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Risk Management Evaluation in Hospital Management Information Systems Using Framework COBIT 2019 - Case Study: Ernaldi Bahar South Sumatera Hospital Hilditia Cici Triska Amirta; Muhammad Ihsan Jambak; Pacu Putra Suarli; Yadi Utama; Ari Wedhasmara; Putri Eka Sevtiyuni
Sriwijaya Journal of Informatics and Applications Vol 4, No 1 (2023)
Publisher : Fakultas Ilmu Komputer Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/sjia.v4i1.52

Abstract

Hospital Management Information System (SIMRS) is a system to assist service performance, reporting and data retrieval at hospitals that have been required by the government to be implemented in all hospitals in Indonesia. The existence of SIMRS is certainly an inseparable part of the service process and hospital data management, but it can also cause various IT risks to arise. Therefore, a good risk management is needed to minimize any possible IT risks that have not or have occurred. The performance of an IT risk management can be indicated from its capability levels. This study aims to determine how high the capability levels and the gap value from each process of the IT risk management at Ernaldi Bahar Hospital. The framework used as a reference in the assessment of the risk management process is COBIT 2019 which has 3 stages, namely the mapping process, capability level assessment, and conclusions. This study resulted in the value of capabilities in each process in IT risk management, the gap value, and recommendations for improvement that can be applied to SIMRS Ernaldi Bahar. The results of the measurement of the IT risk management capability of SIMRS Ernaldi Bahar in the EDM03 and DSS03 processes are at level 3, while the APO12 and DSS05 processes are at level 1. The gap values for the EDM03 and DSS03 processes is 1 level, while the gap values for the APO12 and DSS05 processes are 3 levels. Process improvement recommendations refer to COBIT 2019 best practices.
Perancangan Virtual Reality dalam Pengenalan Sejarah Perang 5 Hari 5 Malam Muhamad Riza Padlefi; Pacu Putra; Helen Susanti; Nabila Rizky Oktadini; Allsela Meiriza; Putri Eka Sevtiyuni
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol 9, No 01 (2023): March 2023
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v9i01.7583

Abstract

AbstrakVirtual reality merupakan teknologi imersif yang memungkinkan penyampaian informasi menjadi lebih mudah dimengerti dan dapat diingat dengan baik. Hal ini cocok untuk diterapkan dalam mengatasi permasalahan pembelajaran sejarah seperti bahan ajar yang terlalu teoritis dan media pembelajaran yang kurang variatif. Berdasarkan hasil survei yang dilakukan peneliti sebelumnya, pengetahuan masyarakat Palembang tentang Sejarah Perang 5 Hari 5 Malam masih minim. Selaras dengan permasalahan tersebut, penelitian ini bertujuan untuk mengembangkan sistem multimedia interaktif berbasis teknologi virtual reality mengenai pengenalan Sejarah Perang 5 Hari 5 Malam di Palembang. Metode pengembangan sistem yang digunakan adalah Multimedia Development Life Cycle. Hasil penelitian ini berupa suatu sistem virtual reality yang dapat digunakan sesuai dengan tujuan yaitu mengembangkan multimedia pengenalan Sejarah Perang 5 Hari 5 Malam di Palembang berbasis teknologi virtual reality. Berdasarkan hasil pengujian sistem menggunakan metode black box, dapat disimpulkan bahwa sistem ini telah berfungsi dengan baik. Kata Kunci: virtual reality, multimedia, perang 5 hari 5 malam  AbstractVirtual reality is an immersive technology that able to make information transfer easier to understand and better to remember. This is suitable to be applied in overcoming history learning problem such as too theoretical learning material and less variative learning media. Based on survey, citizens of Palembang have less knowledge about the history of Perang 5 Hari 5 Malam. In line with the problem, this research aims to develop virtual reality based interactive multimedia system to introduce the history of Perang 5 Hari 5 Malam in Palembang. The m­­ethod of system development used is Multimedia Development Life Cycle. This research has resulted in a ready-to-use virtual reality system as its purpose to develop multimedia-based virtual reality technology as an introduction to the history of Perang 5 Hari 5 Malam in Palembang. According to the result of system testing with black box method, it can be concluded that this system is functioning properly. Keywords: virtual reality, multimedia, perang 5 hari 5 malam 
Analisis Bisnis Proses Pengecekan Objek Pajak Menggunakan Metode Business Process Improvement (BPI) Muhamad Edric Rasyid; Pacu Putra; Nabila Rizky Oktadini; Allsela Meiriza; Putri Eka Sevtiyuni; Endang Lestari Ruskan
INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS : Journal of Information System Vol 8 No 1 (2023): INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS (Agustus 2023) - Edisi Khusus
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51211/isbi.v8i1.2261

Abstract

Pajak merupakan sumber penerimaan negara yang paling penting agar dapat membiayai suatu kegiatan kebijakan negara dan juga pembangunan. Tujuannya adalah agar dapat meningkatkan pendapatan sektor pajak setiap tahunnya. Peningkatan penerimaan pajak diharapkan mampu membayar pengeluaran pemerintah agar dapat mencapai kesejahteraan rakyat. Pada penelitian ini memiliki tujuan untuk melakukan analisis terhadap bisnis proses pada pengecekan objek pajak yang ada di Badan Pendapatan Daerah (BAPENDA) Kota Palembang. Itu dikarenakan bisnis proses yang ada di Badan Pendaptan Daerah Kota (BAPENDA) Palembang memiliki beberapa kendala. Maka dari itu diperlukannya analisis terhadap Badan Pendapatan Kota Palembang (BAPENDA). Penelitian ini juga menggunakan sebuah metode yang dapat menganalisis serta meningkatkan bisnis proses yaitu metode Business Process Improvement (BPI), menggunakan bantuan dari aplikasi Bizagi Modeler agar dapat melakukan analisis simulasi bisnis proses, dan juga menggunakan Streamlining Tools dalam melakukan perbaikan terhadap bisnis proses yang lama sehingga menjadi bisnis proses yang lebih efektif dan efisien. Pengumpulan data dilakukan dengan cara observasi terlebih dahulu, kemudian dilakukannya brainstorming atau bisa disebut dengan melakukan diskusi dengan beberapa pegawai dan memberikan ide-ide agar bisnis proses ini nantinya dapat menjadi lebih efektif dan efisien. Hasil dari penelitian ini menunjukkan bahwa bisnis proses pengecekan objek pajak memiliki beberapa kendala yang ada, baik dari segi staff yang ada, segi waktu proses, dan juga segi task yang ada pada bisnis proses tersebut. Maka dari itu diperlukannya perbaikan terhadap bisnis proses yang sesuai dengan rekomendasi yang telah diajukan.
Penerapan Metode Design Thinking Dalam Rancangan Design Interface Aplikasi Himbauan Tirta Musi Palembang Muhammad Aidil Fitri Syah; Pacu Putra; Nabila Rizky Oktadini; Allsela Meiriza; Putri Eka Sevtiyuni
INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS : Journal of Information System Vol 8 No 1 (2023): INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS (Agustus 2023) - Edisi Khusus
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51211/isbi.v8i1.2398

Abstract

PDAM Tirta Musi Palembang merupakan perusahaan yang bergerak dibidang layanan penyediaan kebutuhan air. Saat ini PDAM Tirta Musi Palembang telah menggunakan teknologi informasi dalam operasional yaitu aplikasi himbauan yang membantu pegawai pada seksi penagihan dan tunggakan dalam mengolah informasi dan data pelanggan, namun teknologi informasi aplikasi himbauan memiliki tampilan yang cukup rumit sehingga menyulitkan pengguna. Dalam memenuhi kebutuhan pegawai tersebut, menyebabkan perancangan yang mengarah ke desain tampilan interface sehingga dapat meningkatkan fungsionalitas kinerja pegawai dengan menggunakan metode Design Thinking. Rancangan desain interface dirancang dengan protoype untuk membantu pegawai seksi penagihan dan tunggakan dalam menggunakan aplikasi tersebut dengan fitur yang mudah dipahami yang dapat meminimalisir kesalahan dalam mengoperasikan aplikasi himbauan tersebut Hasil penelitian ini berupa desain tampilan antarmuka dan dilakukan pengujian melalui blackbox testing. Berdasarkan pengujian melalui blakbox testing didapatkan bahwa aplikasi himbauan PDAM Tirta Musi Palembang telah berjalan sesuai dengan fungsionalitasnya.
Website-Based Sports Training Management Information System at Sport 5 Indonesia Learning Center Putri Eka Sevtiyuni; Muklis Febriadi; Pacu Putra; Nabila Rizky Oktadini; Allsela Meriza
Halaman Olahraga Nusantara : Jurnal Ilmu Keolahragaan Vol. 6 No. 2 (2023): Halaman Olahraga Nusantara (Jurnal Ilmu Keolahragaan)
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/hon.v6i2.12771

Abstract

The development of technology and information at this time, makes humans very easy to get information. The ease of information that can be accessed through the internet network, encourages various institutions to be able to compete in presenting complete, interesting and reliable information. The website is one of the information media used by institutions or organizations to provide information and services. Website-Based Sports Training Management Information System at Sport 5 Indonesia Training Center is a system that is planned to be used to manage and organize sports training at Sport 5 Indonesia Training Center efficiently and effectively using website technology. In this study, the data source used was by using primary and secondary data. This primary data is used to answer researchers' questions and make decisions. While secondary data is used to complete the information needed in this study. The system approach method used is an object-oriented system approach, the object-oriented system approach method is a software development strategy that groups software as a collection of objects containing operations and data. The system development method that researchers use is to use the prototype method, The general purpose for software is not to identify detailed input, processing, or output needs. The website in the Sports Training Management Information System has been designed to help improve the efficiency, effectiveness, and attractiveness of sports training / seminars and strengthen the reputation of sports training institutions in this case Sprot 5 Indonesia Training Center
DESIGNING INTERFACE OF MARKETPLACE BUILD ID MERCHANT ARCHITECT USING TASK-CENTERED SYSTEM DESIGN Nabila Riska Ayu; Pacu Putra; Nabila Rizky Oktadini; Putri Eka Sevtiyuni; Allsela Meiriza
JURTEKSI (Jurnal Teknologi dan Sistem Informasi) Vol 9, No 4 (2023): September 2023
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v9i4.2658

Abstract

Abstract: The advancement of information technology is progressively exerting significant impact across diverse aspects of life, including business. PT Semen Baturaja Tbk is developing a marketplace platform called Build Id to meet community's needs for high-quality construction materials and services, also aims to enhance company's product sales and brand recognition. A system with quality provides ease of use in order to achieve customer satisfaction. Build Id merchant for architects website requires user-friendly design recommendations to increase the user experience when it gets distributed to the market. To achieve this goal, Task-Centered System Design (TCSD) method is being used to focused the design process. TCSD is a method in Human Computer Interaction (HCI) used to identify task and user requirements. The method consists of 4 stages, namely, identification, user-centered requirements analysis, design through scenarios, and walkthrough evaluation. In this study, identification was carried out by conducting system observations and interviews with Build Id team at Digital Marketing Unit of PT Semen Baturaja Tbk and architect as the prospective system users. The interface design results were evaluated using System Usability Scale (SUS) and received final score of 69.615, indicating that the interface design made using TCSD method is feasible for users to use. Keywords: Interface; System Usability Scale; Task-Centered System Design Abstrak: Perkembangan teknologi informasi kian berpengaruh besar dalam berbagai bidang kehidupan, termasuk di dunia bisnis. PT Semen Baturaja Tbk mengembangkan suatu sistem dalam bentuk marketplace dengan nama Build Id, dengan tujuan untuk memenuhi kebutuhan bahan bangunan dan jasa konstruksi yang berkualitas bagi masyarakat, serta memperluas penjualan produk dan branding merk dari PT Semen Baturaja Tbk ini sendiri. Sistem yang berkualitas memberikan kemudahan dan kenyamanan dalam penggunaannya demi mewujudkan kepuasan pelanggan. Build Id merchant untuk arsitek memerlukan rekomendasi desain atau prototype user interface yang user friendly demi meningkatkan pengalaman pengguna ketika didistribusikan ke pasaran nantinya. Metode Task-Centered System Design (TCSD) digunakan untuk membantu proses perancangan lebih terarah. TCSD adalah metode dalam Human Computer Interaction (HCI) yang digunakan untuk mengidentifikasi kebutuhan task dan pengguna. Metode TCSD terdiri dari 4 tahap yaitu, identification, user-centered requirements analysis, design through scenario, dan walkthrough evaluation. Identifikasi dalam penelitian ini dilakukan dengan observasi dan wawancara bersama tim Build Id dan calon pengguna sistem yaitu arsitek. Hasil dari rancangan interface kemudian dievaluasi menggunakan System Usability Scale (SUS) dengan hasil skor akhir 69,615, menunjukkan rancangan interface yang dibuat dengan metode TCSD ini layak untuk digunakan pengguna. Kata kunci: Interface; System Usability Scale; Task-Centered System Design
Faktor-Faktor yang Mempengaruhi Niat Perilaku Pengguna BSB Mobile Banking di Kota Palembang Cindy Igustisari; Dwi Rosa Indah; Putri Eka Sevtiyuni
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 16 No 1 (2024): Jurnal Penelitian Ilmu dan Teknologi Komputer (JUPITER) In Press
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.10868626

Abstract

In the era of globalization, the use of the internet and technology has become commonplace. One of them is the banking sector, which has shifted to offering services with a digital touch, such as mobile banking. Rating assessment on Playstore, the BSB Mobile application received a score of 4.0. When using m-banking, customers found complaints such as user accounts being blocked for no reason, transactions failing but balance deductions still occurring, errors or bugs in the application. These complaints will reduce the user's desire to use the application. Researchers applied the UTAUT2 method and added Trust and Perceived Risk variables to analyze what factors influence BSB Mobile user intentions. The results of this analysis found that the variables Social Influence and Hedonic Motivation influence Intentional Behavior, while the variables Performance Expectations, Business Expectations, Facilitating Conditions, Price Value, Habits, Trust, and Perceived Risk do not influence the Intentional Behavior of BSB Mobile banking users.
Analisis Faktor Kepuasan Pengguna pada Aplikasi Transportasi Online: Pengukuran dengan Metode EUCS dan UTAUT (Studi Kasus: Aplikasi Mobile Maxim) Nadia Anggraini; Dedy Kurniawan; Ari Wedhasmara; Nabila Rizky Oktadini; Putri Eka Sevtiyuni; Ahmad Rifai
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 1 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i1.36292

Abstract

One of the famous online transportation mobile applications in Indonesia is Maxim. The Maxim mobile application itself has been downloaded by 50 million users and has 1.94 million active application users in the world per week. Based on this data, an application retention rate of 3.88% per week was obtained. It can be said that the application retention rate is still low. One of the reasons for a low retention rate or a decrease in the number of loyal users is poor user experience. Therefore, analysis is needed using a user experience approach, so the user satisfaction model is an appropriate approach. This research aims to analyze user satisfaction factors for online transportation mobile applications with the adoption of the EUCS and UTAUT models. The use of this model includes the variables content, accuracy, format, ease of use, timeliness, and user satisfaction in the EUCS model with the variable performance expectancy, effort expectancy, social influence, facilitating conditions, and behavioral intention contained in the UTAUT model. The data obtained was analyzed using the PLS-SEM technique using the SmartPLS 4 application. The results of this study stated that the variables of content, ease of use, and timeliness had a significant effect on user satisfaction, while accuracy and format had no significant effect. In addition, the variables performance expectancy, effort expectancy, and social influence have a significant effect on behavioral intention, while facilitating conditions show no significant influence on behavioral intention.
Analisis Kepuasan Pengguna Aplikasi Netflix Mobile di Kota Palembang Menggunakan Metode End User Computing Satisfaction (EUCS) Nys Marliza Tiara M; Nabila Rizky Oktadini; Pacu Putra; Putri Eka Sevtiyuni; Allsela Meiriza
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 1 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i1.37833

Abstract

Netflix is a movie streaming media platform that has been used by millions of internet users around the world, including in Indonesia. However, based on user reviews on the Play Store, there are still many users who give poor ratings to the Netflix Mobile application, causing a decrease in rating from 4.3 to 3.8. The purpose of this study is to determine how satisfied users are with the Netflix Mobile application using the End User Computing Satisfaction (EUCS) method with five variables, namely Content, Accuracy, Format, Ease of Use and Timeliness, then the results of the study can later be used as a priority for improvement so that the rating goes up and can be an evaluation material for improving the Netflix Mobile application in the future. Likert scale measurements and questionnaires were used to obtain data for this study, the analysis results of this study show that the variable that has the lowest satisfaction with a value of 74.85% is the Accuracy variable. Therefore, the Netflix Mobile application needs to develop the accuracy of its application performance system in order to minimize errors and always present correct and accurate film information.
Perancangan UI/UX Sistem V-TAX Berbasis Aplikasi Mobile dengan Metode Human Centered Design (HCD) di Badan Pendapatan Daerah Kota Palembang Muhammad Ihsan; Pacu Putra; Allsela Meiriza; Nabila Rizky Oktadini; Putri Eka Sevtiyuni
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): Indonesian Journal of Computer Science (IJCS) Volume 12 Number 5 (2023)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i5.3361

Abstract

Pajak merupakan sumber pendapatan utama bagi pemerintah yang harus dibayar oleh individu kepada pemerintah sebagai kontribusi keuangan untuk membiayai pengeluaran publik dan layanan oleh pemerintah kepada masyarakat untuk kemakmuran rakyat. Pada penelitian ini dilakukan perancangan UI/UX sistem V-TAX berbasis aplikasi mobile di Badan Pendapatan Daerah (BAPENDA) Kota Palembang untuk membantu wajib pajak mengakses informasi pajak, mengajukan surat permohonan pengurangan dan keberatan pajak, serta melakukan pembayaran pajak dengan mudah dan cepat. Penelitian ini menggunakan metode Human Centered Design (HCD) dengan menggunakan aplikasi Figma dalam membuat perancangan UI/UX. Pengumpulan data dilakukan dengan cara observasi melalui penyebaran kuesioner, lalu dilakukannya brainstorming melalui diskusi dengan beberapa pegawai dalam memberikan ide-ide perancangan UI/UX. Kemudian, hasil perancangan UI/UX yang telah dibuat dievaluasi menggunakan metode End User Computing Satisfaction (EUCS) agar sesuai dengan kebutuhan wajib pajak.