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INDONESIA
TIN: TERAPAN INFORMATIKA NUSANTARA
ISSN : -     EISSN : 27227987     DOI : -
Jurnal TIN: TERAPAN INFORMATIKA NUSANTARA memuat tentang Kajian Bunga Rampai dari berbagai ide dan hasil penelitian para peneliti, mahasiswa, dan dosen yang berkompeten di bidangnya dari berbagai disiplin ilmu seperti: Komputer, Informatika, Industri, Elektro, Telekomunikasi, Kesehatan, Agama, Pertanian, Pembelajaran, Pendidikan, Teknologi Pendidikan, Ekonomi dan Bisnis, Manajemen, Akuntansi, dan Hukum
Arjuna Subject : Umum - Umum
Articles 503 Documents
Sistem Informasi Rental PlayStation Berbasis Client-Server: Evaluasi Penerimaan Pengguna Menggunakan Technology Acceptance Model Setyadi, Dian Febry; Wibowo, Adityo Permana
TIN: Terapan Informatika Nusantara Vol 6 No 7 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i7.8743

Abstract

Effective operational management is a critical aspect in the PlayStation rental business as it plays a role in ensuring service smoothness and supporting comprehensive business oversight. At Bossman PlayStation, operational processes are still managed manually using conventional recording methods. This condition results in slow customer service (average 4 minutes per transaction), vulnerability to transaction and inventory recording errors (3-5 errors per week) that potentially cause financial losses, and limited owner capability to monitor business development in real-time. This study aims to design an integrated information system with a client-server architecture whose solution includes two main platforms: Mobile Application to accelerate daily employee operations, and Web Application focused on monitoring and approval functions by the owner. The system design uses a UML-based approach to model requirements and workflows, utilizing WebSocket technology to provide real-time unit status updates and database triggers to automate business rules such as stock updates. The achieved result is a mature and detailed system design, where all main workflows including two rental models, sales transactions, to approval processes have been clearly defined and are ready for implementation. Functional testing showed 100% success in 10 main scenarios, and user acceptance testing (TAM) obtained a score of 4.525/5.0. The system successfully reduced transaction time to 1 minute and eliminated recording errors.
Calligraphy Style Personalization in Serious Games Using User-Based Collaborative Filtering with Cosine Similarity N, Alfina Nurrahma; Nugroho, Fresy; Arif, Yunifa Miftahul
TIN: Terapan Informatika Nusantara Vol 6 No 7 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i7.8744

Abstract

This study aims to develop the Try Calligraphy serious game equipped with a personalized recommendation system to assist players in selecting the most suitable Arabic calligraphy style (khat) based on their performance. The primary objective of this research is to optimize learning personalization by implementing a User-Based Collaborative Filtering approach that predicts the most appropriate handwriting styles for new players based on similarity to prior users. Performance data consisting of final scores generated from decoration, neatness, and completion time are recorded and compared to construct player similarity profiles. The system calculates predicted scores for untested calligraphy styles using cosine similarity and subsequently recommends the top three styles with the highest estimated performance potential. Two experimental scenarios were conducted to assess predictive performance. The results show Mean Absolute Error (MAE) values of 16.08 and 13.92, indicating a moderate level of accuracy. These findings suggest that while the system is capable of providing relevant and targeted recommendations, additional training data and improved similarity parameter design can further enhance predictive precision. Usability evaluation using the GUESS-18 instrument involved ten respondents and produced average scores above 3.7 across all constructs, reflecting positive user perceptions in terms of usability, aesthetics, enjoyment, and personal engagement. Overall, the system demonstrates that the integration of User-Based Collaborative Filtering in a serious game environment can enhance personalized learning, increase user involvement, and support the digital preservation and education of Islamic calligraphy art.
Aplikasi Manajemen Data Siswa dan Nilai Berbasis Android Menggunakan Flutter dan Firebase dengan Metode Waterfall Setiawan, Chandra Bagus; Rusliyawati, Rusliyawati
TIN: Terapan Informatika Nusantara Vol 6 No 7 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i7.8747

Abstract

The development of information technology has brought significant changes to the education sector, particularly in the management of academic data. Manual processing of student data and grades often leads to various issues, such as delayed input, recording errors, and a lack of transparency for students. To address these problems, this study aims to design and develop an Android-based Student and Grade Management Application that improves efficiency and accuracy in academic data management within schools. The application is built using the Flutter framework and utilizes Firebase Realtime Database as a cloud-based storage system. The development process follows the Waterfall method, which consists of requirement analysis, system design, implementation, testing, and maintenance. System testing is carried out using the Black Box method to ensure that all features function as intended. The testing results show a success rate of 98%, indicating that the application performs well according to the design specifications. The implementation of this application helps teachers manage grades more quickly and accurately, while allowing students to access academic information in real time. Overall, the application supports the digital transformation of schools and promotes the adoption of paperless school practices.

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