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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 277 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.
RANCANG BANGUN SISTEM ABSENSI KARYAWAN BERBASIS FACE RECOGNITION MENGGUNAKAN ESP32-S3-CAM Afrizal Armansyah; Nur Khafidhoh
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.v5i3.8004

Abstract

Employee attendance recording at Tita Bakery Kediri was previously conducted manually, requiring additional processing for recap and making attendance data less centralized. This study aims to design and implement an employee attendance device using Face recognition based on ESP32-S3-CAM and integrate it with a web-based admin dashboard. The system uses an ESP32-S3-N16R8 Development Board with an OV5640 camera, a 2.4-inch SPI TFT LCD, a real-time clock (RTC), push buttons, a server, and a database connected through Wi-Fi. The development process adopts the Waterfall model consisting of requirements analysis, system design, implementation, testing, deployment, and maintenance. Attendance is initiated through the recognition function, while employee facial data are registered through the enrollment process. A recognized employee can be recorded once per day, and the attendance data are stored and managed through the web dashboard. Testing covers face enrollment, face recognition, attendance recording, employee management, attendance recap, operational-hour settings, authentication, and system response. The test results show that the main functions operate according to the specified requirements: registered faces can be recognized, attendance can be recorded, duplicate attendance on the same day can be prevented, employee and attendance data can be managed, monthly reports can be generated as PDF, and admin access can be restricted through login. The resulting system provides a more structured approach to attendance recording at Tita Bakery Kediri.
RANCANG BANGUN GAME EDUKASI KUDBLOX BERBASIS IMMERSIVE CODING SEBAGAI GAME PEMROGRAMAN DASAR Taufiq Rahman; Vera Irma Delianti; Syukhri; Dedy Irfan
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.v5i3.8033

Abstract

The high level of abstraction in basic programming concepts sequential, branching, looping, and functions frequently hinders early-stage university students from constructing accurate mental models of control flow. Existing game-based learning media largely operate on two-dimensional displays and have yet to represent the dynamics of algorithm execution spatially. This study developed KudBlox, an educational game built on the Roblox platform that integrates an immersive coding approach into a mission-based game format with 12 progressive levels across four programming concept zones. Development followed the Multimedia Development Life Cycle (MDLC) method. Product feasibility was assessed through two stages: media validation by three expert lecturers using an instrument adapted from the Learning Object Review Instrument (LORI), and a usability test involving 10 early-stage university students using the System Usability Scale (SUS). Media validation yielded an average score of 91.75%, categorized as Very Feasible. The SUS usability test produced an average score of 82.00, classified as grade A Acceptable. These findings indicate that KudBlox is feasible and usable as an independent learning medium for early-stage university students to understand basic programming logic concepts through three-dimensional visualization
RANCANG BANGUN APLIKASI KUIS GAMIFIKASI UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL SISWA SMK MUHAMMADIYAH 1 PADANG Luqyana, Sifa; Delianti, Vera Irma; Mubai, Akrimullah; Tasrif, Elfi
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.v5i3.8038

Abstract

Computational Thinking competence among vocational high school students remains suboptimal, as reflected in the low mastery levels found among Grade X students at SMK Muhammadiyah 1 Padang, where conventional learning media and uniform, non-adaptive evaluation methods failed to provide personalized feedback. This study aimed to design and develop a web-based gamified quiz application featuring tiered questions based on Bloom's Taxonomy, gamification elements (points, badges, leaderboard), rule-based material recommendations, and quiz security features to support Computational Thinking learning. The Waterfall development model was employed, covering requirement analysis, system design, implementation, testing, and maintenance, with the system built using Laravel and MySQL. System feasibility was evaluated through media validation, Black Box Testing, GTmetrix performance testing, and User Acceptance Testing. Results showed a media validity percentage of 93.66% (Very Valid), all 29 Black Box Testing scenarios successful, an A performance grade on GTmetrix, and a practicality percentage of 89.13% (Very Practical). These findings indicate that the application is feasible and practical for use as a web-based learning evaluation medium, offering both pedagogical benefits for teachers in identifying student learning gaps and practical implications for improving Computational Thinking evaluation in vocational schools.
DIGITALISASI PEMESANAN UMKM KULINER BERBASIS LARAVEL: RANCANG BANGUN DAN VALIDASI FUNGSIONAL SISTEM Misbahudin
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.v5i3.8117

Abstract

UMKM kuliner, khususnya yang beroperasi di lingkungan pujasera, masih banyak mengandalkan pemesanan lisan dan pencatatan manual. Praktik tersebut berpotensi menimbulkan antrean, kesalahan pencatatan, keterlambatan pelayanan, serta data transaksi yang tidak terdokumentasi secara utuh. Penelitian ini bertujuan merancang, mengimplementasikan, dan memvalidasi secara fungsional aplikasi pemesanan makanan berbasis web yang ringan dan sesuai dengan kebutuhan UMKM kuliner skala kecil. Penelitian menggunakan pendekatan Research and Development dengan model Waterfall yang mencakup analisis kebutuhan, perancangan, implementasi, pengujian, dan perencanaan pemeliharaan. Data primer diperoleh melalui wawancara dan observasi langsung terhadap proses operasional UMKM, sedangkan data sekunder bersumber dari literatur relevan. Sistem dibangun menggunakan Laravel, PHP, MySQL, HTML, CSS, dan JavaScript dengan pemisahan hak akses pelanggan dan penjual. Modul utama meliputi autentikasi, pengelolaan kios dan menu, keranjang dan checkout, penjadwalan pengambilan, konfirmasi pembayaran, pelacakan status, serta rekap transaksi. Pengujian black-box mencakup 30 skenario fungsional dan lima pemeriksaan nonfungsional; seluruhnya menghasilkan keluaran yang diharapkan. Hasil ini menunjukkan bahwa aplikasi layak secara fungsional untuk menata pencatatan pesanan, meningkatkan keterlacakan transaksi, dan menyediakan transparansi status. Pengukuran lapangan terhadap waktu antre dan efisiensi pelayanan tetap diperlukan untuk membuktikan dampak kinerja secara kuantitatif.