IKADO E-Journal (Institut Informatika Indonesia)
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470 research outputs found
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Raising Awareness of 3R (Reduce, Reuse, Recycle) Using Revin the Environment Hero Serious Game for Elementary Schoolers
Indonesia faces a significant environmental challenge with rising annual waste production, reaching 69.7 million tonnes in 2023, yet only 62.91% was properly managed. This problem stems from a lack of awareness about proper waste management, especially among children. To address this issue, this study developed Revin the Environment Hero, a serious game designed to enhance elementary school students\u27 understanding of the 3R concept (Reduce, Reuse, Recycle). Employing a Research & Development approach with the ADDIE model, the game was tested with 40 elementary students in Surabaya. Pre-test and post-test questionnaires assessed the game\u27s effectiveness, and a Paired Sample T-Test showed a significant improvement in students\u27 3R knowledge (t-value = -12.637, p < 0.001). Feedback revealed high satisfaction with the game’s engaging narrative, interactive mechanics, and clear instructions. The game not only increased students’ theoretical knowledge but also encouraged practical application of the 3R principles through creative recycling activities. These findings demonstrate the potential of serious games as effective educational tools for promoting environmental awareness and sustainable behaviors in young learners. Future studies should expand respondent diversity and include additional features, such as varied challenges and adjustable difficulty levels, to further enhance educational outcomes
Evaluation of Information Technology Governance at XYZ Bondowoso Hospital Using COBIT 2019 and ITIL V4
This study is in the field of information technology (IT) governance. Researchers investigated the implementation of IS/IT in a hospital located in Bondowoso, East Java. The results of the investigation showed that the hospital had implemented IS/IT by general hospital regulations and government policies. However, the IT governance system there is not good; there has been no evaluation process. Thus, the purpose of this study is to evaluate IT governance to determine the quality of their IT services and provide recommendations for improvement. The framework used is COBIT 2019 and ITIL V4. Data collection was carried out by interviewing and distributing questionnaires. Data were analyzed using a design toolkit that includes 10 design factors in COBIT 2019. The results of this study are that 3 management practices must achieve capability targets at level 4, namely BAI02, BAI03, and BAI07. Based on the current conditions, BAI02 and BAI03 have achieved level 3, and BAI07 has achieved level 2, with largely achieved rating criteria. This indicates that there is a gap. This study provides recommendations for actions that need to be taken by hospitals that focus on these 3 management practices. Recommendations are made with reference to COBIT 2019 and ITIL V4
Classification of Hybrid and Peking Duck DOD Varieties Based on Feather Images Using CNN
Hybrid meat duck is a fast-growing variety with superior meat structure, the result of crossbreeding between Peking duck and laying duck to increase egg productivity. Day Old Duck (DOD) hybrid duck is highly sought after in the rearing industry, and this crossbreeding process produces hybrid and Peking varieties with different feather color patterns. Sorting DOD is important to maintain the consistency of hybrid varieties, but the process requires high expertise and a long time. The feather color of DOD meat duck can be used to distinguish between hybrid and Peking varieties. In this study, a deep learning approach with the Convolutional Neural Network (CNN) algorithm was applied to classify DOD varieties based on feather images. The study used 1702 images including hybrid and Peking ducklings. The model was tested with test data and evaluated using a confusion matrix to measure the performance of the developed model in identifying DOD varieties
Analisis Kinerja Distribusi dan Marketing dengan Metode Line Balancing Pada Produk UMKM Desa Pengudang Kabupaten Bintan
Perajin bambu di UMKM binaan PokDarWis Desa Pengudang Kabupaten Bintan belum memiliki daya jual yang optimal secara menyeluruh. Berdasarkan kondisi di daerah tersebut, pelaku UMKM lebih memilih menerapkan sistem Make-to-Order (MTO). Dalam jangka waktu yang ditentukan, metode tersebut belum menemukan solusi yang optimal. Dengan adanya permasalahan tersebut, perubahan diperlukan dalam penentuan rute logistik untuk mengurangi biaya transportasi. Metode Operation Chart dan Line Balancing dipilih dalam penelitian ini untuk mencapai tujuan optimal dalam implementasi line balancing sehingga setiap stasiun kerja dapat bekerja secara efektif dan efisien. Terdapat peningkatan signifikan dalam jumlah stasiun kerja setelah penelitian ini dilakukan. Setelah menerapkan metode Line Balancing, data Line Efficiency (LE) yang didapatkan adalah 71,94% dari total waktu kerja stasiun. Balance Delay (BD) memiliki nilai sebesar 35%, dan jumlah stasiun kerja yang seimbang adalah 21,46 dari total 40 elemen kerja. Oleh karena itu, perlu dilakukan beban kerja yang adil dari operator dengan menyediakan pekerjaan untuk operator tidak ditempati sehingga semua pekerjaan dapat diselesaikan
EduSawit: Implementation of Augmented Reality in Environmentally Friendly Palm Oil Plant Education
The palm oil industry in Indonesia continues to face serious problems related to environmental degradation and small farmers limited access to information on sustainable cultivation practices. To address these challenges, this study developed EduSawit, an Augmented Reality (AR)-based educational application that supports the implementation of environmentally friendly palm oil cultivation practices. The application was designed using the Multimedia Development Life Cycle (MDLC) method, which consists of six main stages: concept formulation, design, material collection, assembly, testing, and distribution. Its main feature is interactive 3D visualization that displays important processes such as site selection, provision of superior seeds, mixed planting patterns, use of organic fertilizers, water management, biological pest control, and palm oil waste management. Validation was carried out using Black Box testing to ensure that all functions, including AR marker scanning, 3D object display, and information panels, worked as expected. The research results show that EduSawit is a technically reliable and pedagogically relevant learning medium, with the potential to improve farmers understanding of sustainable cultivation practices. The next step is a field trial with smallholder farmers to assess the application\u27s effectiveness in increasing knowledge, confidence, and adoption of environmentally friendly practices
Toward Immersive Commerce: A Systematic Review of Augmented Reality Adoption in Retail
Augmented Reality (AR) has emerged as a prominent solution to address customer concerns in online shopping. This study aims to conduct a literature review on the factors influencing the adoption of AR in the retail industry. The reviewed literature spans the last five years, from 2020 to 2025, and was sourced from databases such as Scopus, Semantic Scholar, Web of Science, and Google Scholar. The PRISMA method was applied to facilitate the selection of relevant studies, resulting in a final dataset of 34 publications. The review identified 94 variables and 13 moderators commonly used in 11 prior studies. Among these, the Technology Acceptance Model (TAM) and the Unified Theory of Acceptance and Use of Technology (UTAUT) were the most frequently applied frameworks. Research on AR adoption in retail has been conducted across various countries in Asia, Europe, and the Americas. This study is expected to provide insights beneficial for both researchers and retail practitioners in integrating AR technology into their business processes
Enhancing User Interface & User Experience on Digital Learning Platforms Through a Design Thinking Approach
Thinkoguru is an educational platform under development. This study redesigns its user interface and user experience using the Design Thinking framework through five stages: empathize, define, ideate, prototype, and test. User needs were elicited through interviews, synthesized into personas and pain points, and mapped to information architecture, user flows, and a cohesive design system. The outcome is a high-fidelity prototype based on a role-based dual-platform architecture, consisting of a mobile application for learners and a web dashboard for mentors. This paper presents and evaluates the web prototype, which was tested with fifteen participants using the System Usability Scale and achieved an average score of 85.5 (Grade A), indicating excellent perceived usability. The study contributes a clear separation of roles to clarify tasks and reduce cognitive load, together with a traceable linkage from user needs to design decisions that support reuse. These findings provide a structured foundation for the continued development of Thinkoguru and for improving the learning experience on similar educational platforms
Pelatihan Penggunaan Mendeley Untuk Meningkatan Keterampilan Guru Sekolah Dasar Dalam Penulisan Karya Ilmiah
Penulisan dan penerbitan artikel ilmiah sangat penting bagi guru, terutama sebagai bagian dari luaran guru penggerak di sekolah. Artikel ilmiah juga menjadi syarat utama untuk kenaikan pangkat guru. Kegagalan dalam memenuhi syarat ini dapat menyebabkan hilangnya honorarium profesi guru. Salah satu indikator penting kualitas karya ilmiah adalah terhindar dari plagiarisme, yang sering terjadi akibat kurangnya kemampuan guru dalam mengelola referensi dan menulis kutipan dengan benar. Banyak guru masih menggunakan metode manual dalam mengelola referensi karena kurangnya pengetahuan tentang aplikasi seperti Mendeley. Untuk mengatasi masalah ini, kegiatan Pengabdian Kepada Masyarakat (PKM) dilakukan dengan tujuan mentransfer pengetahuan mengenai penggunaan aplikasi Mendeley. Pelatihan ini bertujuan meningkatkan kualitas penulisan referensi dalam karya ilmiah. Berdasarkan analisis, 88% peserta pelatihan memahami penggunaan Mendeley, meskipun 60% guru di Lampung Barat masih menggunakan referensi manual. Pelatihan ini diharapkan membantu guru menjadi lebih kompeten dalam penulisan karya ilmiah dan mendukung peran mereka sebagai guru penggerak
Strategi Pemasaran Digital dan Pengambilan Keputusan Bisnis: Perspektif Gen Z di Paya Jaras Selangor
Pemasaran digital telah menjadi strategi utama dalam mendorong pertumbuhan bisnis di era digital, khususnya bagi Generasi Z yang akrab dengan teknologi. Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk mengkaji efektivitas strategi pemasaran digital terhadap pengambilan keputusan bisnis di kalangan Gen Z, khususnya siswi di Rumah Kasih Paya Jaras, Selangor. Latar belakang kegiatan ini didasari oleh rendahnya tingkat pemanfaatan digital marketing untuk pengembangan bisnis di kalangan remaja di panti tersebut. Metode yang digunakan adalah pendekatan kualitatif dengan observasi partisipatif, Focus Group Discussion (FGD), serta survei sebelum dan sesudah program pelatihan. Implementasi program meliputi pelatihan media sosial, Search Engine Optimization (SEO), dan pembuatan konten pemasaran digital, baik secara luring maupun daring. Tahap pengujian dilakukan melalui perbandingan hasil survei sebelum dan setelah pelatihan dengan analisis deskriptif kuaatitatif. Hasil menunjukkan adanya peningkatan pemahaman strategi pemasaran digital dan peningkatan kemampuan mengambil keputusan bisnis sehingga dapat memperluas jangkauan pasar setelah mengikuti pelatihan. Hasil FGD mengungkapkan bahwa peserta menjadi lebih percaya diri dalam memanfaatkan media digital untuk mempromosikan ide bisnis. Namun, kendala masih ditemukan dalam hal keterbatasan perangkat teknologi dan pemahaman mendalam tentang analisis data digital. Kesimpulannya, pelatihan strategi pemasaran digital efektif dalam meningkatkan literasi bisnis digital Gen Z di Rumah Kasih Paya Jaras, namun keberlanjutan program dan dukungan infrastruktur perlu diperkuat untuk hasil yang lebih optima
Enhancing the Usability of ITG Virtual Tour Website Through UI/UX Design Using the Five Planes Method
The virtual tour website in higher education significantly enhances campus information accessibility; yet, the poor usability of the ITG Virtual Tour website leads to a subpar user experience. This research offers a redesign of the UI/UX utilizing the Five Planes technique, which prioritizes clarity in information and navigation. A System Usability Scale (SUS) was employed to evaluate the site\u27s usability prior to and after the redesign, adhering to the five stages of The Five Planes: Strategy, Scope, Structure, Skeleton, and Surface. The test findings indicated that the initial SUS score of 51.17 (classified as "poor") rose to 74.7 (classified as "good") following the installation of the revised design, demonstrating a substantial enhancement in usability and user satisfaction. This study contributes by demonstrating how the Five Planes method can be effectively applied in the academic context to improve the usability of virtual tour websites, offering a structured framework that can be adopted by other institutions seeking similar improvements