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Design of BPJS Participant Patient Referral Information System Tri Cicik Wijayanti; Brian Sebastian Salim; Nur Sucahyo; Albertus Dwiyoga Widiantoro; Edi Wahyu Wibowo
International Journal of Artificial Intelligence Research Vol 6, No 1.1 (2022)
Publisher : International Journal of Artificial Intelligence Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29099/ijair.v6i1.1.594

Abstract

BPJS, Social Security Administrator, is a state-owned health insurance company previously serving as PT. ASKES (Health Insurance), whose services are implemented in several health agencies in Indonesia. One example is hospitals. In doing the community to provide complete individual health services, the Hospital is one of the health agencies supporting the BPJS (Social Security Administrator) program. One of the hospitals that participated in realizing and launching the BPJS program was the XYZ Hospital in AA City. Currently, in managing one of the BPJS social security programs, XYZ Hospital is still manually processing data in the patient referral process, namely by still using patient referral letters. That is what is being demanded by researchers to realize this study's objectives, namely design, a system where later patient referral data can be computerized and efficiently. Based on observations in the field regarding the data collection process, which is still manual, the researchers will be able to design a patient referral information system with software development tools using database design with MySQL, while programs can use PHP. The researchers in this study used a data collection method, such as interviewing several related parties. This information system design will make it easier for hospital managers in the next stage to develop an information system so that it can be used to process patient referral system data and present computerized information as a whole and efficiently.
Pemodelan User Interface dan User Experience Menggunakan Design Thinking Andy Rachman; Brian Sebastian Salim; Anwar Sodik; Juni Iswanto; Antonius Rino Vanchapo; Melda Agnes Manuhutu
Jurnal Pendidikan Tambusai Vol. 7 No. 2 (2023): Agustus 2023
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Pandemi COVID-19 menyebabkan berbagai aktivitas dialihkan menjadi secara daring, salah satunya aktivitas belajar di sekolah. Karena belum memiliki sistem informasi e-learning sendiri, kegiatan belajar daring di SMA Tunas Bangsa Palembang memanfaatkan berbagai media seperti Classroom untuk membuat kelas, Google form untuk mengisi absen, hingga Youtube untuk menyampaikan materi. Banyaknya media serta masih terdapat kekurangan yang dirasakan terkait fitur dari media yang digunakan menyebabkan pelaksanaan kegiatan belajar menjadi kurang efektif dan efisien. Sehingga, agar dapat menghadirkan kenyamanan dan kemudahan dalam kegiatan pembelajaran tersebut, diperlukan perancangan user interface dan user experience (UI/UX) sistem informasi e-learning. Penelitian ini menggunakan design thinking sebagai metode yang memiliki 5 tahapan, dimulai dengan empathize sampai pengujian prototype desain solusi (test). Pengujian prototype dilakukan dengan metode usability testing yaitu menggunakan skenario tugas serta kuesioner System Usability Scale (SUS) dan User Experience Questionnaire (UEQ). Hasil pengujian usability testing menggunakan skenario tugas dan kuesioner SUS antara lain untuk aspek learnability dan efficiency kelompok pengguna guru dan siswa yaitu 100% dan 0,04 goals/sec, untuk aspek satisfaction pengguna guru yaitu 93 dengan grade scale “A” dan untuk pengguna siswa yaitu 85 dengan grade scale “B”, skor penilaian UEQ untuk dua kelompok pengguna berada diatas 2,0 di semua kategori penilaian yaitu “Daya Tarik”, “Kejelasan”, “Efisiensi”, “Ketepatan”, “Stimulasi”, “Kebaruan”. Sehingga, dapat disimpulkan bahwa desain prototype e-learning telah memiliki user experience yang baik. Kata kunci— Design Thinking; E-Learning; Perancangan UI/UX.
Utilizing Augmented Reality Technology to Create an Immersive Learning Experience Andy Rachman; Muhammad Subhan Iswahyudi; Brian Sebastian Salim; Widiharto Purnomo; Wahyu U. Putra
At-Tasyrih: jurnal pendidikan dan hukum Islam Vol. 10 No. 1 (2024): At-Tasyrih: Jurnal Pendidikan dan Hukum Islam
Publisher : P3M IAI Nusantara Batang Hari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/attasyrih.v10i1.217

Abstract

Education is a process of reducing the number of ignorance and poverty in the world. Through education a person can change his life, far more advanced than people who are not educated. In today's advanced and sophisticated era, education is supported by the presence of various technologies. With technology, one can create interactive and creative education. Various kinds of technology emerged and developed. This rapidly developing technology also encourages the birth of a process of change in the world of education. The presence of this technology provides many benefits in the world of education. The purpose of this study is to find out the benefits of augmented reality technology in creating deep learning. The method used in this study is a quantitative research method with a survey design. Data for this study were obtained by filling out a questionnaire via the Google Forms link. The results of this study are that the benefits of augmented reality technology in creating in-depth learning have a significant influence and impact on the learning process. Through Augmented Reality Technology has the opportunity to improve the learning process in high school. Learning that uses AR technology allows students to learn in a more exciting, fun and interactive way. In addition, AR technology can also make students better understand the concept of learning. The limitation of this research is that the researcher only investigated at the school level. The researcher also hopes that future researchers can take this research to a higher level and he also hopes that in the future there will be other researchers who can advance this research.
PENINGKATAN MOTIVASI DAN PRESTASI BELAJAR DENGAN PENERAPAN PEMBELAJARAN BERBASIS GAME Almira Ulimaz; Brian Sebastian Salim; Ika Yuniwati; Marzuki Marzuki; Arief Syamsuddin; Abu Bakar Tumpu
Jurnal Review Pendidikan dan Pengajaran (JRPP) Vol. 7 No. 1 (2024): Volume 7 No 1 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i1.25604

Abstract

Penelitian ini bertujuan untuk menyelidiki dampak penerapan pembelajaran berbasis game terhadap motivasi dan prestasi belajar siswa. Melalui metode studi literatur, kami menjelajahi literatur yang relevan untuk memahami keterkaitan antara pembelajaran berbasis game, motivasi belajar, dan prestasi belajar. Hasil penelitian menunjukkan bahwa pembelajaran berbasis game memiliki potensi besar dalam meningkatkan motivasi siswa melalui pengalaman belajar yang interaktif dan menarik. Penggunaan elemen permainan, seperti tantangan dan umpan balik instan, membantu meningkatkan keterlibatan siswa dalam proses pembelajaran. Selain itu, pembelajaran berbasis game juga dapat berdampak positif terhadap prestasi belajar siswa. Integrasi konten akademis ke dalam format permainan meningkatkan pemahaman konsep dan kemampuan siswa dalam menerapkan pengetahuan dalam konteks praktis. Walaupun demikian, penelitian menyoroti perlunya desain pembelajaran yang kontekstual dan pemahaman mendalam terhadap faktor-faktor yang memengaruhi efektivitasnya. Kesimpulannya, pembelajaran berbasis game dapat dianggap sebagai alternatif yang efektif untuk meningkatkan motivasi dan prestasi belajar siswa. Implementasi lebih lanjut dan penelitian lebih lanjut diperlukan untuk mengoptimalkan potensinya, dengan mempertimbangkan variasi dalam desain pembelajaran dan karakteristik siswa.
INTEGRASI REALITAS VIRTUAL DALAM PROGRAM PELATIHAN PENGEMBANGAN KETERAMPILAN TEKNIS Brian Sebastian Salim; Filbert Ivander
Jurnal Review Pendidikan dan Pengajaran (JRPP) Vol. 7 No. 2 (2024): Volume 7 No. 2 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i2.27039

Abstract

Penelitian ini mengeksplorasi integrasi realitas virtual (VR) dalam konteks pelatihan keterampilan teknis, menyoroti dampaknya terhadap efektivitas pembelajaran dan pengembangan keterampilan praktis. Metode studi literatur digunakan untuk merinci temuan dari berbagai sumber akademis, jurnal, dan buku terkait. Hasil penelitian menunjukkan bahwa penggunaan VR dalam program pelatihan keterampilan teknis memberikan efek positif, meningkatkan keterlibatan peserta, mempercepat pembelajaran, dan mendukung transfer keterampilan ke dunia kerja. Namun, tantangan seperti biaya implementasi dan kebutuhan pengembangan kapasitas pengajar juga diidentifikasi sebagai faktor kritis yang memerlukan perhatian serius. Kesimpulannya, integrasi VR menawarkan potensi revolusioner dalam pembentukan keterampilan teknis, tetapi langkah-langkah strategis dan solusi bagi kendala tertentu harus diambil untuk memastikan keberlanjutan dan inklusivitasnya.
Bibliometric Mapping of Green Technology Innovation in the Manufacturing Industry Loso Judijanto; Chevy Herli Sumerli A.; Filbert Ivander; Brian Sebastian Salim
West Science Interdisciplinary Studies Vol. 1 No. 12 (2023): West Science Interdisciplinary Studies
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsis.v1i12.524

Abstract

This bibliometric mapping study provides a comprehensive analysis of green technology innovation within the manufacturing industry, employing quantitative methods to uncover thematic clusters, research trends, author collaborations, and research gaps. Three distinct thematic clusters—Sustainable Manufacture, Enterprise, and Challenge—emerge, each offering insights into prevalent terms and themes. The analysis of research trends reveals the evolution of key terms over time, highlighting emerging topics. Author collaboration mapping identifies influential researchers and collaborative networks, facilitating interdisciplinary partnerships. The study's implications extend to resource allocation, policy formulation, and industry best practices, emphasizing academia's pivotal role in sustainable manufacturing. Overall, this research serves as a roadmap for future endeavors, fostering collaboration, informing policy, and driving innovation in green technology within the manufacturing sector.
A Bibliometric Analysis of the Use of Augmented Reality Technology in Enhancing Cultural Tourism Experience Loso Judijanto; Brian Sebastian Salim
West Science Interdisciplinary Studies Vol. 2 No. 01 (2024): West Science Interdisciplinary Studies
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsis.v2i01.610

Abstract

This paper presents a bibliometric analysis of augmented reality (AR) technology in the enhancement of cultural tourism experiences. By examining literature from 1999 to 2024, this study maps the scholarly terrain, identifying pivotal themes and assessing the growth trajectory of AR in cultural tourism. The research employs systematic data collection and analysis methods, including keyword co-occurrence, citation patterns, and trend analysis, to highlight the integration of AR in cultural heritage sites and its impact on the tourism industry. A particular focus is given to the shift from technological foundations to user-centric adoption and acceptance of AR. The main findings reveal a well-established focus on "Model," "Cultural heritage tourism," and "Mobile augmented reality," with emerging areas such as "Virtual tourism" and "Mobile augmented reality acceptance" marked for future exploration. The research novelty lies in the comprehensive temporal mapping and the identification of potential research gaps within the evolving AR landscape. The study concludes with insights into how AR is revolutionizing cultural tourism by providing enriched, educational, and interactive experiences, thereby underscoring the field's dynamic progression and its untapped potential in the aftermath of the COVID-19 pandemic.