-centric retail e-commerce applications through features that enhance digital service quality and overall user experience.
IT Governance Priorities using COBIT 2019 Design Factors for the STIE AMA Academic Information System Gabriela Winanti; Evi Maria
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6590

Abstract

The Academic Information System (SIAKAD) is a core service that supports higher education operations and requires effective information technology (IT) governance to ensure regulatory compliance, data quality, risk management, and service continuity. This study aims to identify IT governance priorities for the STIE AMA Salatiga Academic Information System using the COBIT 2019 Design Factors before conducting a capability assessment. A qualitative research approach was employed, utilizing a structured COBIT 2019 assessment based on observations, interviews, and Design Factors questionnaires. The analysis evaluated the ten COBIT 2019 Design Factors to determine the importance scores of the 40 governance and management objectives. The results indicate that service stability orientation, regulatory compliance, risk management, and dependence on cloud/SaaS services collectively define eight priority objectives: MEA03, EDM03, APO12, APO14, DSS05, DSS02, APO08, and DSS04. The findings further reveal that, within a cloud/SaaS environment, IT governance priorities primarily focus on regulatory compliance, risk management, data governance, service security, external service provider management, and service continuity. The study demonstrates that the COBIT 2019 Design Factors provide an effective mechanism for identifying relevant governance and management objectives prior to capability assessment, thereby establishing a structured basis for prioritizing IT governance evaluation and improvement in accordance with organizational characteristics.
Indonesian Coffee Recommendation System based on Aroma and Flavor Profiles using the K-Means Clustering Algorithm Muhammad Fachmi Syahrial; Arif Nur Rohman; Ika Nur Fajri
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6379

Abstract

Indonesia's remarkable diversity of coffee sensory profiles presents both an opportunity and a challenge: consumers often struggle to identify coffees that match their taste preferences due to the absence of a recommendation system that aligns choices with measurable sensory attributes. This study develops an Indonesian coffee recommendation system based on K-Means Clustering using a dataset of 50 Indonesian coffee sensory profiles automatically collected through web scraping from the professional coffee review platform Coffee Review. The dataset comprises five quantitative sensory attributes: Aroma, Acidity, Body, Flavor, and Aftertaste. After applying Min-Max normalization, the K-Means algorithm with k-means++ initialization identified three optimal clusters (K = 3), determined using a combination of the Elbow Method, Silhouette Score (0.4889), Davies–Bouldin Index (0.831), and Calinski–Harabasz Score (45.41). The system recommends the top three coffee products by calculating the Euclidean distance between user preferences and the centroid of the nearest cluster. Functional evaluation using Black Box Testing across five test scenarios achieved a 100% success rate (5/5). This study contributes an objective sensory profile–based recommendation approach that addresses the cold-start problem in coffee recommendation systems and demonstrates strong potential for integration into local coffee applications and Indonesian coffee e-commerce platforms.
The Effect of Information Quality and Video Clipper Popularity on Users’ Trust in Information: An Elaboration Likelihood Model Approach Dafa Al Faris Anwar; Apriansyah Putra; Ari Wedhasmara; Rizka Dhini Kurnia
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6721

Abstract

The rapid growth of short-form video-based social media has transformed the way users consume information, enabling faster and more immediate access to digital content. One emerging phenomenon is video clipper content, which consists of short clips extracted from longer videos and presented in a concise format that may influence users' understanding of and trust in the information presented. This study aims to examine the effects of information quality and video clipper popularity on users' trust in information using the Elaboration Likelihood Model (ELM) as the theoretical framework. A quantitative research approach was employed using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS software. Data were collected through an online questionnaire from 150 respondents who had previously consumed video clipper content. The results indicate that information quality, representing the central route, does not have a significant effect on users' trust in information. In contrast, popularity, representing the peripheral route, has a positive and significant effect on users' trust in information. Collectively, the two variables explain users' trust in information with an R² value of 0.872, indicating substantial explanatory power. These findings suggest that, in the context of video clipper content consumption, users tend to base their trust more on popularity cues than on the quality of the information itself. This study highlights the importance for content creators and social media platforms to prioritize information credibility and quality in order to reduce the risk of user misunderstanding and the spread of misleading information.
EduCode: Development of a Mobile-based Coding Educational Game for Children Taufiqurrohman Taufiqurrohman; Hoiriyah Hoiriyah; Moh. Badri Tamam; Rofiuddin Rofiuddin
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6617

Abstract

The rapid advancement of digital technology has significantly transformed the educational landscape. However, its utilization as an interactive learning medium for children remains limited. At the same time, the integration of Computational Thinking into Indonesia's Merdeka Curriculum highlights the importance of introducing coding at an early age. Nevertheless, many children continue to face difficulties in understanding fundamental programming logic due to the limited availability of engaging and effective learning media. This study aims to develop and evaluate EduCode, an educational game designed to provide an interactive and enjoyable coding learning experience for children. The game was developed using the Game Development Life Cycle (GDLC) methodology, which consists of six phases: initiation, pre-production, production, testing, beta, and release. EduCode was implemented using the Flutter framework and the Dart programming language. System functionality was evaluated through Black-Box Testing, while usability was assessed using a Likert-scale questionnaire administered to elementary school students as the end users. The usability evaluation yielded an average score of 89.80%, which falls into the "Very Good" category. These findings indicate that EduCode demonstrates a high level of usability in terms of ease of use, user comfort, and interface design. Therefore, EduCode is considered a highly suitable alternative learning medium for enhancing children's engagement and motivation in learning coding while improving their Computational Thinking skills at the elementary school level.
K-Means Application to Rice Production with DBI Evaluation Badruttamam Badruttamam; Mukti Qamal; Nunsina Nunsina
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6510

Abstract

Rice production is a key indicator of regional food security, making it essential to analyze production patterns and identify differences in productivity across districts. This study aims to apply the K-Means clustering algorithm to classify rice production data in Bireuen Regency and evaluate the quality of the resulting clusters using the Davies–Bouldin Index (DBI). The study employed secondary data from 2020 to 2024 covering 17 districts, with four variables: cultivated area, harvested area, productivity, and total rice production. The K-Means algorithm was used to partition the data into three clusters representing high, medium, and low production levels based on similarities in their characteristics. The results indicate that the clustering process consistently classified the districts across the five-year observation period. Cluster quality evaluation using the Davies–Bouldin Index yielded values of 0.9147 in 2020, 0.8292 in 2021, 0.6119 in 2022, 0.8821 in 2023, and 0.8597 in 2024. The best clustering performance was achieved in 2022, as indicated by the lowest DBI value, reflecting a more compact and well-separated clustering structure. These findings provide valuable insights for supporting agricultural planning, improving rice production strategies, and informing policy decisions related to agricultural development in Bireuen Regency.
Sentiment Analysis of User Perceptions Toward the Gemini Application using the Naïve Bayes Algorithm Cynthia Hayat
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.5846

Abstract

Sentiment analysis, a pivotal technique in Natural Language Processing (NLP), facilitates the classification of textual data into positive or negative sentiment categories. This study applies a Naïve Bayes classification model to analyse 1,000 user reviews of the Gemini application, an AI-powered assistant developed by Google AI, collected from the Google Play Store. The research adopts the Knowledge Discovery in Database (KDD) methodology, encompassing data selection, preprocessing, transformation, data mining, and evaluation stages. Reviews were pre-processed using text normalization techniques and transformed into numerical vectors using Term Frequency–Inverse Document Frequency (TF-IDF). The sentiment classifier achieved a high accuracy of 94.57%, with a precision of 95.7% and an F1-score of 96.7%, indicating effective classification performance. The results revealed a predominance of positive sentiment, with frequently occurring terms such as “assist,” “good,” and “application.” Conversely, negative sentiments were often associated with issues regarding language support and system limitations. These findings provide actionable insights into user satisfaction and areas for improvement in the Gemini application. While the Naïve Bayes algorithm proved efficient and interpretable, limitations include difficulty handling nuanced linguistic features such as sarcasm or ambiguity. Future research may enhance sentiment classification performance by incorporating larger datasets and advanced models such as BERT or deep neural networks. Overall, this study demonstrates the practical utility of machine learning-based sentiment analysis in guiding user-centric application development.
User Experience Analysis of the Tomoro Coffe Application using the UEQ Method and SmartPLS Muhammad Farhan; Apriansyah Putra; Ari Wedhasmara; Pacu Putra
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6724

Abstract

The rapid development of digital technology has encouraged food and beverage service providers to offer mobile applications that deliver an optimal User Experience (UX). This study aims to analyze the User Experience of the Tomoro Coffee application using the User Experience Questionnaire (UEQ) and examine the influence of the six UEQ dimensions on User Experience using SmartPLS 4. A quantitative approach was employed involving 97 respondents who had used the Tomoro Coffee application. Data were analyzed using the UEQ Data Analysis Tool and SmartPLS 4.The UEQ results indicate that Dependability (1.702) falls into the Excellent category, while Efficiency (1.854), Perspicuity (1.795), and Attractiveness (1.635) are categorized as Good. Meanwhile, Stimulation (0.955) and Novelty (0.399) are categorized as Below Average. The SmartPLS analysis shows that all UEQ dimensions have a positive and significant effect on User Experience, with Dependability having the strongest influence, followed by Efficiency, Attractiveness, Perspicuity, Stimulation, and Novelty. The novelty of this study lies in the integration of UEQ and SmartPLS 4, enabling the evaluation to not only measure UX levels through UEQ benchmarks but also empirically validate the contribution of each UEQ dimension to User Experience. The findings provide a more comprehensive evaluation framework and serve as an empirical basis for determining application development priorities based on the most influential UX dimensions.
Double Diamond Approach to Design Web-based Library Clearance Management System for Graduation Requirements Muhammad Tosan Bingamawa; Titis Sari Putri; Kuncoro Galih Pambayun; Alauddin Maulana Hirzan; Indra Maulana Pratama
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6708

Abstract

The library clearance process is one of the main administrative requirements that students must complete before participating in the graduation process. In many higher education institutions, the library clearance process is still manual or fragmented across multiple information systems, resulting in inefficient verification, lengthy delays, and limited transparency for students and librarians. This study aims to design LibrePass, a library clearance management information system that digitizes and streamlines the submission and verification process for graduation requirements, including library clearance, submission of hard and soft copy final report documents, and other institutional requirements. This study adopts the Double Diamond approach, comprising four stages: Discover, Define, Develop, and Deliver. In the Discover stage, user needs and current business processes are identified through interviews, observations, and document analysis. Next, in the Define stage, the results of interviews and observations are synthesized to determine user experience, pain points, and user needs. Then, in the Develop stage, user flows and low- and high-fidelity wireframes are designed. The final stage is Deliver, usability testing is carried out on the prototype using the UEQ instrument with UEQ Data Analysis Tools. The test results show that all UEQ dimensions, namely attractiveness, perpicuity, efficiency, dependability, stimulation, and novelty, show excellent values, with an average score of 2,15. These results indicate that the double diamond approach is successful in designing a prototype that is acceptable and has met user needs.

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