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Prosiding Seminar Nasional Sisfotek (Sistem Informasi dan Teknologi Informasi)
ISSN : -     EISSN : 25973584     DOI : -
Core Subject : Science,
Seminar Nasional Sistem Informasi dan Teknologi (SISFOTEK) merupakan ajang pertemuan ilmiah, sarana diskusi dan publikasi hasil penelitian maupun penerapan teknologi terkini dari para praktisi, peneliti, akademisi dan umum di bidang sistem informasi dan teknologi dalam artian luas.
Articles 472 Documents
Perancangan Aplikasi Simpan Pinjam dengan Gamifikasi untuk Peningkataan Partisipasi Anggota Koperasi Simpan Pinjam Ilham Adi Maulana; Binastya Anggara Sekti
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

Savings and loan cooperatives are financial institutions owned and operated by their members to provide savings and loan services for their economic welfare. This research aims to design a web-based application with a gamification model at the Usaha Mandiri Savings and Loans Cooperative. This model is expected to increase member involvement and cooperative growth through technological innovation. It is hoped that the application of this gamification will maintain the relevance of cooperatives in the digital era, as well as encourage members' active participation in cooperative activities. This research not only provides insight into the application of gamification in a cooperative context but also practical guidance for application developers to increase member participation and organizational growth. In addition, this research serves as inspiration for the development of technology and innovation in the cooperative sector. With this gamification model, cooperatives are expected to be able to adapt to the challenges of the digital era and continue to provide greater benefits for their members and the wider community.
Implementasi Algoritma ECLAT dalam Menemukan Pola Asosiasi Antar Produk Pada Perusahaan Retail I Made Dwi Putra Asana; Ni Komang Ayu Suandaniasih; I Made Oka Widyantara; Ketut Jaya Atmaja; I Putu Noven Hartawan
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

Toko XYZ, a retail company in Denpasar, faces challenges in managing its product stock due to the lack of utilization of consumer purchasing patterns in product placement and inventory management. As a result, products that are frequently bought together by customers often run out of stock, leading to potential sales declines. To address this issue, a purchasing pattern analysis was conducted using the association rules method with the ECLAT algorithm. The analysis was performed using Visual Studio Code with Python programming language to identify frequent 1-itemsets and frequent 2-itemsets, which represent products frequently purchased individually or in combination by customers. The analysis results show that lower minimum support values result in more frequent item sets being identified while increasing the minimum confidence, which narrows the number of generated association rules. At a minimum support of 0.05, 2463 rules were identified, whereas at a minimum support of 0.20, the number of rules decreased to 117. Higher minimum confidence, set at 60%, produced more relevant and reliable rules, demonstrating the potential of the ECLAT algorithm in aiding inventory management and optimizing product placement at Toko XYZ.
Analisis Efektivitas Aplikasi ‘Super Apps’ dalam Proses Pendaftaran Turnamen Olahraga di KONI Kabupaten Tangerang Irsyad Taufiq Ilham Supardi; Binastya Anggara Sekti
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

This study aims to evaluate the effectiveness of the "Super Appsb " application in facilitating the registration process for prospective participants in sports tournaments organized by KONI Kabupaten Tangerang. The application is designed to address various obstacles in manual registration, such as time constraints, data input errors, and slow processes. The evaluation is conducted using quantitative methods to measure user satisfaction, system effectiveness, and the application's impact on the number of registrants and the time required to complete the registration process. Data is collected through surveys involving 200 prospective participants who have used the application to register for sports tournaments. Quantitative data analysis is performed using descriptive statistics and regression tests to examine the relationship between the application's ease of use and levels of satisfaction and registration effectiveness. The results indicate that the "Super Apps" application significantly simplifies the registration process, reduces data errors, and accelerates registration time. User satisfaction is also high, with the majority of respondents stating that the application is more efficient compared to manual registration methods. This study provides recommendations for further development of the application in terms of user interface and the integration of additional features that can enhance user experience
Pengembangan Game Edukasi Pengenalan Hutan Bakau Mangrove Ngurah Rai Berbasis Android Kadek Surya Adi Saputra; I Made Oka Widyantara
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

Mangrove forests in Ngurah Rai have a very important ecological role, but public awareness of their existence and benefits is still low. This research aims to develop an android-based educational game that introduces mangrove forests to the community, especially the younger generation and tourists. The method used in this educational game application is waterfall or called system development life cycle (SDLC). This application testing stage uses the white box testing method with the base path technique of calculating the number of scenarios carried out by the user and black box testing for application functionality testing. It is hoped that this educational game can be an interesting tool to support environmental conservation efforts and increase community involvement in mangrove forest conservation and also contribute to the development of innovative learning media that integrate technology and environmental education
Perancangan Knowledge Management System Kegiatan Karyawan Berbasis Android Khairunisa Nabila Salamah Ongso; Rita Wahyuni Arifin; Harjunadi Wicaksono; Sigit Setiawan
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

Museum is an institution that functions to protect, develop, utilize collections, and communicate them to the public. To carry out these functions properly, all employees in the Museum unit must be aware of all existing activity information. Problems experienced in the internal environment of employees at the Museum are in the form of activity information management and dissemination. The delivery of activity information for some employees still uses manual methods, such as writing on the blackboard, communicating verbally, and using google docs. As well as information sources that are not centralized in one source can hinder the change of tacit knowledge to explicit, limiting the accessibility and mobility of existing information. Therefore, this research aims to design a Knowledge Management System application for internal employee activities based on android to overcome these obstacles. A solution is proposed to help employees get the latest information quickly and efficiently. The information system was developed using the User Centered Design method which enables a development process that focuses on the end user. The results of this application research get 85% overall in the test, so this Knowledge Management System application can make a positive contribution to employee productivity and collaboration and advance service quality in the museum work environment.
Perancangan Sistem Pengaduan Masyarakat untuk Mempermudah Pelaporan Permasalahan Lingkungan Warga Pademangan Barat Jakarta Utara Muhammad Kaisar Stevan Priadi; Binastya Anggara Sekti
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

Environmental problems in RT 16/RW 07, West Pademangan Village, North Jakarta, often require fast and precise handling. However, an unstructured manual reporting process hampers the communication of citizen complaints to the authorities. To overcome this, this research aims to design and develop a web-based public complaint system that makes it easier to report environmental problems. This system was developed using the prototyping method, which allows iterative development based on input from users. With this approach, the system can be more easily adapted to the needs of residents and local officials. The development process includes needs analysis, user interface design, and repeated testing of system functionality to ensure effectiveness and efficiency in delivering reports. The results of this research show that a web-based complaint system is able to increase citizen participation in reporting environmental problems and speed up the follow-up process from local authorities. This system is expected to be an efficient solution and can be implemented on a wider scale.
Evaluasi Learning Management System Pada E-Campus Menggunakan End User Computing Satisfaction Di Universitas Bina Insani Stepphanus Manurung; Nadya Safitri
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

E-Campus is a complete web-based (enterprise) application that helps manage/administrate academic activities at an institution of higher education (University, College, Institute, Polytechnic, Academy, etc.). The management in question includes data collection (new students, lecturers, faculties, study programs, courses, curriculum, etc.), scheduling lectures, teaching and learning activities (attendance, material delivery, quiz, UAS, UTS, etc.), to data reporting. The features of the ecampus are still not felt by students in their use. This evaluation uses the EUCS (End User Computing Satisfaction) method which uses 5 dimensions, namely; Content, Accuracy, Format, Ease Of Use, Timeliness. The population in this study were actived users members, namely Bina Insani University students with a total sample size of 96 respondents. The media for distributing questionnaires is using google forms which are distributed via whatsapp and instagram as well as directly to activated users. The analysis method used is SEM (Structural Equation Modeling) with the Partial Least Square (PLS) Method. The calculation tool used is SmartPLS 3 student version. The result of this analysis is the acceptance of the five hypotheses tested. So that these results indicate that Ease Of Use and Timeliness are proven to have a positive and significant effect on the use of User Satisfaction. This Ease Of Use test value is evidenced by a path coefficient value of 0.32 and a t-statistic value of 2.605. Timeliness is proven to have a positive and significant effect on User Satisfaction. This is evidenced by the path coefficient value of 0.29 and the T-Statistic value of 2.519. While the Content, Ease Of Use, Format variables do not provide significant results on user satisfaction.
Implementasi Media Interaktif Tableau Untuk Pengembangan Visualisasi Data ASN Menggunakan Metode ETL Nikhlatul Maolah; Bambang Siswoyo
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

The State Civil Apparatus is a profession for Civil Servants (PNS) and government employees with work agreements who serve government agencies who are appointed by civil service development officials and entrusted with other state duties and are paid based on statutory regulations and provide professional and quality public services. However, the large amount of data from the number of State Civil Apparatus in the Cirebon district government office makes it difficult for decision-makers to understand and analyze the data. This study aims to develop data visualization for State Civil Apparatus (ASN) in sub-district offices through the application of interactive media Tableau using the ETL (Extract, Transform, Load) method. The extract stage is the data collection stage from the Cirebon district communications and information services office in the form of State Civil Apparatus (ASN) data, spatial group, education, age and religion. Transform is the process of changing data from a previous format to the desired format. At this stage, the data relationship process is carried out to adjust several types of variables. Load is the final process that functions to enter the data into the final target, namely into the Source data in Tableau. The aim of this research is to design ASN data visualization using the interactive media Tableau. Data visualization displays some visual data in the form of bar graphs. With the availability of information in data visualization, it can make it easier for stakeholders to make decisions. In this era of digitalization, the need for efficient and transparent data processing has become very important, especially in government agencies. Utilizing Tableau as an interactive data visualization tool and exploring a more informative dashboard presentation
Aplikasi Citra Digital untuk Klasifikasi Kematangan Buah Pepaya Ulfa Laela R; Asriayani Ismail; Raden Wirawan; Najirah Umar; Rahmat Hidayat
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

There are still many people who use the manual system by looking directly at or guessing the maturity level of papaya fruits, with classification results that are less than optimal. The purpose of this study is to design a digital image application that can be useful in distinguishing the ripeness of naturally ripe papaya fruits and carbites. This application uses 2 extraction features, namely texture and colour, for texture uses Grey Level Cooccurence Matrks (GLCM), while colour uses Hue, Saturation, Value (HSV) and K-Nearest Neighbour (K-NN) algorithm to classify. The result of this study is the creation of a digital image application, which can help distinguish the ripeness of papaya fruit from the results of the classification of natural ripe and ripe carbine. Based on the test results, 60 training data and 15 testing data were used. By producing an accuracy value of 80% on each testing data that has been carried out.
Studi Implementasi Aplikasi Keuangan Android dengan Analisis Data Rizki Dwi Sanjaya; Binastya Anggara Sekti
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

In this modern era, efficient personal financial management tools are increasingly needed. Applications for Android-based mobile phones offer an efficient and easy-to-use method of managing personal finances. The aim of this research is to create and implement a personal financial management application that has data analysis features that help people manage income, expenses and savings. The app has features such as transaction recording, financial reporting, and data analysis, which provides information on spending patterns and recommendations for reducing costs. This study uses user interface design, application development using Android Studio, and application testing with end users. Studies show that these apps can help people make better financial decisions and better understand their financial condition. This research helps develop mobile applications by including data analysis features that help users manage finances.