cover
Contact Name
Mesran
Contact Email
jurnal.josh@gmail.com
Phone
+6282161108110
Journal Mail Official
jurnal.josh@gmail.com
Editorial Address
Sekretariat Forum Kerjasama Pendidikan Tinggi (FKPT) Jalan Sisingamangaraja No. 338, Medan, Sumatera Utara
Location
Kota medan,
Sumatera utara
INDONESIA
JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH)
ISSN : -     EISSN : 2686228X     DOI : -
Core Subject : Science,
Artikel yang dimuat melalui proses Blind Review oleh Jurnal JOSH, dengan mempertimbangkan antara lain: terpenuhinya persyaratan baku publikasi jurnal, metodologi riset yang digunakan, dan signifikansi kontribusi hasil riset terhadap pengembangan keilmuan bidang teknologi dan informasi. Fokus Journal of Information System Research (JOSH)
Articles 754 Documents
Implementasi Algoritma Backpropagation Neural Networks Untuk Memprediksi Hasil Kinerja Dosen Samsudin Samsudin; Ali Ikhwan; Raissa Amanda Putri; Mohammad Badri
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2685

Abstract

In improving the quality of education in tertiary institutions, one of the efforts made to make it happen is to place qualified and professional educators or lecturers at these universities. A lecturer must have the ability to carry out the tridharma of higher education. A lecturer must also be able to follow the development of science and always be able to develop himself and have good teaching skills according to his field of knowledge, from planning, implementation to evaluation of learning. To predict the performance of lecturers using the Backpropagation Neural Networks algorithm. The design of the application to predict the performance of lecturers with the Backpropagation Neural Networks algorithm is done by determining the number of units for each layer. After the network is formed, training is carried out from the patterned data. Tests were carried out using Matlab software with several forms of network architecture. The architecture with the best configuration consists of 24 input layers, 20 hidden layers and 5 output layers. The results obtained from the test are predictions of lecturer performance which consist of Very Poor, Less, Enough, Good, Very Good. This assessment serves to evaluate the performance of lecturers in each semester at higher education institutions. with a test accuracy of 95%.
Aplikasi E-Commerce Galeri Lembaga Adat Melayu Riau Berbasis Mobile Menggunakan Flutter Menerapkan Metode Waterfall Andrian Wahyu; Muhammad Affandes; Pizaini Pizaini; Yelfi Vitriani; Iwan Iskandar
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2687

Abstract

The Galeri LAM Riau is an effort by the Riau Malay creative and cultural economic center to showcase products typical of the Riau region which include culinary, souvenirs, clothing and handicrafts typical of Riau. The Galeri LAM Riau is fostered by PT Pertamina Hulu Rokan to advance regional MSMEs products and find out what traditions exist in Riau. Seeing the business processes carried out by the Galeri LAM Riau, there are still many buying and selling activities carried out that have not utilized technological developments and the concept of e-commerce. The process of buying and selling transactions in e-commerce is quite important because in the current era of globalization it greatly facilitates many jobs and helps many parties. The flutter e-commerce application of the Galeri LAM Riau can be a solution for producing product output that can help process buying and selling transactions at the Galeri LAM Riau by designing the waterfall method. This waterfall method has a fairly clear work flow, measurable work time and clear documentation. With these advantages, the costs incurred are well detailed and save expenses. The application will also carry out the black box testing to valid stage to ensure smooth transactions before the application is used. The results of this study are 3 types of applications that can be used properly based on their respective authorities according to the features needed. This research is expected the app help facilitate transactions, services, reports and available information at the Galeri LAM Riau.
Analisis Kualitas E-learning Lembaga Pendidikan Terpadu Nurul Ilmi Banyuasin Menggunakan Metode Webqual 4.0 Muhammad Kresna; Nia Oktaviani
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2688

Abstract

E-learning has a very important role to advance the world of education, because with E-learning it can help teaching and learning activities. One of the schools in the city of Palembang Integrated Education Institute Nurul Ilmi Banyuasin has been using website-based E-learning since 2020, which functions as an online learning medium. This research uses the Webqual 4.0 method which consists of (usability quality, information quality, service interaction and visuals). quality). The problem in this study is that the Nurul Ilmi Banyuasin Integrated Education Institute does not yet know the level of quality of E-learning services. Therefore in this study an analysis will be carried out to measure the extent to which the quality level of E-Learning at the Nurul Ilmi Banyuasin Integrated Education Institute. it is not yet known the level of quality of E-learning services. Therefore, in this study an analysis will be carried out to measure the extent to which the quality level of E-Learning at the Nurul Ilmi Banyuasin Integrated Education Institute. There are several things that affect the level of user satisfaction with the E-Learning system, including using e-learning and web quality which will affect the level of user satisfaction. The higher the quality of a web, the more users will access the web. User involvement in the use of E-Learning technology will determine the success of a quality system and information. The quality of information that is in accordance with what is needed will provide satisfaction for the user. This study is expected to describe the relationship between user perceptions of the measurement of E-learning services at the Nurul Ilmi Integrated Education Institute to improve or complete the information in the E-learning.
Analisis Kepuasan Terhadap Kualitas Pelayanan Bimbingan Belajar Pada Kursuspintar Menggunakan Metode Servqual Esa Listian Habib; Eva Zuraidah
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2721

Abstract

In providing the best service to students, there are several CoursePintar supervisors who have competencies according to their fields of expertise, this aims to create a good quality of service because good service quality will produce student satisfaction feedback. However, KursusPintar does not yet have a measurable evaluation in providing teaching and learning services, to find out the quality of tutoring services at KursusPintar, researchers evaluate the quality of services, teachers, facilities, tutoring places and information on course fees on the web is not displayed on KursusPintar, which must be inquired through the Whatsapp admin contact. Measurements were carried out using the Servqual method which then obtained 98 respondents resulting from the slovin method. Then a validity test was carried out with a Pearson N-2 correlation at a significance of 0.05 obtained r table 0.202. Then test the reability with Cronbach's Alpha with a value of 0.7. Measurement with servqual with 5 dimensions of service quality, namely tangible, reliability, responsiveness, assurance and empathy, which is then displaced based on Importance Performance Analisys (IPA) with the best gap value results that need to be maintained, namely Tangible (Physical Evidence) with a gap value of -0.078 where KursusPintar understands the facilities needed by KursusPintar service users and the highest priority gap that needs to be improved is Assurance (Guarantee) with a gap value of -0.374 where users of KursusPintar services still feel that learning activities at KursusPintar are still not conducive so that learning materials cannot be received properly
Analisis Perancangan Webtoon Sebagai Media Promosi Kuliner Seafood Khas Batam Menggunakan Metode Design Thinking Harley Fernando; Deli Deli
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2726

Abstract

Webtoon is a complex system designed or created through media in the form of comics and digitally which is read using the scrolling method by readers. The study was conducted by developing a webtoon to introduce Batam's unique seafood cuisine to Indonesian webtoon readers, especially in the city of Batam with the primary age range of 17-24 years. The data analysis method used is the 5W1H qualitative method and the design method used is Design Thinking which has 5 stages in the form of empathize, define, ideate, prototype, and test. The results of the webtoon design were then analyzed using a qualitative approach, namely by distributing questionnaires and taking samples using purposive sampling techniques. The results of the study on the webtoon design got a positive response from the respondents and can be categorized as good and interesting even though there are still some deficiencies in it. The webtoon designs are published on LINE Webtoon with one episode in total.
Pengenalan Aplikasi Augmented Reality Sebagai Media Pembelajaran Konstruksi Bangunan Berbasis Android Rahmad Kurniawan; Muhammad Luthfi Hamzah; Tengku Khairil Ahsyar; Eki Saputra; Syaifullah Syaifullah
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2739

Abstract

Augmented Reality is a technology that combines virtual objects into a real environment and then projects these differences at the same time. The application of ICT-based teaching (Information, Communication and Technology) or better known as TIK (Technology, Information and Communication) at SMKN 2 Pekanbaru which supports various IT-related means starting from Network, Software and Hardware. Especially in the building drawing engineering major, the use of IT is good enough to support learning, such as software that supports CAD programs. In addition, SMKN 2 Pekanbaru also has supporting hardware such as computers, laptops and tablets. Based on this, the creation of building construction augmented reality applications as an innovative and interesting learning media can make maximum use of the school facilities that have been provided. This study uses the Agile method as an application design method that focuses on advanced development and Unity 3D as software in building construction augmented reality applications, As well as the Vuforia SDK as a device that allows the creation of augmented reality applications. This study also uses the black box and system usability scale (SUS) with the Category “Good” of 70.075% as a method of application testing that produces an evaluation of learnability of 96%, efficiency matrix of 0.001/SEC, and error metrix of 0.11.
Perancangan Aplikasi Rumah Adat Indonesia Berbasis Android Menggunakan Augmented Reality Mufti Mufti; Muhammad Lutfhi Hamzah; Eki Saputra; Tengku Khairil Ahsyar; Syaifullah Syaifullah
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2749

Abstract

One of the materials taught in school subjects is material about traditional houses. However, in its development, many of the students did not understand and did not know about traditional houses in Indonesia because a lot of material about these traditional houses was only conveyed using books. Information and learning about traditional houses from books can only be obtained from the front view or two dimensions, this is what makes children tend to feel bored and uninterested in studying and knowing traditional houses in Indonesia. So the introduction of Indonesian traditional houses needs to be done with an application using Augmented Reality technology that is applied to Android smartphones that can help Pekanbaru 2 Vocational High School students and Android smartphone users to learn and inform about traditional houses in Indonesia. The design of this application is made using Unity and Vuforia Software. It is hoped that this application can help users easily get to know and learn about Indonesian traditional houses.
Analisis Efektifitas Algoritma FAST Menggunakan Metrik Average Percentage Fault Detection dan Waktu Eksekusi Pada Test Case Prioritization Asri Maspupah; Mumuh Kustino Muharram; Sophia Gianina Daeli
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2822

Abstract

It uses regression testing to validate the modification results so as not to cause new errors in features that are already functioning correctly. The implementation of regression testing is generally done by re-executing the test suite used in the previous test. One of the crucial issues in regression testing is determining a strategic approach to reuse existing test suites. Testing with retesting all test cases will result in a long and expensive test. Thus, it is necessary to use a test case selection approach. The research study focuses on analyzing the effectiveness of the FAST algorithm, namely the FAST-pw and FAST-all algorithms, for executing test cases based on priority. The research method uses experiments through running algorithms on test cases that have been implanted with faults in the software with a test case size of 10,000 to 20,000 lines of the program. The effectiveness parameter uses the test case execution time and the percentage of fault detection using the average percentage fault detection (APFD) metric. The results showed that the FAST algorithm, namely the FAST-pw and FAST-all algorithms, had good effectiveness values ​​when applied to TCP testing with small to medium-sized SUTs, namely test cases that tested 1,000 – 20,000 program lines.
Rancangan Aplikasi Monitoring Maintenance Mesin Mini ATM Dian Cahyadi; Timur Dali Purwanto
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2832

Abstract

Monitoring maintenance of mini ATM machines at PT Bank Mandiri (Persero) Tbk Palembang Sudirman Area currently uses the minutes of handing over of Mini ATM machines which are recorded in Microsoft Excel, this could be the reason monitoring of maintenance for mini ATM machines has not gone well, such as in the case of officers having difficulty monitoring the progress of repairing Mini ATM machines, then from the agent's point of view complaints cannot always be responded to quickly, so the SLA for repairing Mini ATM machines has not been fulfilled. Based on these things the author wants to build a web-based application using the waterfall method, starting with data collection through observation and interviews, analysis of system requirements, design, code, testing, support, the hope is that this monitoring application is made so that all parties related to the maintenance process will get convenience in the process of monitoring customer complaints and fulfilling the Mini ATM Machine maintenance SLA
Penerapan Augmented Reality dengan Markerless Pada Aplikasi Pengenalan Jenis Hewan Herbivora, Karnivora, dan Omnivora Suharni Suharni; Eel Susilowati; Masimbangan S Harlina; Muhammad Hanif
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2748

Abstract

An introduction to the types of herbivores, carnivores, and omnivores needs to be given to children aged 4 to 6 years, and elementary school students. Submission of material using books is not enough to stimulate the mind, feelings and attention, hence the children feel bored. Several studies that have implemented still have limitations, such as there are no animation features, sound and screenshot share. The purpose of the application of Augmented Reality (AR) with the markerless method in the application of the introduction of herbivores, carnivores, and omnivores is to be able to display the object in three dimensions accompanied by animation features, sound and share information about the animal to social media. This goal is expected to increase children's desire to know more about various types of animals, and applications made can be fun learning media. The method used in this research is waterfall, and the application software is Unity. Application testing is using the blackbox technique to test the functions of the buttons and features displayed in the application. The results of the application trials show that all the button functions that are tried to be pressed will display the scene as expected and the results are 100% valid. From the results of the application trials, it shows that the application has been successfully created in accordance with the desired goal, which can be used as a learning medium for children.