Claim Missing Document
Check
Articles

Pemanfaatan Teknologi Augmented Reality Dalam Pembelajaran Huruf Hijaiyah dan Makhorijul Huruf Deni Lidianti; Pacu Putra; Nabila Rizky Oktadini; Allsela Meiriza; Putri Eka Sevtiyuni
TeIKa Vol 12 No 02 (2022): TeIKa: Oktober 2022
Publisher : Fakultas Teknologi Informasi - Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36342/teika.v12i02.2941

Abstract

Al-Qur’an merupakan pedoman utama didalam agama Islam. Al-Quran terdiri dari 30 Juz, 114 Surah, dan 6236 Ayat. Dalam membaca Al-Quran terdapat faktor-faktor yang mempengaruhi tingkat kemampuan untuk membacanya. Faktor-faktor tersebut antara lain, kemampuan Bahasa, sikap dan minat, kebiasaan membaca, keadaan membaca, pengetahuan tentang cara membaca, labilnya emosi dan sikap, pengalaman yang dimiliki, dan kemampuan membaca Al-Quran. Dalam meningkatkan kemampuan membaca Al-Quran, terdapat 3 hal yang diajarkan kepada siswa. Diantaranya, identifikasi huruf, makharijul Huruf, dan Tajwid. Sebelum membaca Al-Qur’an Siswa sebaiknya mampu membedakan bunyi huruf hijaiyah atau yang dikenal dengan makhorijul huruf. Namun, dimasa pandemi ini membuat pengajar membaca Al-Quran harus berpikir keras kaitan dengan media pembelajaran Al-Quran itu sendiri. Terdapat banyak media pembelajaran yang telah dilakukan oleh peneliti-peneliti sebelumnya. Ada yang memberikan hasil yang positif dan ada juga masih memiliki masalah kaitan penggunaan media pembelajaran tersebut. Augmented Reality merupakan sebuah teknologi terbaru dan sedang tren saat ini. Teknologi Augmented Reality menawarkan cara baru dalam menampilkan objek digital secara efektif, inovatif, dan menarik. Mengingat pentingnya mempelajari makhorijul huruf hijaiyah serta media pembelajaran sebagai perantara mempelajarinya di masa pandemi ini. Penelitian ini telah menghasilkan sebuah media pembelajaran Huruf Hijaiyah dan Makharijul Huruf berbasis Augmented Reality dengan beberapa fitur yang dapat mempermudah pengguna dalam mempelajari Huruf Hijaiyah dan Makharijul Huruf. Untuk membuktikan hal tersebut, pengujian dilakukan dengan metode System Usability Scale (SUS) dan memperoleh nilai rata-rata responden 80,1. Berdasarkan nilai tersebut aplikasi yang dibangun sudah (adjective) dan dapat diterima (acceptable) serta bersifat promoter dalam segi NPS.
Measuring Technology Readiness Index (TRI) of Management Information System Adoption in Higher Education Nabila Rizky Oktadini; Jefven Fernando; Putri Eka Sevtiyuni; Muhammad Ali Buchari; Pacu Putra; Allsela Meiriza
Ultima InfoSys : Jurnal Ilmu Sistem Informasi Vol 13 No 2 (2022): Ultima InfoSys : Jurnal Ilmu Sistem Informasi
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/si.v13i2.2916

Abstract

The Laboratory of Software Engineering and Information Systems at Sriwijaya University is one of the services or learning media for students provided by Sriwijaya University. In order to support operational activities and good laboratory governance, a good management information system is needed. However, the adoption of new technology has some dificulties. It is necessary to know the level of readiness to accept new technology and one method to measure the level of readiness to accept new technology is the Technology Readiness Index (TRI). This research was conducted by distributing questionnaires to lecturers, structural laboratories and regular students of the 2018-2019 fasilkom. Data was processed using the Technology Readiness Index method by dividing the number of statements per variable by the variable weight. Then, the average total score for each statement is multiplied by the variable weight and the TRI value is obtained by adding up the scores of all variables. The results of this study found that the level of user readiness is included in High Technology Readiness with a score of 3.76. The Optimism value contributes the largest value to the total TRI value of the other variables, namely 1.010018. Then followed by Innovativeness of 0.986842, Discomfort of 0.917793 and Insecurity of 0.848009.
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 
Using ISO 9241-11 To Identify How E-Commerce Companies Applied UX Guidelines Fauza Adelma Syafrizal; Rahmat Izwan Heroza; Ermatita; Mgs. Afriyan Firdaus; Pacu Putra; Lovinta Happy Atrinawati; Monterico Adrian
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 7 No. 1 (2022)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (256.699 KB) | DOI: 10.25139/inform.v7i1.4443

Abstract

A lot of the company's business activities failed due to not adapting to user needs and technological developments. Previous studies show that there is no way to implement UX guidelines that explain the specific user needs for the UX of e-commerce systems. Therefore, we need a way of implementing UX for e-commerce websites. We used usability parameters in ISO 9241-11, namely effectiveness, efficiency, and satisfaction, to measure the system's usability and then conduct an interview to follow up the result. This research identifies how e-commerce companies implement UX best practices for their systems that can be used for other people who want to design their e-commerce applications.
Penerapan Metode SOSTAC dalam Perancangan Sistem Informasi Space Rent UMKM Stasiun Rugaiyah Balqis; Pacu Putra; Nabila Rizky Oktadini; Alsella Meiriza; Putri Eka Sevtiyuni
Journal of Information System Research (JOSH) Vol 4 No 3 (2023): April 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i3.3247

Abstract

The provision of Space rent or space rental for LRT station MSMEs in Palembang City is a form of sensitivity and concern for economic growth in Indonesia. Currently, the dissemination of information regarding the provision of space rent for MSMEs is only limited to several social media such as Facebook and Instagram. This research aims to be able to provide new opportunities in the form of designing a marketing information system for Space rent UMKM at the Palembang City LRT station using a website. System design must be by applying methods that can formulate, control, and evaluate the system so that it can be right on target according to user needs. This research is a descriptive qualitative research using the results of the analysis of direct interviews with five informants consisting of business development parties of the South Sumatra Light Railway Management Center, station UMKM business actors, and the general public which are used as reference materials for the formulation of analyses into the method used, namely the SOSTAC method which is implemented through a prototype website and tested through blackbox testing. The results of this research are in the form of the Palembang City LRT Station Space rent MSME website which can be used as a marketing media and MSME sales information system according to user needs. Based on testing through blackbox testing, it was found that the Palembang City LRT Station UMKM Space rent website had run well.
Analisis Kepuasan Pengguna Terhadap Aplikasi Spotify Menggunakan Metode End User Computing Satisfaction (EUCS) M Ferlian Sijadah; Nabila Rizky Oktadini; Allsela Meiriza; Pacu Putra; Putri Eka Sevtiyuni
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 6, No 2 (2023): JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)
Publisher : STMIK Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jtksi.v6i2.1485

Abstract

Music streaming applications are applications that allow users to listen to legal or online music. Spotify is currently known as the application that provides the largest music streaming service, digital music, podcast, and video service with access to millions of songs and other content from various creators worldwide. This research concerns the analysis of user satisfaction with the Spotify application. This research was conducted to understand and determine user satisfaction with the Spotify application. The method used in this research is End User Computing Satisfaction (EUCS). There are also problems with this music application related to the competition system when listening to music online. The sampling technique uses Lemeshow sampling (based on coincidence) with a total of 100 respondents using a research instrument in the form of a questionnaire using a Likert scale, which is a scale used to measure perceptions, attitudes, or opinions of users towards the Spotify application. shows that the level of user satisfaction from the five variables shows that the Content variable gets the highest satisfaction with a total percentage of 78.5%, the Accuracy variable gets high satisfaction with a total percentage of 77.5%, the Format variable gets the highest satisfaction with a total percentage of 79.9%, the Variable Ease of Use gets high satisfaction with a percentage of 84.6%, the Timelines variable gets high satisfaction with a percentage of 78.9%.
Perancangan Sistem Informasi Tender Bokar Menggunakan Metode Design Thinking Letty Latifani Arifah; Allsela Meiriza; Pacu Putra; Nabila Rizky Oktadini; Putri Eka Sevtiyuni
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 3 No. 6 (2023): Juni 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v3i6.798

Abstract

The government has been established improving the quality of rubber by implementing the Gerakan Nasional Bokar Bersih directed through Unit Pengolahan dan Pemasaran Bokar or UPPB. In processing and marketing rubber, UPPB conducts a rubber tender system. One of the UPPBs that applies the rubber tender system is UPPB KT. Karya Tani-IV. However, the tender system is still carried out conventionally through the Whatsapp group, so that the marketing of rubber carried out is still less extensive and is only marketed to known tender participants. In addition, UPPB KT. Karya Tani-IV currently does not have a website-based information system that can store farmer rubber recording data using a database. Therefore, this research provides a solution to design a prototype of the rubber tender Information System using the Design Thinking method. The design thinking method is considered capable of overcoming the problems faced by creating solutions based on user needs. The Design Thinking method is used to solve problems through creative ways by involving users into thinking activities and the user's point of view is used as the main benchmark in an action or activity in solving problems. The prototype of this system is designed to expand the reach of rubber marketing and make it easier for UPPB KT. Karya Tani-IV in processing rubber data. After testing the prototype using the System Usability Scale method, a final score of 82.45 was obtained. The final score obtained is included in the Acceptability Ranges category of "Acceptable" with a grade scale of "A" and receives an adjective rating of "Excellent", so the prototype designed is acceptable and feasible to be developed as a system that can assist the marketing and processing of Bokar data at UPPB KT. Karya Tani-IV.
Evaluasi User Experience Aplikasi Tokopedia Dengan Menggunakan User Experience Questionnaire (UEQ) Ahmad Ardin Fariska; Pacu Putra; Nabila Rizky Oktadini; Allsela Meiriza; Putri Eka Sevtiyuni
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (373.384 KB) | DOI: 10.36418/syntax-literate.v7i11.10029

Abstract

E-commerce adalah toko digital yang ada tanpa perlu bertemunya penjual dan pembeli. Ada beberapa aspek pasar yang membuat konsumen merasa nyaman berbisnis, seperti User experience dengan fitur yang mengenali apa yang dialami konsumen. Tujuan studi ialah untuk mengetahui analisi perbandingan user experience aplikasi Tokopedia dengan menilai user experience kemudian untuk mencari aspek mana saja yang perlu ditingkatkan. Metode yang digunakan dalam penelitian ini yakni studi literatur penulis mencari informasi berkaitan metode yang dipakai dan permasalahan di penelitian ini sumbernya dari buku, jurnal, artikel, dan penelitian selain itu adanya Tokopedia sebagai objek penelitian dalam Evaluasi User Experience (UX) menggunakan User Experience Questionnaire.Tokopedia punya penilaian pengalaman pengguna yang positif untuk variabel disukai pengguna, variabel produk yang mudah digunakan, variabel produk yang membantu bekerja secara efisien, variabel produk yang memungkinkan pengguna mengontrol interaksi, variabel produk yang membuat pengguna senang dan nyaman dalam penuh motivasi di tempat kerja.
Perancangan UI/UX Fitur Asrama Mahasiswa Berbasis Website dengan Pendekatan User Centered Design Fika Febrika; Pacu Putra Suarli; Nabila Rizky Oktadini; Allsela Meiriza; Putri Eka Sevtiyuni; Endang Lestari Ruskan; Dedy Kurniawan
JURIKOM (Jurnal Riset Komputer) Vol 10, No 3 (2023): Juni 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v10i3.6154

Abstract

The rapid development of information technology makes easier for human accessing and exchanging information through digital media like websites. Since 2019, Badan Pengelola Usaha Universitas Sriwijaya started developing student dormitories booking system, namely Fitur Asrama Mahasiswa. This system can be accessed by Sriwijaya University students via bpu.unsri.ac.id. The types of dormitories shown in this feature consist of apartments, flats, and government dormitories. Based on interviews, it was stated that users still had difficulty accessing Fitur Asrama Mahasiswa, especially in user interface and user experience, so it was necessary to improve interface design with aim of making it easier for users to find information and book dorm room. Design improvement of Fitur Asrama Mahasiswa bpu.unsri.ac.id interface carried out through design process usingUser Centered Design (UCD) approach, so thataccommodate user needs. Design process begins with commitment from bpu unsri to involve users in design process through discussion. Then, determine the context of use through interviews, determine user needs and organizational needs through usability testing and interviews, interface designs based on user needs, and evaluate designsthrough usability testing. Using the UCD approach proven that system usability increased which consists of four parameters, namely success rate, efficiency, error rate, and satisfaction. Success rate increased from 52.86% to 94.76%. Efficiency increased from 45.12% to 96.05%. The error rate decreased from 50.12% to 3.69&. Satisfaction increased from 32.5 to 87.33
Co-Authors Ahmad Ardin Fariska Ahmad Rafid Rizqullah Ahmad Rifai Akbar Alzaini Akrom, Akrom Ali Ibrahim Allsela Meiriza Allsela Meiriza Allsela Meiriza Allsela Meiriza Allsela Meiriza Allsela Meiriza, Allsela Allsela Meriza Alsella Meiriza Amanda Julia Dela Siska Ani Nidia Listianti Ani Nidia Listianti, Ani Nidia Apriansyah Putera Apriansyah Putra Apriansyah Putra Ari Wedhasmara Ari Wedhasmara Aulia Zulfia Bayu Wijaya Putra Danar Feriano Dedy Kurniawan Deni Lidianti Desheila Andarini Desheila Andarini, Desheila Devano Danendra Dinna Yunika Dinna Yunika Hardiyanti Dinna Yunika Hardiyanti Dinna Yunika Hardiyanti Dinna Yunika Hardiyanti Dwi Rosa Indah Eka Prasetyo Ariefin Endang Lestari Ruskan Endang Lestari Ruskan Endang Lestari Ruskan Enjelina Tampubolon Ermatita Ermatita - Fathoni - Fatimah Salsabila Fauza Adelma Syafrizal Fauza Adelma Syafrizal Fika Febrika Gusti Barata Hardini Novianti Hardini Novianti Hardini Novianty Helen Susanti Helmalia Sandy Hilditia Cici Triska Amirta Jaidan Jauhari Jambak, Muhammad Ihsan Jefven Fernando Ken Ditha Tania Letty Latifani Arifah Lovinta Happy Atrinawati Lovinta Happy Atrinawati M Ferlian Sijadah M Ihsan Jambak Maya Puspasari Maya Puspasari Meitiana Audya Mgs Afriyan Firdaus Mgs. Afriyan Firdaus Mifta Aprilya Suryani Monterico Adrian Monterico Adrian Muhamad Edric Rasyid Muhamad Riza Padlefi Muhammad Aidil Fitri Syah Muhammad Ali Buchari Muhammad Fachri Nuriza Muhammad Ihsan Muhammad Ihsan Jambak Muhammad Ihsan Jambak Muhammad Rafly Muklis Febriadi Mulyadi Mulyadi Nabila Oktadini Nabila Riska Ayu Nabila Rizky Oktadini Nabila Rizky Oktadini Nabila Rizky Oktadini Nabila Rizky Oktadini Nabila Rizky Oktadini Nabila Rizky Oktadini Naretha Kawadha Gumay Nyayu Nhasywa Perialah Irfa Oktadini, Nabila Rizky Onkky Alexander Ovie Nur Faizah Paulus Paskah Lino Susilo Putri Eka Sevtiyuni Putri Eka Sevtiyuni Putri Eka Sevtiyuni Putri Eka Sevtiyuni Putri Eka Sevtiyuni Putri Eka Sevtiyuni Putri Eka Sevtiyuni Putri Eka Sevtyuni Putri, Sasviana Rahmat Izwan Heroza Rahmat Izwan Heroza Rahmat Izwan Heroza Rani Mardiah Reza Winiarni Ridho Pangestu Rinda Fransisca Sihombing Rio Abdi Sucipta Riska Yunita Rizka Dhini Kurnia Rizka Rahmadhani Royan Dwi Saputra Rudi Sanjaya Rugaiyah Balqis Sasviana Putri Sonia Dwi Saputri Susilo, Paulus Paskah Lino Tika Octri Dieni Winda Kurnia Sari Yadi Utama Yoppy Sazaki Yoppy Sazaki Yunita Yunita Zalika, Indah Zarkasih Zarkasih