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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
Analisa Website sif.uin-suska.ac.id Menggunakan Metode User Centered Design (UCD) Muhammad Riszky Abiyyu; Megawati Megawati; Fitriani Muttakin
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.v4i4.3586

Abstract

Thei Infoirmatioin Systeims Study Proigram at UIN Suska Riau is a study proigram foirmeid in 2002 undeir thei auspiceis oif thei Faculty oif Scieincei and Teichnoiloigy. In teirms oif sharing infoirmatioin, thei Infoirmatioin Systeims study proigram useis oinlinei meidia, nameily thei meidia poirtal weibsitei sif.uin-suska.ac.id, thei Infoirmatioin Systeims Study Proigram useis this weibsitei toi disseiminatei infoirmatioin aboiut thei Infoirmatioin Systeims Study Proigram in thei foirm oif study proigram proifileis, annoiunceimeints, leictureirs, alumni, coiurseis , study proigram activitieis, reigistratioin summary/final proijeict titlei, seiei list oif studeint achieiveimeint scoireis and class scheidulei. Thei purpoisei oif this reiseiarch is toi analyzei and deisign thei proitoitypei display oif thei proipoiseid weibsitei deisign in oirdeir toi improivei thei useir eixpeirieincei in visiting thei weibsitei in thei futurei. Thei analysis in this study useis thei Useir Ceinteireid Deisign (UCD) meithoid. Thei reisults oif thei analysis using thei UCD meithoid shoiw that, oif thei fivei principleis useid in this study, theirei arei threiei proibleimatic principleis. Thei first is thei principlei oif coimpliancei, in this principlei thei thing that is beiing improiveid is thei additioin oif a studeint sub-meinu, nameily studeint reiseiarch. Thei additioin oif a studeint reiseiarch meinu is useid toi makei it eiasieir foir studeints toi find reifeireincei mateirials reilateid toi theiir final proijeict. Thein thei seicoind is thei principlei oif peirspeictivei, in this principlei thei thing that beicoimeis an improiveimeint is thei additioin whein coimmeinting and sharing neiws soi that it makeis it eiasieir foir weibsitei visitoirs toi coimmeint using soicial meidia proivideid such as Faceiboioik, Twitteir, Instagram and alsoi makeis it eiasieir toi sharei neiws. Furtheirmoirei, thei third is thei principlei oif feieidback, in this principlei thei thing that beicoimeis an improiveimeint is thei additioin that oiccurs oin thei weibsitei is data, wheirei thei weibsitei infoirms data aboiut alumni data in thei Infoirmatioin Systeims study proigram and leictureir/staff data in thei Infoirmatioin Systeims study proigram.
Penerapan Metode Design Thinking dalam Perancangan UI/UX Aplikasi Mobile SIPROPMAWA Soni Ansori; Purwono Hendradi; Setiya Nugroho
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.v4i4.3648

Abstract

Sipropmawa is a web-based system designed to manage, monitor, and oversee the online submission of proposals. However, the use of the Sipropmawa website is still suboptimal and lacks attention to user interface (UI) and user experience (UX) design, especially when accessed through mobile devices, resulting in user discomfort when using the application. Therefore, the motivation behind this testing is to update the UI/UX of the Sipropmawa application from a website to a mobile-based application by implementing the design thinking method. The choice was made to adopt a design thinking approach because it emphasizes creativity in creating new solutions and places a strong emphasis on understanding user needs. This study involves the collection and analysis of data, which includes five stages of the design thinking method: empathize, define, ideate, prototype, and testing. The implementation of the design thinking method in the development of the user interface (UI/UX) yields results that can achieve the goals of the method, which is to enhance user satisfaction and utility. In this regard, the support relies on the results of usability testing, which achieved a final score of 86 and obtained a B classification on the rating scale. Thus, this indicates that users highly appreciate the usability of the Sipropmawa mobile application. The UI/UX design of the Sipropmawa application is expected to serve as a model for future development of the Sipropmawa application.
Perancangan UI/UX Sistem Penerimaan Mahasiswa Baru Berbasis Perangkat Mobile dengan Metode Design Thinking Muhammad Jidan Narizki; R Arri Widyanto; Nugroho Agung Prabowo
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.v4i4.3652

Abstract

The admission of new students is a crucial stage in the administrative process of higher education institutions. An efficient system and good User Interface/User Experience (UI/UX) design in the process of admitting new students are very important to create a positive academic environment. This study aims to design an optimal UI/UX on mobile device-based new student admissions systems at Muhamadiyah University of Magelang (UNIMMA). The method used is design thinking which includes analysis of user needs, problems, ideation, prototyping, and testing. The results of this study are the UI/UX design of the Unimma New Student Admissions (PMB) application based on mobile devices. The results of the tests conducted show that the design of the PMB UI/UX application using the design thinking method is able to improve the quality of the user experience in using the UNIMMA PMB application. This is evidenced by the results of usability testing which shows a significant increase in user satisfaction with the application. The test results use data based on user perceptions obtained through surveys, interviews and observations of prospective new students and related stakeholders. It is hoped that the results of this research will contribute to improving the efficiency and quality of the user experience in the UNIMMA new admissions system. This research can also provide guidance and reference for other tertiary institutions in designing a mobile device-based new admissions system with a design thinking approach.
Prediksi Penerimaan Siswa Baru dengan Metode Single Exponential Smoothing Melalui Metrik Evaluasi MAD, MSE dan MAPE Diki Arisandi; Salamun Salamun; Aldi Ramadhan Putra
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.v4i4.3658

Abstract

Finding a solution to the issue of predicting the quantity of new student admissions is the goal of this study. Forecasting new student admissions is crucial for an educational institution to maintain sustainability and success. At the moment, sustainability efforts in educational institutions are mostly dependent on the activity of forecasting new student intakes. The single exponential smoothing method is one strategy used in the new student admissions process, particularly at PKBM Tahfidz At Tamam, to forecast the number of students whom would be admitted in the following year. A Pekanbaru private school named PKBM Tahfidz At Tamam places a strong emphasis on the memorizing of the Qur'an by its students in order to create a generation that is knowledgeable about both the Qur'an and the Sunnah. In order to make predictions based on historical data, the applied method makes use of statistical techniques that involve mathematical equations. The number of students who will be admitted in the following year is predicted using information on new student admissions from prior years. The error margin is calculated using a number of metrics, including MAD (Mean Absolute Deviation), MSE (Mean Squared Error), and MAPE (Mean Absolute Percentage Error). According to the study's findings, the single exponential smoothing method yields reliable forecasts for PKBM Tahfidz At Tamam's anticipated intake of new students the next year. Using this approach, the institution may better decide how to allocate resources, establish the curriculum, and maintain the facilities to meet the demands of potential students. As a result, the single exponential smoothing is critical to projecting the number of prospective students enrollments.
Penerapan Algoritma Dijkstra dengan metode SAW dan Haversine Pada Pencarian Rute Terdekat Menemukan Titik Pemberhentian Angkot Kota Sukabumi Zaldi Arif Mulkan; Iwan Rizal Setiawan; Fathia Frazna
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.v4i4.3661

Abstract

Angkot (City Transportation) in Sukabumi City is a popular public transportation system and is one of the main means of transportation for local residents and visitors to move around in the city with so many lanes each that the angkot itself passes, 19 route routes which cause so many problems for the community and outsiders of Sukabumi in finding angkot stop points so that it slows down time and is inefficient. Therefore, to make it easier to find angkot stopping points, Dijkstra's algorithm was chosen. Dijkstra's algorithm is the shortest route search algorithm by relying on the smallest value weight and calculating all neighboring nodes to find the smallest value. Researchers used 2 methods used, namely the SAW and Haversine methods. SAW method (Simple Additive Weighting Method). This method is for carrying out weighted sums based on 3 criteria for road width, distance traveled and estimated time and then normalizing the data to ranking. the haversine method is to calculate distances based on lattitude and lontitude. Initiate from the starting point to the destination point with a graph using Dijkstra's algorithm to produce a 30 iteration focus point generated by Dijkstra's algorithm, then evaluate the model by reaching other paths to the destination point.The results obtained in the search for the closest route using the two SAW and Haversine methods, after calculating all the paths passed from the starting point V117 (Bayangkara Street) - V82 (R.E Martadinata Street) obtained the results of the shortest route obtained, namely V117 - V118 - V131 - V130 - V132 - V133 - V134 - V138 - V137 - V110 - V82. Looking for the closest route from the starting point to the destination location determined by the researcher with the final result in the form of a Web-based application.
Penerapan Metode WASPAS Untuk Penentuan Penerima Beasiswa Salahudin Robo; Siti Nurhayati; Muh. Riandi Widiyantoro; Maulana Ayub Ahmad
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.v4i4.3662

Abstract

The need for funds or costs in education is important, one of those needs is scholarships, scholarships themselves are obtained based on several needs, one of which is that people can receive it if they are poor and there are difficulties in financing education. In that case, a system is needed that can help receiving scholarships. In that case, a decision support system for determining scholarship recipients was created using the Weighted Aggregated Sum Product Assessment method. The system used in this method is to provide several benchmarks as absolute values, after receiving a fixed value, the final result will be made in the form of a ranking arrangement of the data that has been made. The results of this study can assist in determining acceptance of the scholarship
Sistem Informasi Geografis Pemetaan Kawasan Pembibitan Buah Muhammad Rafly; R Arri Widyanto; Setiya Nugroho
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.v4i4.3672

Abstract

Sriwedari Village, Salaman District, is one of the villages in the Salaman region which is known as a fruit nursery center. Favorite fruit seeds in this area, including durian, avocado and longan fruit seeds. The diversity of types of fruit seeds, often causes problems for farmers who need fruit seeds as desired, because the information needed is not yet available, to overcome this it is necessary to build a geographic information system for mapping fruit nursery areas that are used to make it easier for users to find the fruit seeds needed. The method used in developing this system is prototyping, using the Model-View-Controller (MVC) framework. The results of this study are in the form of a geographic information system used by fruit nursery entrepreneurs to inform their whereabouts on the map and the types of seeds they provide. This Geographic Information System makes it easy for users to find the desired fruit seeds by displaying several entrepreneurs who have the seeds the user wants. Based on the results of the tests that have been carried out, the user perception is Strongly Agree of 0.73% which indicates the system is easy to use and easy to understand. Black box testing also shows that this system is successful. This research is expected to help users find information about fruit seedlings in the village of Sriwedari Salaman.
Aplikasi Augmented Reality (AR) Sebagai Media Pembelajaran Sistem Rangka Manusia Kaharuddin Kaharuddin; Yonky Pernando; Marfuah Marfuah; Musliadi KH
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.v4i4.3685

Abstract

Problems in the Indonesian education system have raised serious concerns over the low quality of education. One of the problems that causes low interest in learning is the lack of interest in the learning media used. Therefore, it is important for schools to create learning conditions that are comfortable, interesting, and provide opportunities for students to participate actively. One solution that can be used is the use of computer-based learning media, such as Augmented Reality (AR), which can increase students' interest in learning. In the context of learning Natural Sciences, understanding the anatomy of the human body is an important aspect. The purpose of this research is to develop an Augmented Reality (AR) application using the Game Development Life Cycle (GDLC) method as a learning medium or introduction to the human skeletal system. This application will be equipped with theoretical materials and 3D-based object views that include the names of related bones. With the development of this application, it is expected to create an interesting and interactive learning experience, increase the effectiveness of the learning process, and avoid boredom for students.
Implementasi Metode Waterfall Pada Sistem Informasi Geografis Tata Ruang Redho Harli Saputra; Nur Rochmah Dyah P.A
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.v4i4.3686

Abstract

This research aims to develop a web-based Geographic Information System (GIS) using the waterfall method to overcome the limited information available to the public regarding building and spatial licensing in Bengkulu City. The development method used is the waterfall method, which includes the stages of analysis, design, implementation, testing, and maintenance. The test results show that this system provides easy access to accurate and timely information to the community. Black box testing showed high reliability and stability, with no failures or errors in system functionality. In addition, usability testing involved 42 respondents from the Bengkulu city community, who gave a high level of satisfaction with the user interface, ease of use, and quality of information presented by the system. Thus, this research contributes to the efficient and transparent management of building and spatial licensing in Bengkulu City, and can be a reference for relevant agencies in providing information that is easily accessible and meets the needs of the community.
Penerapan Metode Design Thinking dan Agile Development Pembangunan Aplikasi Marketplace “Hijab” Anis Lelitasari; Reza Ilyasa; Rangga Gading Satria; Nurdin Effendi; Muhammad Qaddasa
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.v4i4.3695

Abstract

The development of information technology is growing increasingly rapidly, many activities have been helped by technology, one of which is the process of buying and selling transactions. At this time people prefer to make buying and selling transactions online, this is because it can facilitate transactions such as seeing the details of the goods, the transaction process is easier and more efficient. Currently, hijab producers in the cikarang area who have a large market in work channeling institutions (LPK) to Japan market merchandise to interns directly or manually not utilizing technology. The current manual transaction process has many disadvantages including the need for a place, time for the buying and selling process, the process of recording transactions often makes mistakes. Things like this cause problems both from the seller or buyer side. From the problems that occur, a mobile marketplace application system "Hijab" will be made using the Design Thinking Method and Agile Development. The results of this study with the "Hijab" application can help hijab producers and LPK interns in the transaction process. This application can help introduce hijab products owned by hijab producers in the Cikarang area with this application product details are easy to convey because they are listed on the application, the transaction process will also be more neatly recorded. From the buyer / intern side, it will also be more helpful, namely being able to make transactions anytime and anywhere in the application.