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Penerapan Metode System Usability Scale dalam Pengujian Rancangan Mobile Apps Gamification Tari Rakyat di Indonesia Arief Rais Bahtiar; Muhamad Azrino Gustalika
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 1 (2022): Januari 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i1.3510

Abstract

Indonesia has many dances in each region. Traditional dance and folk dance are dances that existed in Indonesia before the development of contemporary dance. As one of the local cultures in each area, dance art is included in local content at the elementary to high school level. The changing curriculum has disrupted local cultural education in the world of education some time ago. In addition to these factors, the lack of interactive learning media at least affects. The purpose of this study is to develop a learning pattern for folk dance as a local culture in Indonesia through an interactive mobile application. In addition, this research is used to help preserve and introduce the folk dance arts of each region to students in Indonesia. Gamification can be an alternative for developing folk dance learning. What usually happens is the lack of innovation in conventional learning media to attract students' interest in studying local culture, especially folk dance as a local content subject. This activity is a folk dance education about history, regional origins and dance movements. The result of this application is a folk dance game in Indonesia. There are several levels that must be passed to be able to complete this game. Each season will be taken 3 people who get the reward. The rewards that we design are based on the prizes preferred by elementary, junior high and high school students. Based on the results of the System Usability Scale evaluation, the prototype designed got a score of 86.25% and was considered to have met the usability element.
Comparison of Supervised Learning Methods for COVID-19 Classification on Chest X-Ray Image Faisal Dharma Adhinata; Nur Ghaniaviyanto Ramadhan; Arif Amrulloh; Arief Rais Bahtiar
CommIT (Communication and Information Technology) Journal Vol. 16 No. 2 (2022): CommIT Journal
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/commit.v16i2.7970

Abstract

The Coronavirus (COVID-19) pandemic is still ongoing in almost all countries in the world. The spread of the virus is very fast because the transmission process is through air contaminated with viruses from COVID-19 patients’ droplets. Several previous studies have suggested that the use of chest X-Ray images can detect the presence of this virus. Detection of COVID-19 using chest X-Ray images can use deep learning techniques, but it has the disadvantage that the training process takes too long. Therefore, the research uses machine learning techniques hoping that the accuracy results are not too different from deep learning and result in fast training time. The research evaluates three supervised learning methods, namely Support Vector Machine (SVM), K-Nearest Neighbor (K-NN), and Random Forest, to detect COVID-19. The experimental results show that the accuracy of the SVM method using a polynomial kernel can reach 90% accuracy, and the training time is only 462 ms. Through these results, machine learning techniques can compensate for the results of the deep learning technique in terms of accuracy, and the training process is faster than the deep learning technique. The research provides insight into the early detection of COVID-19 patients through chest X-Ray images so that further medical treatment can be carried out immediately.
Membangun Website E-commerce di Toko Sean Shoes Menggunakan Metode Rapid Application Development Dhimas Adhinar Afriansyah; Donna Setiawati; Arief Rais Bahtiar
JITU : Journal Informatic Technology And Communication Vol 6 No 1 (2022)
Publisher : Universitas Boyolali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jitu.v6i1.634

Abstract

Sean Shoes store is a store that sells women's shoes. Constraints experienced by the Sean Shoes store are frequent errors in reporting and making it difficult for the owner to obtain information in a fast and accurate time. The Sean Shoes store requires an e-commerce web-based sales facility or service that can meet the needs and can facilitate the Sean Shoes store in running its business such as sales, purchases, promotion of goods, payments and transactions. This system is designed using UML modeling built using the PHP programming language (framework codeingniter) with the Rapid Application Development system development method. the result achieved by the author is an online sales system at the web-based Sean Shoes store using the PHP programming language and using the codeingniter framework. The shoe sales system at the Sean Shoes store will make it easier for customers to make transactions and help the store promote their products. This system has been tested by testing Black Box testing and beta testing through questionnaires to website users. The results of the Black Box test show that the functions on this website system as a whole have been running well without any errors.
Meranti Island E-Government Master Plan: A Root Cause and SWOT Analysis Tenia Wahyuningrum; Gita Fadila Fitriana; Arief Rais Bahtiar; Aina Azalea Ardani; Imelda Imelda; Teotino Gomes Soares
Indonesian Journal of Information Systems Vol. 5 No. 2 (2023): February 2023
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v5i2.6086

Abstract

The government has established a development program for the development of Information and Communication Technology with the term e-government. The implementation of e-government in government governance and public services certainly requires the use of information and communication technology (ICT) along with reliable human resources to manage it. There is still a reasonably high gap between the EBGS maturity level of the central agency and the index, and the local government is a challenge for the Meranti Islands Regency. To realize its vision and mission, the Meranti Islands Regency has made various efforts for transparency, accountability, good governance, and efficiency of government administration supported through ICT. The purpose of this research is the mapping of ICT utilization data in Meranti Islands Regency and the results of the identification of the obstacles that occur using GAP Analysis. GAP analysis uses Root Cause Analysis (RCA) and SWOT analysis for its analysis. The GAP analysis results show that based on the SWOT analysis, 18 strengths, 19 weaknesses, 12 opportunities, and 12 thread ats in the application of ICT are obtained, which are divided into 6 components. Based on the Root Cause Analysis, it was found that the main problem was caused by the low capacity of human resources in the application of ICT, as well as insufficient hardware/software requirements. For the study results study, it can be concluded that a SWOT analysis equipped with Root Cause Analysis can be used for strategic planning for implementing EBGS in the next fiveyears.
Evaluasi Usability Aplikasi TukuPOS dengan Menggunakan Metode Heuristic Evaluation Novian Adi Prasetyo; Wahyu Andi Saputra; Arief Rais Bahtiar
JTERA (Jurnal Teknologi Rekayasa) Vol 8, No 1: June 2023
Publisher : Politeknik Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31544/jtera.v8.i1.2022.33-40

Abstract

Tujuan dari penelitian ini adalah untuk mengevaluasi kegunaan aplikasi TukuPOS. Aplikasi tersebut dimaksudkan untuk secara nyata mendukung pelaku UMKM dalam melakukan manajemen produk, manajemen stok dan transaksi penjualan. Usability yang buruk dapat menghalangi penggunaan dalam menggunakan aplikasi terutama dalam hal transaksi dimana transaksi penjualan harus dapat dilakukan dengan cepat agar konsumen tidak menunggu terlalu lama. Heuristic Evaluation digunakan untuk mengumpulkan dan menganalisis data tentang kegunaan aplikasi berdasarkan heuristik Nielsen. Terdapat 25 permasalah yang ditemukan oleh responden. Berdasarkan pernyataan Heuristic Evaluation menunjukan beberapa permasalah terdapat pada 7 pernyataan dari 10 pernyataan. Peringkat keparahan berkisar dari 0 hingga 4 adalah pada rata-rata 2,4 yaitu pada help and doumentation. Aplikasi dinyatakan layak digunakan oleh pelaku UMKM namun dengen terdapat perbaikan minor yang harus dilakuan, berdasarkan sepuluh pernyataan sepuluh heuristic evaluation terdapat dua pernyataan yang perlu segara diperbaiki yaitu pada help and documentation dengan rata-rata 2,4 dan user control and freedom dengan rata-rata 1. Selain berfokus pada pernyataan diatas perbaikan juga perlu dilakukan dengan melihat permasalahan yang dialami oleh responden, pada tabel 3 menunjukan bahwa terdapat 25 masalah yang ditemukan oleh responden.
PENGUATAN KAPASITAS PERAN AKTIF PEREMPUAN MELALUI PROGRAM WANITA MELEK PERENCANAAN DESA (WANI LEMPER) BERBASIS TEKNOLOGI INFORMASI DI DESA LOGEDE, KABUPATEN KEBUMEN Rima Dias Ramadhani; Alfin Hikmaturokhman; Arief Rais Bahtiar; Novanda Alim Setya Nugraha; Bunga Laelatul Muna; Pradana Ananda Raharja
Jurnal Hilirisasi Technology kepada Masyarakat (SITECHMAS) Vol 4, No 2 (2023): Vol. 4 No. 2 Oktober 2023
Publisher : Politeknik Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32497/sitechmas.v4i2.4965

Abstract

WANI LEmPER (Wanita Melek Perencanaan) merupakan upaya pemberdayaan masyarakat untuk meningkatkan partisipasi perempuan dalam pembangunan desa Logede Kabupaten Kebumen melalui pemahaman dan pembekalan dalam perencanaan desa. Program ini bertujuan untuk mendorong wanita agar aktif dan berpengaruh dalam seluruh tahapan pembangunan desa, mulai dari perencanaan hingga evaluasi. Pengenalan proses perencanaan desa dianggap efektif dalam menginspirasi partisipasi yang berarti dari wanita dalam penganggaran, pelaksanaan, pemantauan, dan evaluasi pembangunan desa. Program ini merupakan bentuk pelayanan inklusif yang bertujuan membekali wanita dengan pengetahuan dan keterampilan yang diperlukan untuk berperan aktif dalam perencanaan desa, dengan harapan mereka dapat memengaruhi kebijakan pembangunan desa. Dalam rangka mendukung semangat WANI LEmPER, dibuatlah aplikasi PERMATA (Perbincangan Emak-Emak untuk Membangun Desa). Aplikasi ini berfungsi sebagai platform diskusi khususnya perempuan, untuk mengaspirasikan usulan-usulan terkait pembangunan desa. Aplikasi PERMATA telah dapat diunduh dan sudah didaftarkan di Play Store, dan mendukung perempuan desa dalam menyampaikan aspirasi mereka. Program WANI LEmPER dan aplikasi PERMATA menjadi embrio inovasi baru dalam memperkuat pemberdayaan perempuan dalam pembangunan desa, sejalan dengan Sustainable Development Goals (SDGs) terkait Keterlibatan Perempuan Desa yang dicanangkan oleh Kementerian Desa dan PDTT. Keseluruhan upaya ini mendukung penguatan partisipasi wanita dalam merumuskan dan mengawal pembangunan desa secara efisien, efektif, dan real-time.
User Acceptance Test Aplikasi Mobile SI CANTIK BANGSA untuk Pencatatan Kesetaraan Gender dalam Pembangunan Desa Arief Rais Bahtiar; Rima Dias Ramadhani; Novri Anto; Bunga Laelatul Muna
JITU : Journal Informatic Technology And Communication Vol. 8 No. 1 (2024)
Publisher : Universitas Boyolali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jitu.v8i1.1376

Abstract

Gender equality is a complex issue that is difficult to eliminate in a society with a strong patriarchal culture. The Gender Empowerment Index (IDG) of Kebumen Regency decreased from 66.89% in 2021 to 66.86. The Kebumen Regency Government together with Institut Teknologi Telkom Purwokerto adopted the Si Cantik Bangsa Platform to support the activities of WANI LEmPER program cadres. This study aims to test the SI CANTIK BANGSA Mobile Application for recording gender equality in village development using the User Acceptance Test (UAT) method, namely alpha testing and beta testing. The results of alpha testing with the black box method show that all application modules are functioning properly. Beta testing using the System Usability Scale (SUS) resulted in an average score of 78.25, which means the application is acceptable with a grade C and an adjective rating of "Good". In conclusion, the Si Cantik Bangsa Mobile Application can be accepted by users, but it needs system improvement. The analysis showed the 6th question had the lowest score of 2.9 and the 9th question a score of 3.1, indicating areas in need of improvement