cover
Contact Name
Dede Surya Atmaja
Contact Email
desur.atmaja@kwikkiangie.ac.id
Phone
+622165307062
Journal Mail Official
jurnal.informatikabisnis@kwikkiangie.ac.id
Editorial Address
Jl. Yos Sudarso Kav 87, Sunter Jakarta 14350
Location
Kota adm. jakarta utara,
Dki jakarta
INDONESIA
Jurnal Informatika dan Bisnis
ISSN : 23019670     EISSN : 24775363     DOI : https://doi.org/10.46806/jib.v12i2
Core Subject : Economy, Science,
Jurnal Informasi dan Bisnis (JIB) adalah jurnal yang diterbitkan oleh Institut Bisnis dan Informatika Kwik Kian Gie dengan p-ISSN 2301-9670 dan e-ISSN 2477-5363. JIB terbit dua kali dalam setahun, yakni setiap Juni dan Desember, dan telah terbit dalam bentuk cetak (buku) dan elektronik (PDF). Fokus dan bidang di JIB meliputi: Informatika, Ekonomi, Bisnis, Manajemen, Manajemen Informatika, Informatika Ekonomi, Informatika Bisnis, Pembangunan Ekonomi, Informasi Akuntansi, Manajemen Informatika Produksi, Informatika Produksi, Distribusi Informatika, Informatika Konsumen. Kami mendorong pembaca dan penulis untuk mengirimkan artikel berisi ide atau kontribusi orisinal terbaik. Naskah bisa berupa artikel riset kuantitatif, artikel riset kualitatif, artikel review, short communication, metoda riset dan rancangan sistem, dengan syarat memiliki kebaruan dan bermanfaat secara praktis dan akademis.
Articles 5 Documents
Search results for , issue "Vol. 11 No. 1 (2022): Edisi Juni 2022" : 5 Documents clear
PERANCANGAN DAN IMPLEMENTASI SURVEI KEPUASAN PELANGGAN BERBASIS WEB Roelly Hoemdiana
Jurnal Informatika dan Bisnis Vol. 11 No. 1 (2022): Edisi Juni 2022
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

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Abstract

Setiap lembaga pendidikan memiliki standar yang berbeda – beda dalam pembelajaran. Salah satu metode untuk mengetahui kekurangannya adalah dengan metode survei kepuasan pelanggan. Di Institut Bisnis dan Informatika Kwik Kian Gie sudah menerapkan survei kepuasan pelanggan. Namun, kegiatannya masih manual dengan mengisi melalui kertas formulir. Data yang diperoleh juga tidak lengkap karena hanya beberapa mahasiswa yang mengisi. Teori yang dicari dan dipelajari berkaitan dengan survei dan bentuk pertanyaan dari survei kepuasan pelanggan. Penelitian dilakukan dengan menggunakan metode Waterfall. Desain dari sistem yang dibuat antara lain use case, activity diagram, class diagram,rancangan antarmuka, dan implementasi. Hasil dari penelitian ini adalah sistem survei kepuasan pelanggan yang nantinya setiap pengguna dapat membuat survei kepuasan pelanggan sendiri dan dapat disebarluaskan melalui link atau scan QR code. Dari penelitian yang dilakukan, dapat disimpulkan bahwa sistem survei kepuasan pelanggan dapat memudahkan setiap divisi dalam menyebarkan survei kepuasan pelanggan melalui link atau scan QR Code. Selain itu, responden nantinya dapat mengisi formulir secara online, baik melalui link atau scan QR Code.Kata Kunci : Sistem Survei Kepuasan Pelanggan, QR Code, Survei Kepuasan Pelanggan.
RANCANG BANGUN APLIKASI MEDIA PEMBELAJARAN ANAK SEKOLAH MINGGU DENGAN TEKNOLOGI AUGMENTED REALITY BERBASIS ANDROID (Studi Kasus: GBI Glow Fellowsip Center) Akhmad Budi
Jurnal Informatika dan Bisnis Vol. 11 No. 1 (2022): Edisi Juni 2022
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

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Abstract

ABSTRACTEducation is one of the things that is very important and very influential in building the nation and country, both formal and informal education. In addition, through education it can create and develop various kinds of technology. Of course, this technology can be used in the field of education to help an effective learning process, not only that, technology is also often used in the fields of business, health, communication, and transportation.One of the technologies that are currently being developed and used as a medium for learning is Augmented Reality. Augmented Reality is a technology that combines or adds computer-generated virtual content with realworld objects. Augmented Reality has 2 methods, namely marker-based augmented reality and marker-less augmented reality. This study provides an overview of how Augmented Reality can be used as a medium for Sunday school learning. The method used to conduct research is Rapid Application Development (RAD). The RAD method has a sequence of processes, namely requirements planning, user design, construction, and cutover. The data for this study were obtained through interviews with Sunday school teachers. The result of this research is AR technology that can produce 3D objects in the form of animals when the scan button on the smartphone screen is clicked. Users also do not need to prepare marker prints because researchers created the application using the marker-less augmented reality method so that it is more efficient. The application of research results is expected to assist Sunday school teachers in teaching stories so that learning is more effective and easy to understand. This is because the application is equipped with 3D animation. In addition, using applications is also very easy just by using an android smartphone.Keyword: Augmented Reality, marker-based augmented reality, marker-less augmented reality, Rapid Application Development
IMPLEMENTASI APLIKASI PENGAMBILAN KEPUTUSAN UNTUK MENENTUKAN LOKASI NONTON BARENG SEPAKBOLA BERBASIS ANDROID STUDI KASUS CAFÉ DI DKI JAKARTA Elis Sondang Dasawati
Jurnal Informatika dan Bisnis Vol. 11 No. 1 (2022): Edisi Juni 2022
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

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Abstract

ABSTRACTAs more and more levels of the technology that can help us on any side, we must use this advantage as good as possible. This led us to produce more applications to make a better living for human races. So is the growth of the football fans community. But on the other hand, there are no application that exclusively provides information systems with locationspecific services for football fans to do match screening.To establish a Decision Support System with location-based services, the author uses a variety of theories used as a references. Theories are information systems, databases, SQL, Java programming languages, PHP Programming languages, Android Operating System, Decision Making and Location Based Service. The application is developed with the Java-based Java programming language that can be easily accessed and run through the internet. In this research, data collection is done by doing direct observation with the culture of match screening. The system development is done using object-oriented analysis and design that can be described with Unified Modeling Language (UML).The results of this research is a Decision Making application that can be used by anyone, especially for those who are fans of football clubs and cafe owners with the match screening facility . With its uniqueness, this is can be an attraction for cafe owners who want to promote their cafe. The conclusion of this research is the application of decision making can be used as media to publish cafe with match screening facility and information of match that aired, so it can facilitate the spectators of soccer sport in order to funnel their hobby.Keywords: Android, information system, decision making, Location Based Servise, match screening, football.
ANALISIS TINGKAT KEPUASAN PENGGUNA APLIKASI MARKETPLACE TOKOPEDIA MENGGUNAKAN ALGORITMA C4.5 Grace Martha Geertruida Bororing
Jurnal Informatika dan Bisnis Vol. 11 No. 1 (2022): Edisi Juni 2022
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

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Abstract

ABSTRACTThe role of information systems in the business world in Indonesia has grown and reached a fairly rapid stage of progress, due to information systems in the business world, which can provide fast, accurate, and available information studies wherever needed, for example with the development of a marketplace business in Indonesia. Marketplace competition to attract potential consumers is getting tougher, therefore every marketplace company needs to maintain their user satisfaction so that they continue to use the marketplace services. The factors used to measure the level of application user satisfaction include system quality, information quality, design display quality, security, system user satisfaction. The object of this study is Tokopedia with the level of user satisfaction of the application as the variable of this study. The method used in this study is descriptive analysis with the C4.5 Decision Tree algorithm technique. Data collection is done by distributing questionnaires to Tokopedia application users and has been filled out by 114 respondents. The quality of information has the most significant influence on the level of satisfaction of the Tokopedia application users, besides the quality of the design display also has a significant influence on the level of satisfaction of theTokopedia application users. This study shows that the level of user satisfaction with the Tokopedia applicationis good. The conclusion of this study is that the level of user satisfaction of the Tokopedia application isstronglyinfluenced by the value ofsystem quality, information quality, design display quality,security,system and service user satisfaction of the Tokopedia application.Keywords: Statisfication Level, Application User, C4.5 Algorithm, Decision Tree
ANALISIS TRACER STUDY PROGRAM STUDI SISTEM INFORMASI DAN TEKNIK INFORMATIKA PADA INSTITUT BISNIS DAN INFORMATIKA KWIK KIAN GIE PERIODE LULUSAN TAHUN 2017 – 2021 budi wasito; Sigit Birowo
Jurnal Informatika dan Bisnis Vol. 11 No. 1 (2022): Edisi Juni 2022
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

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Abstract

Penelitian tracer study terhadap lulusan program studi Sistem Informasi (SI) dan Teknik Informatika (TI) bertujuan untuk mendapatkan gambaran secara jelas kondisi terakhir terkait posisi bidang kerja, lama waktu tunggu alumni sejak lulus dan kesesuaian antara bidang ilmu yang didapat dengan profesi saat terakhir. Alumni dapat memberikan masukan kritis dan membangun kepada almamaternya, sehingga dari masukan tersebut dapat diketahui prosentase kesesuaian antara kurikulum pendidikan yang didapatkan saat kuliah dengan kebutuhan dunia industri.Penelitian ini termasuk jenis penelitian deskriptif kualitatif (qualitative research) melalui pendekatan survei mencakup tahapan: persiapan, pelaksanaan, analisis dan evaluasi. Jenis data yang dikumpulkan dalam penelitian ini adalah data primer yang diperoleh langsung dari alumni melalui kuesioner yang terstruktur. Penyebaran kuesioner dilakukan secara online melalui link google form dan penyebaran secara langsung kepada alumni. Penyebaraan dan pengumpulan data dimulai sejak Januari s/d Juli 2022.Target sasaran adalah mahasiswa lulusan tahun 2017 sampai dengan tahun 2021 khusus program studi SI dan TI. Dari hasil penelusuran didapat respon alumni yang memberikan jawaban hasil Tracer Study masih dibawah 50%, maka secara berkelanjutan proses Tracer Study harus terus dilakukan karena sangatlah penting memotret profil alumni dan sekaligus antisipasi pemenuhan syarat akreditasi.Hasil penelitian menunjukkan sebagian besar alumni Program Studi SI dan TI mendapatkan pekerjaan dengan masa tunggu kurang dari 1 bulan yaitu sebanyak 41% mahasiswa. Sedangkan waktu tunggu 1 bulan sebanyak 18% alumni. Dan secara berturut turut waktu tunggu 2 bulan adalah 8%, 3 bulan 5% dan diatas 4bulan adalah 28%. Tingkat kesesuaian profesi alumni terhadap bidang kerja yang ditangani adalah 73% dari sejumlah responden yang memberikan jawaban. Dan terdapat 27% alumni bekerja tidak sesuai dengan bidang kerja (Non Infokom).Kata Kunci: Tracer Study, Waktu Tunggu, Kesesuaian Bidang Kerja

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