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Aplikasi E-Task Berbasis Problem Based Learning Pada Mata Kuliah Perancangan Basis Data Di Perguruan Tinggi Sri Restu Ningsih; Erdisna Erdisna; Febriyanno Suryana
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 4 No 1 (2022): Januari 2022
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v4i1.347

Abstract

Pada saat ini, masih banyak perguruan tinggi yang menggunakan metode Teacher Centered Learning (TCL) dalam proses pembelajarannya. Hal ini membuat mahasiswa kurang kreatif dan mandiri dalam kegiatan proses pembelajaran maupun dalam pembuatan tugas yang diberikan oleh Dosen. Penelitian ini bertujuan untuk mengembangkan sebuah media pembelajaran yang berbasis Problem Based Learnig (PBL), dengan menggunakan sebuah aplikasi E-Task untuk meningkatkan perilaku inovatif dan kreaktif pada mahasiswa dalam matakuliah Perancangan Basis Data. E-Task adalah penugasan elektronik yang aplikasinya merupakan media atau alat bantu bagi dosen dan mahasiswa untuk proses belajar-mengajar yang memfokuskan pada pembuatan tugas kelompok mahasiswa dengan menggunakan metode PBL. Mahasiswa dapat melakukan diskusi kelompok dalam aplikasi ini untuk mengerjakan tugas kelompok yang diberikan oleh Dosen, begitu juga dengan tugas mandiri dapat dilakukan menggunakan aplikasi ini. Penelitian ini menggunakan konsep dasar pengembangan sistem yaitu System Development Life Cycle (SDLC) dengan model Waterfall yang digambarkan dengan alat bantu perancangan sistem Unified Modeling Language (UML). Dengan adanya aplikasi E-Task pada mata kuliah Perancangan Basis Data, dapat meningkatkan inovasi, kreatifitas dan keaktifan mahasiswa dalam proses pembelajaran, serta dosen dapat mengolah nilai mahasiswa dengan lebih cepat dan praktis dengan sistem yang terkomputerisasi.
Perancangan Sistem Informasi Penjualan dan Pengendalian Stock Barang dengan Metode EOQ dan Reorder Point Ridho Musta; E Erdisna
Jurnal Informasi dan Teknologi 2020, Vol. 2, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jidt.v2i2.57

Abstract

This research aims to control the stock of goods more effectively and efficiently. Stock data is controlled from sales transactions that occur at any time with online. This study processes sales data at the Epi Rice Shop. The method used in controlling stocks is Economic Order Quantity (EOQ) and Reorder Point. The data is processed by PHP programming language and MySQ Database. Processing results are presented in the form of reports relating to sales and inventory information. Reports produced can control the stock of goods better because of clearer and more accurate information, so the error rate in controlling stock is relatively small. So that this research can be used in ordering and controlling stock of goods to be more effective and efficient.
IMPLEMENTASI E-LEARNING SEBAGAI MEDIA PEMBELAJARAN ONLINE BAGI SISWA SEKOLAH MENENGAH KEJURUAN (SMK) Sri Restu Ningsih; Erdisna Erdisna
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol 5 No 1 (2021)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/joisie.v5i1.1307

Abstract

Pandemi Covid-19 membawa dampak yang sangat besar diberbagai sektor. Diantaranya adalah sektor pendidikan, dimana guru dan siswa diharuskan untuk belajar secara online dengan menggunakan media pembelajaran. Namun tidak semua sekolah memiliki aplikasi e-learning sebagai media pembelajaran onlinenya selama masa Pandemi Covid-19 ini. Salah satunya adalah SMKN 3 Padang, yang tidak memiliki aplikasi e-learning untuk menunjang proses pembelajarannya. Tujuan dari penelitian ini adalah untuk mengembangkan dan mengimplementasikan aplikasi e-learning sebagai media pembelajaran online pada siswa SMKN 3 Padang. Adapun aplikasi e-learning ini diharapkan berguna untuk sekolah SMKN 3 Padang sebagai media dalam menyampaikan materi pembelajaran dan tugas secara online kepada siswanya. E-learning bagi siswa sebagai media pembelajaran yang dapat meningkatkan motivasi belajar dan mempermudah proses belajar secara individual. E-learning bagi guru akan lebih mudah dalam penyampaikan materi dan tugas siswa sehingga metode pembelajaran akan semakin bervariatif. Metode yang digunakan pada perancangan sistem e-learning ini adalah Systems Development Life Cycle (SDLC) dengan model waterfall dan alat pengembangan sistemnya menggunakan metode Unified Modeling Language (UML). Hasil dari penelitian ini adalah sebuah aplikasi e-learning sebagai media pembelajaran yang akan memudahkan proses pembelajaran di SMK Negeri 3 Padang dan memudahkan penyimpanan data menggunakan database dalam pembuatan laporan nilai yang jelas dan akurat.
Sistem Informasi Stok Barang Menggunakan QR-Code Berbasis Android Muhammad Luthfi Syam; Erdisna
Jurnal Informatika Ekonomi Bisnis Vol. 4, No. 1 (2022)
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.754 KB) | DOI: 10.37034/infeb.v4i1.108

Abstract

Inventory of goods is a number of finished goods, raw materials, materials in process owned by a trading company for the purpose of selling or further processing. Inventory must be well controlled so that the availability of goods is always met. This activity is very supportive in improving service to buyers. This study aims to control the supply of goods that can always be done by mobile. The system used is based on Android with QR-Code support. The system used is an Android cellphone, so that data and information in the warehouse can be accessed and controlled anywhere and anytime. The data processed is computer equipment at the Ardha Computer Store in Padang. The results of this system can control inventory very well, so that controlling goods becomes easier and faster. So that this system can be used and is very supportive in controlling the stock of goods.
Penerapan Audit Sistem Informasi E-Raport pada SMAN 8 Padang menggunakan Metode Framework Cobit 4.1: Indonesia Dani Candra Wijaya; E Erdisna; Syafrika Deni Rizki
Jurnal KomtekInfo Vol. 9 No. 1 (2022): Komtekinfo
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1304.724 KB) | DOI: 10.35134/komtekinfo.v9i1.259

Abstract

Abstract SMAN 8 Padang has implemented an online E-Raport Information System for 4 years and there have been changes and improvements that allow errors to occur in the system. Therefore, it is necessary to conduct an audit for the development of the E-Raport Information System in the future. And one of the measuring tools in Information System Audit is COBIT (Control Objectives For Information & Related Technology). This research was conducted by measuring the object of research including the measurement of maturity level using primary IT Processes from 4 domains contained in Cobit Audit (PO9, A12, DS5, and ME2). Based on the research, the maturity level of the E-Raport Information System at SMAN 8 Padang has reached a well-managed level. Keywords : Information System Audit, E-Raport, COBIT 4.1 Framework, SMAN 8 Padang. AbstrakSMAN 8 Padang telah menerapkan Sistem Informasi E-Raport secara online selama 4 Tahun dan telah terjadi perubahan dan perbaikan yang memungkinkan terjadinya kesalahan pada sistem. Oleh karena itu perlu dilakukan audit untuk pengembangan Sistem Informasi E-Raport dimasa yang akan datang. Dan salah satu alat ukur dalam audit SI adalah COBIT (Control Objectives For Information & Related Technology). Penelitian ini dilakukan dengan cara mengukur terhadap objek penelitian meliputi pengukuran maturity level menggunakan primary IT Processes dari 4 domain yang terdapat pada Cobit Audit ( PO9, A12, DS5, dan ME2 ). Berdasarkan penelitian, tingkat kemantangan Sistem Informasi E-Raport pada SMAN 8 Padang telah mencapai tingkat terkelola dengan baik. Kata Kunci : Audit Sistem Informasi, E-Raport, Framework COBIT 4.1, SMAN 8 Padang.
Developing Digital Entrepreneurship Learning Model: 4-D Competencies-Based for Millennial Generation in Higher Education Erdisna Erdisna; Muhammad Ridwan; Hadi Syahputra
Utamax : Journal of Ultimate Research and Trends in Education Vol. 4 No. 2 (2022): UTAMAX : Journal of Ultimate Research and Trends in Education
Publisher : LPPM Universitas Lancang Kuning. Pekanbaru. Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/utamax.v4i2.10081

Abstract

This present R&D study aims to develop a digital model of millennial entrepreneurship in universities attached to the Information System Design Analysis course with 4C competencies (Communication, Collaboration, Critical thinking, and Creativity). The problem is that students only make software to fulfill course assignments without thinking about the usefulness of the software they produce as a means of digital entrepreneurship. The research method used was a 4-D development model consisting of 4 stages: Definition, Design, Development, and Dissemination. The literacy model testing carried out showed that the average score was 0.840, which stated that the model was distributed as valid and doable to use. The average results of the practicality assessment of the operation of the Digital entrepreneurship literacy model grounded on the perception of the experimental class scholars were 87 in the practical order. The results show that the digital entrepreneurship model encourages students to open businesses using information technology. The development of this entrepreneurship digital learning model can train students to have an entrepreneurial spirit. In addition, it can improve students' skills in 21st-century literacy.
PENGEMBANGAN MEDIA PEMBELAJARAN KEWIRAUSAHAAN DENGAN METODE 4-D BERBASIS DIGITAL DI PERGURUAN TINGGI M. Tasnim; Nur Azizah; Sri Restu Ningsih; M. Dahniel Dahlan; Erdisna Erdisna
Conference on Innovation and Application of Science and Technology (CIASTECH) CIASTECH 2022 Transisi Global dalam Mencapai SDGs 2030
Publisher : Universitas Widyagama Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pembentukan karakter kewirausahaan dalam proses pendidikan harus menjadi perhatian demi mencapai keunggulan dalam persaingan abad 21. Penelitian ini bertujuan untuk mengembangkan media pembelajaran kewirausahaan berbasis digital di perguruan tinggi pada mata kuliah Analisa Perancangan Sistem Informasi dengan rumusan kompetensi 4C (Komunikasi, Kolaborasi, Berpikir Kritis, dan Kreativitas). Permasalahan yang terjadi adalah software yang dihasilkan mahasiswa hanya sebatas memenuhi tugas mata kuliah, tanpa memikirkan kegunaan software yang dihasilkan sebagai sarana kewirausahaan berbasis digital bagi mereka. Metode penelitian yang digunakan adalah media pengembangan 4D yang terdiri dari 4 tahap yaitu Definition, Design, Development, dan Dissemination. Pengujian media literasi menunjukkan bahwa skor rata-rata adalah 0,826, yang menyatakan bahwa media pembelajaran ini valid dan dapat digunakan. Rata-rata hasil penilaian kepraktisan pengoperasikan media literasi kewirausahaan berbasis digital berdasarkan persepsi cendekiawan kelas eksperimen adalah 85 secara berurutan. Hasil penelitian menunjukkan bahwa media pembelajaran ini dapat mendorong mahasiswa untuk membuka usaha dengan memanfaatkan teknologi informasi yang berbasis digital.
The Learning Module Uses FASTER Learning Model in C Programming Language Courses Febriyanno Suryana; Erdisna
Jurnal Pedagogi dan Pembelajaran Vol. 6 No. 1 (2023): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v6i1.49864

Abstract

The low ability of students in the C Programming Language course is due to the need for more use of models and media that suit student needs. This research aims to test the validity and practicality of the learning modules of the two model books: the lecturer's guidebook and the module book & student guide. This research belongs to the type of development research that was developed using the ADDIE model. Data collection used a questionnaire method and interviews with research instruments in the form of validity and practicality test instruments—data analysis techniques using qualitative and quantitative descriptive analysis. The data from the research analysis showed that the results of the expert assessment obtained an average value of 0.90 in the Valid category. Lecturer manual and the average value of 0.87. Module book & student guide with Valid category. The practicality of the lecturer's guidebook produces an average value of 90.09 (Very Practical). Practical module books & student guides produce an average value of 91.20 (Very Practical). It was concluded that the FASTER model is suitable for learning the C Programming Language, and the modules used are very easy to use and help in the learning process.
Pelatihan Membuat E-Commerce Untuk Pemasaran Online Pada UMKM Akrilik Devia Kartika; Rima Liana Gema; Erdisna Erdisna
Jurnal Pengabdian Masyarakat Dharma Andalas Vol 1 No 1 (2022): Jurnal Pengabdian Masyarakat Dharma Andalas
Publisher : LPPM Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (650.556 KB) | DOI: 10.47233/jpmda.v1i1.596

Abstract

Community Service Activities in Micro, Small and Medium Enterprises (MSMEs) This Acrylic Village aims to conduct training on making Commerce help Independent Enterprises community in solving the problems they face in efforts to develop businesses, ranging from aspects of production and business management to especially in terms of digitalization-based marketing, which is expected to be will create economic independence and increase their business income. Special Targets in UMKN digitalization training activities and E-Commerce Development Training on making E-Commerce for Online marketing for MSMEs Acrylic and E-Commerce account creation will be held on June 6, 2022. Training and creation This e-commerce is aimed at SMEs in the acrylic village. ECommerce built in form of marketing in the form of a website. It is hoped that with the MSME digitization training and Making E-Commerce this will form a self-employed community innovative in the marketing process, Independent and responsive to market demands so that will make a positive contribution to society and the environment.
Sosialisasi Pemanfaatan Quick Responden Code Indonesia Standard (Qris) dan Uang Eletronik (e-money) Untuk Pembelian E-book di Era RI 4.0 Erdisna Erdisna; Deval Gusrion; Febriyanno Suryana
Jurnal Pengabdian Masyarakat Dharma Andalas Vol 1 No 2 (2023): Jurnal Pengabdian Masyarakat Dharma Andalas
Publisher : LPPM Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (482.963 KB) | DOI: 10.47233/jpmda.v2i1.730

Abstract

Technological developments offer many conveniences to the public, so many choices are offered, one of which is the use of electronic money. Electronic money is an alternative form of non-cash payment instrument that is currently widely used by the public, especially in Indonesia, the use of electronic money provides convenience in transactions. To facilitate digital money transactions, the government created an integrated payment gateway called Qris. Qris is a means of payment officially issued by Bank Indonesia for use in daily activities by the public, but the public has not fully used Qris as part of their payment transaction activities. There are many factors that cause these problems to occur including financial literacy, income and the basic concepts of the Technology Acceptance Model (TAM), namely the perceived ease of applying interest in using electronic money (e-money) and Qris.