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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 803 Documents
Desain Sistem Pemasaran Produk UMKM dengan Konsep UI/UX Menggunakan Metode Design Thinking Bebi Oktaviani; Reski Mai Chandra; Muhammad Irsyad; Pizaini Pizaini
Journal of Information System Research (JOSH) Vol 4 No 3 (2023): April 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i3.3387

Abstract

The contribution of UMKM to the Indonesian economy has a major role in increasing economic growth in Indonesia. The development of UMKM in Indonesia has always been a special concern of many Indonesian citizens, including the government itself. Therefore, we conducted this research with the hope that the resulting product can provide solutions according to the needs and desires of users. This research focuses on system development for marketing UMKM products by designing UI and UX using the Design Thinking method. This Design Thinking method is a comprehensive thinking process that focuses on finding solutions with an empathetic process for a particular human-centered need. This method has 5 stages, namely Empathize, Define, Ideate, Prototype, and Testing. The testing method used is the SUS (System Usability Scale) method. System recommendations built in the form of a prototype using the Figma application. The feature that distinguishes this application from other applications is the AR feature to clearly see the product to be purchased. In addition, users can also choose souvenirs typical of an area by pressing directly from the interactive map provided. The prototype that was built was successfully tested on 10 respondents with an application prototype worth 87.
Penerapan Metode Technology Threat Avoidance Theory Terhadap Tingkat Kesadaran Data Privasi Pengguna Media Sosial Achmad Rifai; Ade Meliyani; Putri Chyntia; Ichtiar Akbar Sakti
Journal of Information System Research (JOSH) Vol 4 No 3 (2023): April 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i3.3081

Abstract

Theft of credential data by entering a username and password on the login page until the account is open. The authentication process in applications and the web is used to identify ownership of user data, this is because there is a vulnerability to attacks in the use of unsafe usernames and passwords. There are several security issues, one of the most common being passwords. Most systems use passwords to verify user identity. However, these passwords come with major security issues as users tend to use ones that are easy to guess, use the same password across multiple accounts, write it down and store it on their devices. Hackers have many options using which to steal passwords or hack user accounts such as credential stuffing, phishing, password.spraying, bruce force, prior data breach / reused passwords, password reset, keystroke logging and local discovery. To overcome security attacks, Multi-Factor Authentication (MFA) techniques provide higher security guarantees. Public awareness to protect identity information is fundamental, identity theft can go through various channels and ways and this needs to be emphasized. Self-efficacy (security awareness), behavioral intention, avoidance motivation and avoidance behavior are factors that influence the object. This factor analysis aims to determine the level of awareness and behavior patterns of social media users. Factor analysis used the MANOVA method as data analysis and the TTAT model. Based on the results of the MANOVA tests of between – subjects effects, the factor of favorance motivation (r = 0.499 and Sig. 0.000) and behavioral intention (r = 0.427 and Sig. 0.000). There is a link between these factors, so users must avoid data theft through security measures using multi-factor authentication (MFA).
Penerapan IEC/ISO 31010:2019 untuk Manajemen Risiko pada Sistem Informasi Kesejahteraan Sosial-Next Generation Ericson Malau; Evi Maria
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3459

Abstract

This research aims to apply IEC/ISO 31010:2019 in the risk management process in the Batam City social welfare-Next Generation (SIKS-NG) information system. SIKS-NG implementation provides benefits and creates risks that can hinder and harm the Batam City Social Service if a risk management process is not carried out. The stages of risk management in IEC/ISO 31010:2019 include communication and consultation, establishing context, and assessing risk by identifying, analyzing, evaluating, and managing risks. IEC/ISO 31010:2019 was chosen because this standard provides complete and systematic guidance for risk management activities. The research found that 16 possible risks arose when the Batam City Social Service implemented SIKS-NG in the planning process for social assistance there. The 16 potential risks consist of three at a high level, eight at a medium level, and five at a low level. This research adds to evidence that IEC/ISO 31010: 2019 is effective for use as a risk management framework in applications implemented in government agencies. This research also provides suggestions for treating the risks in the SIKS-NG application. It creates risk management documentation to help the Batam City Social Service manage risks arising in this application, especially in the planning process for social assistance.
Penerapan Metode Design Thinking untuk Perancangan UI/UX Sistem E-Marketplace Berbasis Website Muhammad Ridwan Sulistyono; Agus Setiawan; Nuryanto Nuryanto
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3534

Abstract

E-Marketplace is an application that allows users to enjoy a shopping experience with a minimalist design. A systematic manufacturing process using design thinking empathize, define, ideate, prototype and test methodologies. The author hopes to create an ideal website for various marketing platforms. The design thinking method can also work smoothly if UI and UX (User Interface and User Experience) can be created. Using the usability test method as a prototype reference and using the Google Form to determine the best design for the TOP 5 marketplaces and using Preview Figma to solicit different opinions at the Emphatize stage by collecting data from 105 Shopee, Lazada, Blili, Bukalapak and Tokopedia users to use Google's market solutions. The purpose of this research is that this prototype can be accepted by the community, especially active market users. After going through different stages, the final result of this research is the creation of a homepage according to the components of the system design. Received user test data About 99% of the 105 data collected, of which 54.3% women and 45.7% men used the marketing platform and presented their assumptions about the header design obtained from the screen design which received 58.1% of the 105 users who chose SHOPEE. In the final stage, FGD (Forum Group Discussion) and expert judgment were carried out to determine whether the prototype created was ideal and able to compete in the virtual world market. can be interpreted as a conclusion that this prototype can be accepted in the community, considering that it still needs significant improvement and development according to user feedback.
Perbandingan Metode Dempster Shafer, Case-Based Reasoning dan Certainty Factor dalam Diagnosis Penyakit Craniopharyngioma Agus Iskandar
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3554

Abstract

Craniopharyngioma is a rare benign brain tumor that originates from embryonic tissue of the pituitary gland. It is a type of brain tumor that develops near the pituitary gland at the base of the skull. Its prevalence is approximately 2-4% of all brain tumor cases. Collaboration among the medical team is crucial in providing optimal perioperative care. In diagnosing craniopharyngioma, an expert system can be utilized. The Expert System aids in identifying problems and providing appropriate solutions. Its existence can expedite the process of problem identification and system repair. Additionally, the Expert System can also help reduce consultation costs with experts, as it can provide solutions comparable to those given by experts. This study aims to compare the results of the Dempster-Shafer, Case-Based Reasoning, and Certainty Factor methods in diagnosing craniopharyngioma. The study will determine the percentage results of the Dempster-Shafer, Case-Based Reasoning, and Certainty Factor methods in diagnosing craniopharyngioma to ascertain which method is most accurate in diagnosing the disease. The percentage results from the application of the DS and CF methods yielded the same result of 99.8%, whereas the CBR method only achieved a diagnosis percentage of 51.4% for craniopharyngioma. Hence, it can be observed that the CBR method yields the lowest percentage diagnosis for craniopharyngioma.
Sistem Informasi Lembar Kerja Siswa Berbasis Mobile Menerapkan Metode Rapid Application Development Nurhadijah Nurhadijah; Samsudin Samsudin
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3556

Abstract

Mobile technology has been widely applied in education, one of them is as a learning media. The learning process at MTs Nurul Khairiyah is currently still conventional using media in the form of print worksheets. The obstacles faced were that students were less interested and felt bored in participating in learning, teacher absence makes learning stop so that students are not effective in getting lessons, students who were unable to attend also did not get the learning and assignments given, limited hours of study so that the delivery of material is less effective, wasted time in correcting questions and teacher mistakes in calculating student grades. This research aims to build student worksheet applications as digital learning media with the Android platform so that learning can be more interesting and can be done anytime and anywhere. The population of this study were students at MTs Nurul Khairiyah Sei Tuan using the simple random sampling technique to determine a sample of 57 students. The research method applied is the R&D (Research and Deveopment) method so that the data collection used is observation, interviews, questionnaires, and literature study. System development that uses the RAD (Rapid Application Development) method to create a system that can help facilitate the implementation of learning at MTs Nurul Khairiyah Sei Tuan. For testing, researchers used SUS (System Usability Scale) which resulted in a score of 76.14 or good. Therefore it can be concluded that the application is running well and is feasible to be applied as a learning medium at MTs Nurul Khairiyah Sei Tuan.
Pengembangan Aplikasi Layanan Pasien Menerapkan Metode Rapid Aplication Development Berbasis Mobile Putri Febriana Aulia; Muhammad Dedi Irawan
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3557

Abstract

Smartphone technology is much loved by the public because there are many features that make it easier for public services, especially in the health sector. Obstacles that occur in clinics are the lack of transparency of registration information. conventional treatment, causing patient service treatment to be long. This research has the formulation of the problem of how to make a registration system that can be accessed by patients and can be carried out by the general public such as the community. The aim is to increase the quality and quality of polyclinic services and maximize the system more than before. In addition to building patient service applications as a digital health media with the Android platform using the React Native framework and the JavaScript programming language and MySQL database. So that it can make it easier for users to carry out registration, obtain accurate information, and be able to save more time without having to arrive early just to get a queue number in the Yazid Pratama clinic service. The officer experienced the same thing because the officer was able to provide the files before the patient arrived the previous day, so when the patient arrived the officer had already provided the necessary files, only requiring verification of the patient's data so he could continue for treatment. System development uses the RAD (Rapid Application Development) method and the acceptance result of this system is 88.5% using the User Acceptance Testing (UAT) method. It is hoped that this application will make it easier for patients to get effective, efficient, humane, fair health services without discrimination.
Algoritma Naïve Bayes untuk Rekomendasi Seleksi Peserta Paskibraka Berbasis Website Mohamad Nurizki; Winda Apriandari; Asriyanik Asriyanik
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3574

Abstract

In the series of intensive Paskibraka activies, each individual strives to build strong character. Paskibraka serves as a means to cultivate a sense of love for the homeland. Every year, on the commemoration of the raising ceremony is conducted on August 17th. One important part of the ceremony is the hosting of the red and white flag by Paskibraka member. PASKIBRAKA (Flag Raising Troop) represent the selected new generation of Indonesia through a selection process participated by student from various high school. The PASKIBRAKA selection involves several stages, and to facilitate the selection process, a guideline for activities has been formulated in the Minister of Youth and Sports Regulation (Permenpora) No. 0065 of 2015. The classification appiled utilizes the Naïve Bayes algorithm with the Knowladge Discovery in Databases (KDD) method. The naïve bayes algorithm is a data mining and statistical classification algorithm that applies Bayes’theorem under the assumption of independence between variables. The advantages of the naïve bayes algorithm lie in its scability in handing the number of predictors and data points, its ability to make probability prediction, and its capability to handle both continuous and discrate data. The result of this research have achieved the from of automated classification of the eligibility of Paskibraka participant selection, data mining whether the are aligible or not to become members of Paskibraka in Sukabumi Regency.
Penggunaan Metode Game Development Life Cycle (GDLC) Untuk Memudahkan Belajar Bahasa Inggris Dalam Media Game Rijal Agus Rusmana; Asriyanik Asriyanik; Iwan Rizal Setiawan
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3578

Abstract

The development of information and communication technology has developed rapidly in various fields such as in the field of education and the field of play. Technology that is often used in all circles is a smartphone, the use of smartphones in addition to work can also be used to play. Ownership of smartphones according to the survey approximately 81.7% are used to send messages, regarding education, especially English learning according to the EF EPI survey (Englisg Profiency Index) Indonesia is in position 80 in Asia and includes low profiency. It can be concluded that there are still many Indonesian people, especially elementary school children, who still do not know about English. Therefore, a solution is made to introduce English with the theme of writing (writing) on game media, in making this educational game using the GDLC (game development life cycle) method. Educational games need development because many of the mechanics in educational games have passive mechanics, therefore in this game added mechanics, namely endless runner. After making the Tiny Man Genius game, tests were carried out on elementary school children in grades 4 and 6 based on the results of the pre-test and post-test conducted, it looks quite good even though in the pre-test session 81.3% were still below 100 with a maximum score of 200, but in the second experiment, the post-test increased, namely 93.8% increased and 87.5% with scores above 100. After conducting the test, the children stated that 68.8% helped in learning English.
Prediksi Jumlah Perceraian Menggunakan Metode Extreme Learning Machine (ELM) Mawadda Warohma; Elvia Budianita; Fadhilah Syafria; Iis Afrianty
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3581

Abstract

Divorce lawsuits have considerably increased in frequency in Indonesia. According to a Statistics Indonesia estimate, there were 447,743 divorce cases in 2021, up 53.50% from the 291,677 instances that were reported in 2020. According to data from the Pekanbaru Religious Court's Public Relations, there were 1,756 divorce cases conducted in the Pekanbaru region in 2021. Extreme Learning Machine (ELM) is one of the artificial neural network technologies that can forecast. The benefit of this approach is that it has a low error rate and can train data thousands of times faster than typical feedforward algorithms. This study used the Extreme Learning Machine technique to forecast the number of divorces at Bangkinang city's religious court, where 108 divorces are expected to occur between January 2018 and December 2022. The number of neurons in the hidden layer is tested using MSE at random for hidden layer 1, 10, 50, 100, and 200 neurons. The Bangkinang religious court's divorce prediction with the lowest MSE is based on a data comparison of 80%: 20% and produces an up-and-down pattern for the number of divorces predicted for 2023: 164 in January, 66 in February, 72 in March, 74 in April, and 92 in May. If there is an increase in divorce in the upcoming month, the religious court in Kota Bangkinang can use the information that the Extreme Learning Machine can provide to come up with a solution.