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Jurnal Sisfokom (Sistem Informasi dan Komputer)
ISSN : 23017988     EISSN : 25810588     DOI : -
Jurnal Sisfokom merupakan singkatan dari Jurnal Sistem Informasi dan Komputer. Jurnal ini merupakan kolaborasi antara sivitas akademika STMIK Atma Luhur dengan perguruan tinggi maupun universitas di Indonesia. Jurnal ini berisi artikel ilmiah dari peneliti, akademisi, serta para pemerhati TI. Jurnal Sisfokom diterbitkan 2 kali dalam setahun yaitu pada bulan Maret dan September. Jurnal ini menyajikan makalah dalam bidang ilmu sistem informasi dan komputer.
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Articles 669 Documents
Aplikasi Antrian Pasien Pada Dokter Praktek Umum Menggunakan Metode FIFO (First In First Out) Berbasis Android Hardianti, Hardianti; Hendra, Syaiful; Kasim, Anita Ahmad; Azhar, Ryfial; Angreni, Dwi Shinta; Ngemba, Hajra Rasmita
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 1 (2023): MARET
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i1.1478

Abstract

Currently, there are so many services in Indonesia. One of the services in the health sector is the practice of general practitioners. Services that occur at the practice of general practitioners, namely dr. Zaki Mubarak and dr. Subhan Habibi, located in Palu, often has complaints because it is still ineffective where getting these services is still done manually by means of patients coming in person and taking a queue based on the order of seats then one by one they will be served. This causes patient discomfort in waiting. To make it easier for patients who want to seek treatment, a system is needed, with this; an Android-based patient queuing application for general practice doctors was made. The application of the method used in building the system is the FIFO queuing method where patients who register earlier get medical services first. Then the average waiting time is calculated where the results obtained will be used as an estimate of the waiting time for the next patient. The application development method in this research used the prototype method and application testing uses the black box testing method. The results of this research are the application of patient queues for general practice doctors based on Android which is built to be able to take queues anywhere and anytime and obtain some information including doctor’s practice schedules, queue numbers, running queues, and estimated waiting times so that patients can estimate arrival time without having to wait long. Based on system testing with black box, the results show that the functional system is running well. Based on the average waiting time calculation, from the 60 queue data tested, the result is that the distance between queue 1 and the order is around 5 minutes.
Prediksi Customer Retention Perusahaan Asuransi Menggunakan Machine Learning Pratama, Riyan; Herdiansyah, Muhammad Izman; Syamsuar, Dedy; Syazili, Ahmad
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 1 (2023): MARET
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i1.1507

Abstract

The application of data mining technique currently is widely used in supporting business activity, especially for insurance company which has to analyze a big number of customer data. The insurance company has to predict its new customer acquisition as well as maintain its existing customers. This paper is focused on how we support insurance companies, especially PT. XYZ, to analyze their customers’ characteristics data using the best data mining algorithm technique. The research aims to analyze existing customer data and to predict as well as find optimal patterns of how many of their customers will extend their insurance policies, and how many will not. We also explore the customer retention rate discovering the optimal solution for the company. We applied 4 different algorithms were applied, i.e. support vector machine algorithm, decision tree, k-NN, and random forest algorithm, comparing the results and finding a better solution. From the analysis, we found that the random forest algorithm provides better results in predicting the status of the insurance policy extension of current customers, with an accuracy rate of 91.08% and AUC value of 0.962. This result is quite good for PT XYZ, and could be enhanced in the future by applying a good strategy to increase their customer renewal ratio.
Sentimen Analisis Review Aplikasi Digital Korlantas Pada Google Play Store Menggunakan Metode SVM Kaburuan, Emil R; Setiawan, Nanda Ressq
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 1 (2023): MARET
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i1.1614

Abstract

Layanan perpanjangan SIM familiar dengan proses pelayanan yang rumit. Mengatasi keluhan di masyarakat, Korlantas Polri memfasilitasi pelayanan online yang cepat dan mudah melalui aplikasi digital layanan SINAR Korlantas Polri. Namun rating yang disertai berbagai ulasan negatif dan positif menunjukkan bahwa pelayanan yang diberikan belum sepenuhnya memenuhi harapan dari pengguna aplikasi tersebut. Agar dapat mengetahui seberapa optimal aplikasi Digital Korlantas Polri dapat diketahui dengan menganalisis sentimen ulasan pengguna. Tujuan penelitian ini adalah mengimplementasikan sentimen analisis review Aplikasi Digital Korlantas pada Google Play Store menggunakan Metode SVM. Data ulasan pengguna aplikasi Digital Korlantas Polri yang didapatkan melalui website Google Play dengan jumlah sampel sebanyak 1200 data ulasan. Pengumpulan data dalam penelitian ini dengan cara crawling data menggunakan library google-play-scrapper. Metode pengujian menggunakan confusion matrix. Hasil penelitian menunjukkan bahwa algoritma SVM dapat melakukan analisis sentimen pada ulasan aplikasi digital korlantas dengan hasil 598 sentimen positif dan 511 sentimen negatif. Berdasarkan hasil pengujian model SVM memiliki kinerja yang baik pada skenario rasio data 90:10 dengan nilai akurasi sebesar 0.82 dan model SVM dengan kinerja terburuk ada pada skenario rasio data 80:20 dan 60:40 yakni dengan akurasi sebesar 0.74.
User Satisfaction Analysis of E-Samsat SUMUT Application Using End User Computing Satisfaction (EUCS) Approach Naufal, M Farid; Utomo, Rio Guntur; Achmad, Kusuma Adi
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 1 (2023): MARET
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i1.1586

Abstract

Technological developments have continued to develop until now and the community has even made it a necessity, one of which is the motorized vehicle tax payment processing service, where payments can be made via e-banking or a predetermined Bank ATM.  Because of this, users believe that there is little to no difference between traditional Samsat and E-Samsat, the user returns to the Samsat Office to obtain validation of vehicle registration certificates (STNK). User satisfaction is formulating user satisfaction and comparing expectations and reality as follows: if expectations reality then very satisfied, if expectations = reality then satisfied and If expectations reality then not satisfied. The purpose of this study is to find out what factors influence user satisfaction in the North Sumatra E-Samsat application and recommendations to application developers so that user satisfaction does not decrease. This study uses quantitative methodology. Quantitative is a research method in which data collection techniques are carried out through surveys and questionnaire instruments and data analysis is carried out statistically. This study will use the End User Computing Satisfaction method, the EUCS method was chosen because it has 5 variables of content, accuracy, format, ease of use, and timeliness to measure factors that influence user satisfaction from information systems. The results of the discussion from this study using the EUCS method each variable get a score of 4 (satisfied) out of 5 total scores. But it's not perfect yet, so some improvements are needed to further increase user satisfaction.
Exploring Business Process Management (BPM) Challenges in a Startup Environment Witra, Widyasari Puspa Permata
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 1 (2023): MARET
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i1.1550

Abstract

The primary aim of the article is to discover Business Process Management (BPM) challenges when applied in a startup environment. This concept is an increasingly popular concept nowadays where BPM is one of mature disciplines that drives companies’ success. Whereas startup companies also becoming a trend as the Information Technology (IT) is developed and they have different organizational values compared to most companies in general. A Systematic Literature Review (SLR) is performed to offer an impactful and insightful literature concerning BPM in startup environment. The papers used in this article are from the most honored journal publishers such as Elsevier, Emerald Insight, Springer, Taylor and Francis, Wiley,  and Sage Publications. A total of 3332 articles are picked based on the keyword. Then, 22 articles are picked according to the content of the article. Results show that there are 11 out of 30 BPM capability areas may be facing some challenges when applied in a startup environment. Therefore those 11 BPM capability areas need some improvement in order to be suitable for startup environment. Fortunately, the remaining are just good as is because they are compatible with startup environment.
Forecasting of GPU Prices Using Transformer Method Hadi, Risyad Faisal; Sa'adah, Siti; Adytia, Didit
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 1 (2023): MARET
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i1.1569

Abstract

GPU or VGA (graphic processing unit) is a vital component of computers and laptops, used for tasks such as rendering videos, creating game environments, and compiling large amounts of code. The price of GPU/VGA has fluctuated significantly since the start of the COVID-19 pandemic in 2020, due in part to the increased demand for GPUs for remote work and online activities. Furthermore, accurate GPU price forecasting can have broader implications beyond the computer hardware industry, with potential applications in investment decision-making, production planning, and pricing strategies for manufacturers. This research aims to forecast future GPU prices using deep learning-based time series forecasting using the Transformer model. We use daily prices of NVIDIA RTX 3090 Founder Edition as a test case. We use historical GPU prices to forecast 8, 16, and 30 days. Moreover, Transformer we compare the results of the Transformer model with two other models, RNN and LSTM. We found that to forecast 30 days; the Transformer model gets a higher coefficient of correlation (CC) of 0.8743, a lower root mean squared error (RMSE) value of 34.68, and a lower mean absolute percentage error (MAPE) of 0.82 compared to the RNN and LSTM model. These results suggest that the model is an effective and efficient method for predicting GPU prices.
ANALISA DAN PERANCANGAN ARSITEKTUR ENTERPRISE MENGGUNAKAN THE OPEN GROUP ARCHITECTURE FRAMEWORK (TOGAF) : STUDI KASUS KOPERASI SYARIAH BENTENG MIKRO INDONESIA (KOPSYAH BMI) Anwar Solihin, Muhamad; Firmansyah, Gerry; Kailani Ridwan, M; Supardi, Supardi; Irawan, Devi
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 1 (2023): MARET
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i1.1523

Abstract

Pada era globalisasi pemanfaatan suatu teknologi informasi pada organisasi mulai dikembangkan dengan strategi yang beragam, hal ini diperlukan terlebih pada sebuah organisasi simpan pinjam pada koperasi dimana lanjunya perkebangan sistem atau teknologi informasi akan berpengaruh pada proses bisnis yang sedang berjalan. Koperasi Syariah Benteng Mikro Indonesia atau disingkat Kopsyah BMI adalah Koperasi Simpan Pinjam dan Pembiayaan Syariah yang merupakan Koperasi Besar Indonesia yang memiliki 77 kantor cabang. Begitupun dengan program kerja dalam divisi-divisi manajerial Kopsyah belum terintegrasi dan audit internal yang dilakukan oleh TIM Satuan Pengendali Internal (SPI) belum menggunakan aplikasi atau online, sehingga laporan audit internal harus di rekap dan ditulis dengan menggunakan aplikasi office sehingga membutuhkan waktu dan tidak dapat mengambil keputusan dengan cepat. Setiap kegiatan usaha atau bisnis pasti diperlukan perancangan arsitektur bisnis untuk memudahkan dalam pencapaian visi dan misi perusahaan. Enterprise Architecture (EA) adalah kumpulan dari metode, model, dan prinsip yang digunakan dalam membuat rancangan dan merealisasiskan teknologi informasi, proses bisnis, struktur organisasi, dan infrastrukturnya. Hasil Enterprise Architecture pada koperasi syariah BMI, terdapat beberapa usulan fase arsitektur visi untuk merubah struktur organisasi dari segi peran dan stakeholders. Sehingga harapannya dapat mempertanggungjawabkan tugasnya masing-masing dalam struktur organisasi untuk mencapai visi dan misi. Dapat juga memberikan dokumentasi setiap tahapan mulai dari data, aplikasi hingga proses bisnis di BMI Kopsyah baik dari segi Sistem informasi maupun teknologi informasi yang diusulkan oleh TOGAF untuk mencakup keseluruhan kegiatan di BMI Kopsyah.
Pengembangan Game Platformer Slime Jump Menggunakan Metode Sekuensial Linier Yulianeu, Aneu; Rosadi, Adam Abdul Aziz Kurniawan
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 1 (2023): MARET
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i1.1576

Abstract

Tujuan dari proyek penelitian ini adalah untuk membuat game slime jump platformer dengan metode linear sequential yang tangguh dan informatif tanpa mengorbankan fungsi utama game tersebut, yaitu untuk memberikan hiburan dan kesenangan. Analisis kebutuhan fungsional, kebutuhan perangkat lunak, dan kebutuhan perangkat keras dimasukkan dalam penelitian ini sebagai pendekatan pengembangan sistem. Metode lain termasuk desain sistem, implementasi sistem, dan pengujian sistem. Kesulitan dalam proses pembuatan game dari awal hingga bisa dimainkan, seperti mencari tahu apa konsep utama game tersebut, memikirkan ide-ide yang bisa dimasukkan ke dalam game, mencari tahu cara memasukkannya semua ide dan konsep tersebut ke dalam game yang sedang dibuat, dan memastikan bahwa game yang dibuat adalah game yang seru dan orisinal.
Analysis of Factors Influencing Interest and Behavior in Using ShopeePay Features Using the Unified Theory of Acceptance and Use of Technology (UTAUT2) Model Desvira, Nanda Suci; Aransyah, Muhammad Fikry
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1594

Abstract

This research is motivated by technological developments that continue to provide innovations aimed at facilitating human work, such as innovations in payment methods that can be done digitally and non-cash, called digital wallets. One digital wallet with the most users in Indonesia is ShopeePay. However, the existence of ShopeePay has yet to be entirely accepted by digital wallet users in Indonesia, as shown through a consumer survey in 2022 which resulted in conclusions regarding ShopeePay experiencing a decline in users. This study intends to determine the factors that influence behavioral intention and use behavior of the ShopeePay feature as measured by the variables in the UTAUT 2 model. This quantitative study uses a survey method with 100 respondents using the ShopeePay digital wallet. Samples were taken using a purposive sampling technique. The data analysis technique used is the SEM-PLS method, and the data is processed using SMART PLS 4.0 software. The results of this study indicate that the factors that significantly influence the behavioral intention of the ShopeePay feature are social influence, price value, and habit. Then, the use behavior of the ShopeePay feature is significantly influenced by facilitating conditions and habits. Meanwhile, the performance expectancy, effort expectancy, facilitating conditions, and hedonic motivation variables do not have a significant effect on the behavioral intention of the ShopeePay feature.
Analysis of Determinants of Satisfaction Using E-Learning in Elementary School Students Faroqi, Asif; Wulansari, Anita; Suryanto, Tri Lathif Mardi; Pratama, Arista; Mukaromah, Siti
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1620

Abstract

The COVID-19 pandemic, a global health crisis, has made many sectors carry out their activities in new ways, including the education sector. Teaching and learning activities should not be conducted face-to-face during the COVID-19 pandemic. As a result, all learning activities are diverted through e-learning. Therefore, an evaluation of the use of e-learning needs to be carried out to ensure its practical use and a positive impact. This study evaluates the factors that affect the satisfaction of e-learning users. Data were collected by surveying 205 elementary school students in the 4th, 5th, and 6th grades, then analyzed using the structural equation model technique. The results showed that Technical System Quality, Information Quality, Learner Quality,  and Perceived Usefulness affected the satisfaction of e-learning users. These results can be suggestions for schools to fix and improve e-learning performance so that students and teachers no longer have difficulties when an event requires online teaching and learning activities.