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INDONESIA
Jurnal Publikasi Manajemen Informatika
ISSN : 28089359     EISSN : 28089014     DOI : 10.55606
Core Subject :
Jurnal Publikasi Manajemen Informatika merupakan Jurnal ilmiah sebagai bentuk pengabdian dalam hal bidang Manajemen Informatika, Manajemen Perdagangan dan bidang terkait lainnya. Jurnal Publikasi Manajemen Informatika diterbitkan oleh Lembaga Pengembangan Kinerja Dosen. Redaksi mengundang para proposional dari dunia usaha, pendidikan dan peneliti untuk menulis mengenai perkembangan ilmu dibidang yang berkaitan dengan Manajemen Informatika.
Arjuna Subject : -
Articles 273 Documents
ANALISIS KOMPENSASI DALAM STRATEGI RETENSI PEKERJA LOKAL DI UD BERSAMA ELETRONIK Emanuel Gea; Delipiter Lase; Eliagus Telaumbanua; Robin Markus Putra Waruwu
Jurnal Publikasi Manajemen Informatika Vol. 5 No. 2 (2026): JURNAL PUBLIKASI MANAJEMEN INFORMATIKA
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupumi.v5i2.7733

Abstract

This study aims to analyze the compensation system as part of the employee retention strategy for local workers at UD Bersama Elektronik. Human resources are a crucial asset for companies, especially local workers who possess a strong understanding of local social and market conditions. However, an inadequate compensation system may lead to job dissatisfaction and increased employee turnover. Therefore, this research focuses on how financial and non-financial compensation is implemented and its role in retaining local workers. This research employs a qualitative approach with a descriptive research design. Data were collected through observations, in-depth interviews with management and local employees, and documentation related to human resource policies at UD Bersama Elektronik. The data analysis techniques consisted of data collection, data reduction, data presentation, and conclusion drawing and verification. The results indicate that the compensation system at UD Bersama Elektronik includes direct financial compensation such as basic salary, allowances, incentives, and bonuses, as well as non-financial compensation in the form of work facilities and a supportive work environment. Compensation determination is based on job position, responsibilities, length of service, and employee performance. Although the compensation provided is considered competitive at the local level, several challenges remain, including the company’s financial limitations and the lack of an optimal performance-based compensation system. Employee retention strategies can be strengthened through improvements in a more fair, structured, and sustainable compensation system to enhance job satisfaction and employee loyalty.
RANCANG BANGUN QUIZ APP BERBASIS WEB SEBAGAI MEDIA EVALUASI PEMBELAJARAN DI SMK TARUNA PADANG Hanif, Insan Matin; Zaus, Mahesi Agni; Delianti, Vera Irma; Budayawan, Khairi
Jurnal Publikasi Manajemen Informatika Vol. 5 No. 3 (2026): JURNAL PUBLIKASI MANAJEMEN INFORMATIKA
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupumi.v5i3.7757

Abstract

This study is motivated by the fact that many vocational high schools in Indonesia still rely on paper-based examinations despite the growing adoption of digital learning evaluation. At SMK Taruna Padang, examinations for around 100 active students are still conducted manually, although the school only employs 17 teachers, resulting in a heavy correction workload, repeated printing costs, and the absence of immediate feedback for students. This study aimed to design and build a web-based quiz application equipped with a reusable question bank and an analytics dashboard as a learning evaluation medium for SMK Taruna Padang. The system was developed using the Waterfall method and built with the Laravel framework and a MySQL database. The application provides three access roles, namely administrator, teacher, and student, and integrates automatic scoring with a dashboard that visualizes score distribution, question difficulty level, and class performance. System functionality was verified through Black Box Testing on 47 scenarios, all of which produced successful results, while feasibility was assessed by three media validators, yielding a feasibility score of 95.33 percent in the very feasible category. These findings indicate that the developed quiz application is feasible for implementation as a practical alternative to conventional paper-based examinations in vocational schools
RANCANG BANGUN MEDIA PEMBELAJARAN AUGMENTED REALITY PADA MATERI HARDWARE KOMPUTER DI SMK MUHAMMADIYAH 1 PADANG Prastanti, Cinta Bening; Asmara, Delvi; Irfan, Dedy; Samala, Agariadne Dwinggo
Jurnal Publikasi Manajemen Informatika Vol. 5 No. 3 (2026): JURNAL PUBLIKASI MANAJEMEN INFORMATIKA
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupumi.v5i3.7819

Abstract

Computer hardware learning in vocational high schools is often constrained by limited practicum equipment, restricting students' access to hardware components, while conventional media further limit independent study. This study aimed to develop an Augmented Reality (AR)-based learning medium for computer hardware material, integrating three-dimensional visualization, a gamified assessment, and an anti-tab-switching mechanism to support assessment integrity. The study employed the Research and Development (R&D) method using the 4D model (Define, Design, Develop, Disseminate), with the Disseminate stage limited to a small-scale practicality trial. The AR application was developed using Unity 3D, Blender, and Vuforia SDK with marker-based tracking to visualize the motherboard, processor, RAM, hard disk, power supply, and VGA card. Product validity was assessed by three media experts and three material experts using Likert-scale instruments, while practicality was evaluated through a questionnaire administered to 10 students from a population of 20 Grade X Computer and Network Engineering students at SMK Muhammadiyah 1 Padang. The results showed media validity of 91.25%, material validity of 93.81%, and practicality of 94%, each categorized as very valid or very practical. These findings indicate that the developed AR-based media is feasible and practical for interactive, independent hardware learning while maintaining assessment integrity.