Universitas Putera Batam (UPB): Open Journal Systems
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PERANCANGAN UI/UX APLIKASI MOBILE PANGAUBAN KARINDING DENGAN MENGGUNAKAN FIGMA
This study aims to design the User Interface (UI) and User Experience (UX) of the Pangauban Karinding mobile application as a medium for preserving the art and education of traditional Sundanese musical instruments. Pangauban Karinding functions as a digital space that documents, archives, and shares the dynamics of perkarinding strategically and sustainably. Although this platform is already available in the form of a website, the development of a mobile version was carried out to increase accessibility and user engagement, especially among the younger generation who are more familiar with mobile devices. The method used is a prototyping approach with the help of the Figma application, which supports the process of making wireframes, interface design, and testing interactive prototypes. The application design is carried out through the stages of analyzing user needs, creating navigation and display structures, and evaluating functionality through user feedback. The final results show that the proposed UI/UX design is able to provide a more structured, informative, and attractive user experience than the previous platform. With this application, the preservation of the Karinding culture is not only packaged in an educational way, but also adaptive to the development of technology and the digital behavior of today's society.Penelitian ini bertujuan untuk merancang User Interface (UI) dan User Experience (UX) aplikasi mobile Pangauban Karinding sebagai media pelestarian seni dan edukasi alat musik tradisional Sunda. Pangauban Karinding berfungsi sebagai ruang digital yang mendokumentasikan, mengarsipkan, dan membagikan dinamika perkarindingan secara strategis dan berkelanjutan. Meskipun platform ini telah tersedia dalam bentuk website, pengembangan versi mobile dilakukan untuk meningkatkan aksesibilitas dan keterlibatan pengguna, terutama dari kalangan generasi muda yang lebih akrab dengan perangkat mobile. Metode yang digunakan adalah pendekatan prototyping dengan bantuan aplikasi Figma, yang mendukung proses pembuatan wireframe, desain antarmuka, serta pengujian prototipe interaktif. Perancangan aplikasi dilakukan melalui tahapan analisis kebutuhan pengguna, pembuatan struktur navigasi dan tampilan, serta evaluasi fungsionalitas melalui feedback pengguna. Hasil akhir menunjukkan bahwa rancangan UI/UX yang diusulkan mampu memberikan pengalaman pengguna yang lebih terstruktur, informatif, dan menarik dibandingkan platform sebelumnya. Dengan adanya aplikasi ini, pelestarian budaya Karinding tidak hanya dikemas secara edukatif, tetapi juga adaptif terhadap perkembangan teknologi dan perilaku digital masyarakat masa kini
OPTIMASI SISTEM INFORMASI PENGELOLAAN DATA KESEHATAN PEGAWAI PADA UNIT P3K PT KEBON AGUNG PG TRANGKIL MENGGUNAKAN METODE AGILE DENGAN PENDEKATAN SCRUM
This study is entitled “Optimization of Employee Health Data Management Information System at P3K Unit PT Keon Agung PG Trangkil Using Agile Method with Scrum Approach”. This study aims todevelop an integrated and flexible informastions system to manage employee healrt data. With agile method with Scrum approach, the system is developed in stages through Sprint, adjusted ased on user feedback. The system is designed to record examination data, classify results into mild and severe diseases, and process referrals for severe disease cases. The development results show increased efficiency, accuracy of recording, and support management in making decisions related to employee welfarePenelitian ini berjudul “Optimalisasi Sistem Informasi Pengelolaan Data Kesehatan Karyawan pada Unit P3K PT Keon Agung PG Trangkil dengan Metode Agile Pendekatan Scrum.” Penelitian ini bertujuan untuk mengembangkan sistem informasi yang terintegrasi dan fleksibel untuk mengelola data kesehatan karyawan. Dengan metode Agile menggunakan pendekatan Scrum, sistem dikembangkan secara bertahap melalui Sprint yang disesuaikan berdasarkan masukan pengguna. Sistem ini dirancang untuk mencatat data pemeriksaan, mengklasifikasikan hasil ke dalam penyakit ringan dan berat, serta memproses rujukan untuk kasus penyakit berat. Hasil pengembangan menunjukkan peningkatan efisiensi, ketepatan pencatatan, dan mendukung manajemen dalam pengambilan keputusan terkait kesejahteraan karyawan
KLASIFIKASI CITRA WADAH MINUMAN REUSABLE DAN NON-REUSABLE MENGGUNAKAN MOBILENETV2
Single-use plastic waste, particularly from beverage bottles, remains a significant contributor to the increasing volume of waste in Indonesia. The limited use of reusable beverage containers underscores the urgent need for technological innovations that can support efficient waste segregation. Addressing this issue, the present study proposes a computer vision-based image classification system designed to automatically distinguish between reusable and non-reusable drinking containers. This research adopts a quantitative experimental approach, employing the MobileNetV2 architecture through transfer learning techniques. The model was trained with augmented and normalized datasets to enhance its generalization across diverse image inputs. Evaluation results demonstrate strong classification performance, achieving 96% accuracy, 99% precision (for tumblers), 95% recall, and a 97% F1-score. These outcomes indicate the effectiveness of MobileNetV2 in identifying visual patterns between container types and its potential for deployment in image-driven waste management systems.Sampah plastik sekali pakai, khususnya dari botol minuman, menjadi kontributor signifikan terhadap peningkatan volume sampah di Indonesia. Rendahnya penggunaan wadah minuman pakai ulang menunjukkan perlunya inovasi teknologi untuk mendukung pemilahan sampah secara efisien. Berdasarkan permasalahan tersebut, penelitian ini bertujuan mengembangkan sistem klasifikasi citra berbasis computer vision untuk membedakan wadah minuman reusable dan non-reusable secara otomatis. Metode yang digunakan adalah pendekatan kuantitatif dengan eksperimen, menggunakan arsitektur MobileNetV2 yang diimplementasikan melalui teknik transfer learning. Model dilatih menggunakan augmentasi dan normalisasi data untuk meningkatkan kemampuan generalisasi terhadap data yang lebih beragam. Hasil evaluasi menunjukkan bahwa model mencapai performa klasifikasi yang tinggi, dengan akurasi 96%, presisi 99% (tumbler), recall 95%, dan f1-score 97%. Capaian ini menunjukkan efektivitas MobileNetV2 dalam mengenali pola visual antar jenis wadah minuman dan potensi implementasinya dalam sistem pendukung pengelolaan sampah berbasis citra
IMPLEMENTASI WEB LAUNDRY DENGAN METODE AGILE UNTUK MENINGKATKAN EFISIENSI
Rapid developments in industry and information technology have created increasingly fierce competition to create new innovations and maintain competitiveness in the global marketplace. The development of information systems is currently rapid and dynamic, with many people relying on them to simplify their work activities. One of the easiest forms of information systems to develop is a web-based information system. This research aims to develop a web-based information system for Khendy Laundry. Currently, Khendy Laundry still uses a traditional system, namely manual recording and transactions using paper receipts. With this method, customer and order data are sometimes lost due to damaged or lost receipts, so the main goal is to record transactions digitally. The research method used is the Agile method. The results show that this new system successfully reduces the risk of errors and data loss, speeds up, and simplifies report generation. This system improves operational efficiency at the laundry.Rapid developments in industry and information technology have created increasingly fierce competition to create new innovations and maintain competitiveness in the global marketplace. The development of information systems is currently rapid and dynamic, with many people relying on them to simplify their work activities. One of the easiest forms of information systems to develop is a web-based information system. This research aims to develop a web-based information system for Khendy Laundry. Currently, Khendy Laundry still uses a traditional system, namely manual recording and transactions using paper receipts. With this method, customer and order data are sometimes lost due to damaged or lost receipts, so the main goal is to record transactions digitally. The research method used is the Agile method. The results show that this new system successfully reduces the risk of errors and data loss, speeds up, and simplifies report generation. This system improves operational efficiency at the laundry
GAME EDUKASI PENYELAMATAN BUMI DARI SAMPAH BERBASIS CONSTRUCT 2 SEBAGAI MEDIA PEMBELAJARAN
The issue of waste accumulation has become a critical environmental concern that requires early educational intervention. Conventional waste education methods in elementary schools are often ineffective in fostering students' awareness and behavioral change. This study aims to design and develop an interactive educational game using Construct 2 and the Multimedia Development Life Cycle (MDLC) framework to enhance elementary students’ understanding of waste types, including organic, inorganic, and hazardous (B3) waste. The game, titled "Saving the Earth from Waste", adopts an educational adventure genre, integrating storyline, challenges, and reward systems to provide an engaging and meaningful learning experience. Validation results from teachers and parents indicated positive responses regarding the game’s interface, navigation, and educational content. The game is distributed in .apk format for easy access and installation and is considered suitable as a learning media for environmental education at the elementary level. The main contribution of this research is the provision of an effective, interactive, and contextual adventure-based educational game to support environmental education for young learnersThe issue of waste accumulation has become a critical environmental concern that requires early educational intervention. Conventional waste education methods in elementary schools are often ineffective in fostering students' awareness and behavioral change. This study aims to design and develop an interactive educational game using Construct 2 and the Multimedia Development Life Cycle (MDLC) framework to enhance elementary students’ understanding of waste types, including organic, inorganic, and hazardous (B3) waste. The game, titled "Saving the Earth from Waste", adopts an educational adventure genre, integrating storyline, challenges, and reward systems to provide an engaging and meaningful learning experience. Validation results from teachers and parents indicated positive responses regarding the game’s interface, navigation, and educational content. The game is distributed in .apk format for easy access and installation and is considered suitable as a learning media for environmental education at the elementary level. The main contribution of this research is the provision of an effective, interactive, and contextual adventure-based educational game to support environmental education for young learners
Analisis Kualitas Aplikasi Layanan Aspirasi Dan Pengaduan Online Rakyat (LAPOR) Menggunakan Metode Webqual 4.0
The People's Online Aspiration and Complaint Service (LAPOR) is a digital media provided by the government to bridge two-way communication between the public and government agencies. In order to support transparency and responsive public services, the quality of the LAPOR website is an important factor that needs to be evaluated periodically. This internship aims to analyze the quality of the LAPOR South Sumatra website based on the Webqual 4.0 approach which includes three main dimensions, namely Usability, Information Quality, and Service Interaction Quality. This study uses a quantitative method with a descriptive approach. Data were obtained by distributing questionnaires to active users of the LAPOR website, with instruments designed referring to indicators in the Webqual 4.0 model. Data analysis was carried out to measure user perceptions of the website quality, as well as to identify aspects that still need improvement. The results of the analysis show that the quality of the LAPOR South Sumatra website is generally in the good category with an average score of 3.80 for usability, 3.72 for information quality, and 3.65 for service interaction quality, especially in the Information Quality dimension. These findings are expected to serve as evaluative material for website managers in order to continuously improve the quality of digital services.
Identifikasi Pemeliharaan Jaringan Irigasi Di Wilayah Pengamatan Sleman Timur DIY Menggunakan Visualisasi Informasi Data Spasial
Sleman Regency is one of the regions with extensive agricultural land and the largest rice producer in the Special Region of Yogyakarta Province. To increase rice production in East Sleman, water services are prioritized. This is achieved through the construction of irrigation networks, including dams, canals, culverts, gutters, and sluice gates. This ensures that the operation and maintenance of existing irrigation channels are prioritized. Operations and Maintenance (O&M) are conducted to monitor the condition of irrigation structures in each irrigation area by calculating the extent of physical damage and maintenance costs. To support smooth operation and maintenance activities, a method is needed that can quickly access information on the condition of irrigation structures in each irrigation area using a Spatial Data System, which provides links via HTML Popup, containing information on the condition of the irrigation structures. Through monitoring, damage and maintenance costs are calculated, including damage to the physical structures, such as river stone masonry and plaster. The total volume of river stone masonry in the East Sleman Irrigation Area is 1,188.20 m3 and plastering 3,599.46 m2, while the costs required for the Operation and Maintenance of River Stone Masonry are @ Rp. 929,298.70/m3 so that it requires a cost of Rp. 1,104,201,265.00 and for plastering @ Rp. 52,116.69/m2 so that it requires a cost of Rp. 187,591,905.00. For data on the operation and maintenance needs of each irrigation area, it is easier to store, manage, and display using spatial data from GIS (Geographic Information System) applications
Implementasi Gamifikasi dalam Pengembangan Media Pembelajaran Logika Matematika Diskrit Berbasis Game 3D
Education is a fundamental aspect in the development of human resources, especially in the field of computer science. One of the core subjects is Discrete Mathematics, yet many students struggle to grasp its concepts, particularly in logic. Based on observations and student grades from the Informatics Engineering Department at Darussalam Gontor University, it is evident that comprehension levels remain low. This study aims to develop a 3D game-based learning media using a gamification method. The software was developed using the Software Development Life Cycle (SDLC) waterfall model and implemented using Unity with 3D interactive control. The application was evaluated through questionnaires to content experts, media experts, and users. Validation results indicate the application is feasible as an alternative learning medium and can enhance students’ understanding and motivation in learning
PERANCANGAN SISTEM INFORMASI BOOKING WEDDING PLANNER BERBASIS WEBSITE PADA HARUM SENJA DECORATION
Harum Senja Decoration, a wedding planning service provider, previously relied on social media platforms like Instagram for marketing and bookings. This process was done manually, resulting in the risk of confirmation delays and recording errors. This study aims to design a website-based booking information system to improve the efficiency, accuracy, and ease of booking services for prospective brides and grooms. The development method used is the Prototype model, which allows for gradual system improvements based on user feedback. The development stages include needs analysis, system design (use case diagrams, activity diagrams, sequence diagrams, class diagrams, and flowcharts), and implementation with HTML, CSS, JavaScript, and XAMPP for the database. System testing used the Black-Box Testing method, ensuring all functions run according to specifications. The result of this study is a web-based information system that includes login features, package booking, payment, data management by admins, and automatic notifications. With this system, the booking process is more structured, faster, and can be monitored in real-time by users and managers. This system is expected to provide solutions to previous operational problems and improve the quality of digital wedding planning services.Harum Senja Decoration, a wedding planning service provider, previously relied on social media platforms like Instagram for marketing and bookings. This process was done manually, resulting in the risk of confirmation delays and recording errors. This study aims to design a website-based booking information system to improve the efficiency, accuracy, and ease of booking services for prospective brides and grooms. The development method used is the Prototype model, which allows for gradual system improvements based on user feedback. The development stages include needs analysis, system design (use case diagrams, activity diagrams, sequence diagrams, class diagrams, and flowcharts), and implementation with HTML, CSS, JavaScript, and XAMPP for the database. System testing used the Black-Box Testing method, ensuring all functions run according to specifications. The result of this study is a web-based information system that includes login features, package booking, payment, data management by admins, and automatic notifications. With this system, the booking process is more structured, faster, and can be monitored in real-time by users and managers. This system is expected to provide solutions to previous operational problems and improve the quality of digital wedding planning services
ANALYSIS OF QUALITY MANAGEMENT IN THE SUSTAINABLE PALM OIL INDUSTRY IN RIAU: A QUALITATIVE STUDY OF INDEPENDENT FARMERS
This study aims to analyse quality management in the sustainable palm oil industry in Riau Province, focusing on the practices of independent palm oil farmers. Using a qualitative approach through surveys and in-depth interviews with 30-40 farmers selected through purposive sampling, this study explores the understanding, challenges, and quality management strategies applied by farmers. The results indicate that while farmers' understanding of quality standards and cultivation practices is already quite good, there is a gap between theory and practice due to limitations in capital, access to technology, and institutional support. Training and mentoring have proven effective in improving knowledge and quality management practices; however, challenges such as fluctuations in TBS prices and inadequate infrastructure still hinder optimal implementation. Key factors influencing quality management include raw material quality, workforce competence, institutional support, and infrastructure. Recommended strengthening strategies include capacity building through training, institutional strengthening, accelerated certification, infrastructure improvement, and multi-stakeholder synergy. The findings of this study provide a comprehensive overview of the quality management conditions of independent oil palm farmers in Riau and serve as the basis for policy recommendations and training programmes to support the sustainability and competitiveness of the oil palm industry