cover
Contact Name
Anjik Sukmaaji
Contact Email
anjik@dinamika.ac.id
Phone
-
Journal Mail Official
anjik@dinamika.ac.id
Editorial Address
Jl. Raya Kedung baruk 98 surabaya 60298
Location
Kota surabaya,
Jawa timur
INDONESIA
Jurnal Sistem Informasi Universitas Dinamika
Published by Universitas Dinamika
ISSN : -     EISSN : 2338137X     DOI : -
Jurnal JSIKA adalah jurnal yang menampung publikasi tentang sistem perangkat lunak dan perangkat keras yang mendukung aplikasi khususnya sistem informasi. Jurnal JSIKA menerbitkan artikel mengenai desain dan implementasi, data model, process model, algoritma, perangkat lunak dan perangkat keras untuk sistem informasi. Bidang yang di cakupi meliputi isu-isu pengelolaan data serta isu-isu yang berhubungan dengan data dari bidang data mining , pencarian informasi , internet dan cloud manajemen data , semantik web , sistem informasi visual dan audio, komputasi ilmiah , dan perilaku organisasi .
Articles 25 Documents
Search results for , issue "Vol 10, No 3 (2021)" : 25 Documents clear
DESIGN OF UI/UX DESIGN ON CODING BEE ACADEMY WEBSITE USING KANSEI ENGINEERING METHOD Marchella, Winda; Rahmawati, Endra; Sukmaaji, Anjik
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 10, No 3 (2021)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

Coding Bee Academy merupakan perusahaan jasa yang bergerak untuk mendedikasikan dan memperkenalkan kurikulum computer science kepada anak-anak sejak usia dini. Coding Bee Academy memiliki banyak franchise yang berada di indonesia yaitu Jakarta, Bandung, Padang, Surabaya, Makasar hingga Italy. Dalam memperkenalkan jasanya kepada masyarakat khusunya Orang tua dan Anak anak , Coding Bee Academy melakukan dengan dua cara yaitu, mempromosikan lewat iklan di sosial media dan juga menggunakan media website yang beralamat pada https://id.codingbee.org/.Terdapat permasalahan pada Coding Bee Academy yang menghambat proses bisnis yaitu website yang dimiliki Codiing Bee Academy tidak memberikan informasi yang jelas sehingga kurang menarik calon peserta, dan telah di lakukan evaluasi awal menggunakan metode UEQ dengan 50 responden dan memperoleh hasil Skala Attractiveness atau daya tarik dikategorikan dengan “bad” (buruk) dengan penilaian rata-rata sebanyak -0,04, Skala Perspiculty atau kejelasan dikategorikan dengan “bad” (buruk) dengan hasil penilaian rata-rata sebanyak 0,07. Skala Efficiency atau efisiensi dikategorikan dengan “bad” (buruk) dengan hasil penilaian rata-rata sebanyak 0,02, Skala dependability atau ketepatan dikategorikan dengan “bad” (buruk) dengan hasil penilaian rata-rata sebanyak 0,21, Skala Stimulation atau stimulasi dikategorikan dengan “bad” (buruk) mendapat hasil penilaian rata-rata sebanyak -0,45, Skala Novelty atau kebaruan dikategorikan dengan “bad” (buruk) mendapat hasil penilaian rata-rata sebanyak -0,05.Berdasarkan permasalahan diatas, solusi yang ditawarkan yaitu Perancangan Desain User Interface dan User Experience Pada website Coding Bee Academy Menggunakan Metode Kansei Engineering. Metode Kansei Engineering merupakan metode khusus yang dapat menggali perasaan dari pengguna sehingga akan menghasilkan produk yang mewakili perasaan penggunanya.Keywords: Kansei Engineering, Coding Bee Academy, User Experience / User Interface. User Experience Questionnare.
Design and Build Employee Payroll Applications at CV. Surya Jaya Motor Nur Afifah Handayani; Arifin Puji Widodo; Vivine Nurcahyawati
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 10, No 3 (2021)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

CV. Surya Jaya Motor is a service company that was founded in 1987. CV. Surya Jaya Motor is located on Jl. Raya Berbek 19 Waru sub-district, Sidoarjo regency. In carrying out the payroll process for employees at this company it is not integrated with the system, data and salary components are processed manually in a short time, in searching for information there is a risk of loss or damage to data, the process of raising salaries requires data on the initial work period of employees that must be searched regularly. one by one to determine the length of work. Based on the problems that occur, the solution provided is in the form of a payroll application that can calculate attendance, calculate employee salaries according to the provisions of the company, record employee overtime, manage employee salary increases to facilitate related parties regarding salary payments to each employee. The system is made according to the demands and needs of the company. The method used is SDLC (Software Development Life Cycle) as a stage in making employee payroll applications.The system created can produce employee salary information based on the existing salary components in the company, attendance, employee overtime and employee salary increases that can help companies pay employee salaries.
Penerapan Metode User Centered Pada User Interface Sicyca Mobile Muhammad Rizqi Farhandy Akbar; Erwin Sutomo; Endra Rahmawati
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 10, No 3 (2021)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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One of the information technology services available at Dinamika University is the Academic Information System or better known as SICYCA (Cyber Campus Information System). Sicyca is an academic information system application that provides student academic information. Sicyca has 2 (two) versions of the application, namely the web version and the Mobile version. Based on the results of a questionnaire involving Dinamika University students, problems were found in the Sicyca Mobile application. Based on the evaluation of the initial design using the User Experience Questionnaire (UEQ), the initial design of the Sicyca Mobile application has an average of 0.05 and is included in the "bad" criteria so that design improvements are needed. To fix display problems in the Sicyca Mobile application, the solution given is to analyze and develop the user interface design on the Sicyca Mobile application using the User-Centered Design (UCD) method. Modification of the User Experience Questionnaire (UEQ) method used to develop the design development. The result of this research is the design of 18 user interfaces based on the UCD method, the UI Style Guide as a design guideline. The results of the design evaluation using the UEQ modification concluded that the overall average (average) had increased from 0.05 to 1.3, and indicated that the UEQ aspect had increased and entered the "above average" criteria, which means that the design user interface created can solve the problems that exist in the Sicyca Mobile application.
DESIGN AND DEVELOPMENT OF COMPANY PERFORMANCE ASSESSMENT APPLICATION BASED ON WEBSITE USING THE BALANCE SCORECARD METHOD ON CV MARVELL SEKURINDO Alvin Mahendra perkasa; Dewiyani Sunarto; I Gusti Ngurah Alit Widana Putra
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 10, No 3 (2021)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

Abstract: CV Marvell Sekurindo is a private company engaged in the sale of security systems. In the performance appraisal process so far it has been carried out with manual assessments and the absence of a system to integrate all branches in the absence of a performance appraisal method, in the absence of an appraisal method at the current company the owner will find it difficult to make a comparative assessment of all branches in terms of development, so that resulting in the absence of calculations from the perspective of 4 assessable perspectives, namely financial, customer, internal business, and growth perspectives. The proposed solution given by the author is a web application with the Balance Scorecard method that can simplify the assessment process with nominal results or numbers for comparison in the assessment of each branch in terms of performance appraisal. The Scrocecard Balance method can help admins get data information for each branch faster or more effectively. This application will provide an easy-to-use display for the admin to carry out the calculation process and a comparison system for the various branches of the company because this application can be integrated or connected between branches and other branches. Each branch of the company has 5 employees, namely 1 admin, 1 supervisor and 3 sales service employees at the branch who will be given 1 admin to input the assessment and 1 supervisor to input the master data at the branch. Based on the results of trials conducted with the owner or company owner, this application can make it easier for owners to see the results of developments or performance assessment reports at each branch that have been carried out by their employees.Keywords: Sistem, Informasi, Balance Scorecard, Penilaian Kinerja, Aplikasi
Design and Build Learning Applications for Children with Special Needs By Applying a Mobile Based Gamification Approach Ferry Ferry; Tri Sagirani; Sri Hariani Eko Wulandari
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 10, No 3 (2021)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

As a result of the Indonesian Corona Virus, the Large-Scale Social Restriction (PSBB) policy was implemented to suppress the spread of this virus, this restriction will have a major impact on the community, such as the education sector. Education has also been affected by the Corona Virus, so the Indonesian Ministry of Education has implemented a policy by way of Teaching and Learning Activities (KBM), which were previously from face-to-face or offline (outside the network) to online (within the network). The learning process in the network does not only have an impact on normal children and parents but also has an impact on children with special needs (ABK). Children with special needs studied are slow learners or slow learners, namely children who have intellectual potential slightly below normal but not including mental disorders. The education level of children with special needs studied is high school, because they can already use smartphones/mobile phones. Also the subjects used are Mathematics with competency standards following the curriculum. So that the learning process is not bored and enjoys learning while also helping in the field of calculations, this research provides a solution in the form of Designing a Learning Application for Children with Special Needs by Applying a Mobile-Based Gamification Approach, gamification elements used in the points, leves, leaderboards, Challenge & Quest and Social Engagement Loops, using the Gamification approach, crew members are given the freedom to choose challenges and also provide motivation for crew members not to be afraid of failure when undertaking challenges. After testing on SMANU Centini using the System Usability Scale, the score of 75 was considered good, indicating that the application is acceptable in the System Usability Scale (SUS).

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