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WEBSITE QUALITY MEASUREMENT OF DIPA MAKASSAR UNIVERSITY Suci Ramadhani Arifin; Muhammad Rizal
ZONAsi: Jurnal Sistem Informasi Vol. 4 No. 1 (2022): Publikasi Artikel ZONAsi: Jurnal Sistem Informasi Periode Maret 2022
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v4i1.9264

Abstract

Since the implementation of the Dipa Makassar University website, there has never been a measurement of the quality of the website so that the success of the service is not yet known. This study was conducted to measure the service quality of the Dipa Makassar University website with the aim of knowing the success rate of website services seen from the compatibility between the perceptions and expectations of students as website users. WebQual and Importance Performance Analysis (IPA) methods are used in this study. The results of the study prove that there is a gap between students' perceptions and expectations on each website quality dimension, where the perceived value is smaller than the student's expectations. The smallest gap lies in the quality of service interactions with a conformity level of 87.56% which indicates that website services are quite successful in the quality of service interactions. The biggest gap lies in the quality of information with a conformity level of 68.80% which indicates that website services have not met student expectations, especially the quality of information.
PERKULIAHAN ONLINE VS OFFLINE: PREFERENSI MAHASISWA (STUDI KASUS: UNIVERSITAS DIPA MAKASSAR DAN POLITEKNIK LP3I MAKASSAR) Suci Ramadhani Arifin; Etha Gustin Merdekawaty; Rahmi .
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 9, No 2 (2022): Desember - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtikp.v9i2.40413

Abstract

Abstrak : Pandemi COVID-19 masih berlangsung dan sebentar lagi memasuki tahun ketiganya setelah dikonfirmasi Maret 2020 lalu. Sejumlah perguruan tinggi bersiap menggelar perkuliahan tatap muka (PTM) secara penuh mulai pada Maret 2022. Sejak merebaknya Covid-19, penelitian yang berfokus pada persepsi mahasiswa tentang pembelajaran online juga semakin banyak. Namun, penelitian mengenai persepsi pada pembelajaran online dan offline umumnya diabaikan. Berdasarkan hal tersebut, penelitian ini dilaksanakan untuk mengisi kekosongan tersebut. Penelitian ini dilaksanakan untuk mengetahui persepsi di dua sisi, bukan hanya pada pembelajaran online, tetapi juga pada pembelajaran offline. Tujuan utama dari penelitian ini adalah untuk mengetahui preferensi mahasiswa terhadap mode pembelajaran online dan offline. Penelitian ini memberikan kesempatan kepada dosen dan sistem pendidikan untuk memahami bagaimana perasaan mahasiswa tentang kelas online dan preferensi pembelajaran mereka (online atau offline) selama pandemi Covid-19. Secara umum, penelitian ini menggunakan metode penelitian deskriptif kuantitatif dengan pendekatan survei. Populasi dalam penelitian adalah mahasiswa Universitas Dipa Makassar dan Politeknik LP3I Makassar. Hasil penelitian menunjukkan bahwa persepsi mahasiswa terhadap pembelajaran online adalah relatif positif, dengan mayoritas mahasiswa lebih nyaman belajar online daripada mengikuti pembelajaran tatap muka. Hasil tersebut konsisten dengan preferensi mahasiswa yang memilih format kelas dengan metode belajar online langsung (live). Pembelajaran campuran atau blended learning telah diterapkan di perguruan tinggi setelah pandemi Covid-19 sebagai transisi agar pembelajaran pasca pandemi lebih baik. Setelah mengetahui preferensi dan persepsi mahasiswa terhadap mode pembelajaran online dan offline, maka hal-hal terkait dengan preferensi mahasiswa dapat menjadi pertimbangan bagi pihak perguruan tinggi dalam membangun sistem belajar yang mendukung pembelajaran online.Kata Kunci : kuliah online; kuliah offline; persepsi; preferensi; covid-19 Abstract: The COVID-19 pandemic is still ongoing and will soon enter its third year after being confirmed last March 2020. A number of universities are preparing to hold full face-to-face lectures starting in March 2022. Since the outbreak of Covid-19, research that focuses on student perceptions of online learning has also increased. However, research on perceptions of online and offline learning is generally neglected. Based on this, this research was conducted to fill this void. This research was conducted to determine perceptions on both sides, not only on online learning but also on offline learning. The main purpose of this study was to determine student preferences for online and offline learning modes. This research provides an opportunity for lecturers and the education system to understand how students feel about online classes and their learning preferences (online or offline) during the Covid-19 pandemic. In general, this study uses a quantitative descriptive research method with a survey approach. The population in this study were students of Universitas Dipa Makassar and Politeknik LP3I Makassar. The results showed that students' perceptions of online learning were relatively positive, with the majority of students being more comfortable studying online than participating in face-to-face learning. These results are consistent with the preferences of students who choose the class format with the live online learning method. Mixed learning or blended learning has been implemented in universities after the Covid-19 pandemic as a transition for better post-pandemic learning. After knowing the preferences and perceptions of students towards online and offline learning modes, then matters related to student preferences can be considered for universities in building a learning system that supports online learning.Keywords : online lectures; offline lectures; perception; preference; covid-19
PEMANFAATAN TEKNOLOGI INFORMASI DALAM PENGUATAN LAYANAN ADMINISTRASI KANTOR KELURAHAN BARRANG CADDI KOTA MAKASSAR Sadly Samsuddin; Hasyrif Sy; Suryani Suryani; Nurdiansah Nurdiansah; Ahyuna Ahyuna; Usman Usman; Abdul Ibrahim; Nurlina Nurlina; Arham Arifin; Faizal Faizal; Madyana Patasik; Magfirah Magfirah; Imran Djafar; Suci Ramadhani Arifin; Asmah Akhriana
RAMBIDEUN : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2023): Rambideun: Jurnal Pengabdian kepada Masyarakat
Publisher : LPPM Universitas Al Muslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/pkm.v6i1.1579

Abstract

Barrang Caddi Island is one of the islands located in Barrang Caddi Village, Sangkarang Islands District, Makassar City. The Barrang Caddi Village Office as a public service provider has various types of services to the community, including issuing recommendation letters and certificates. Barrang Caddi Village Office staffs were required to provide effective and efficient services to the community, hence village officials must always improve their knowledge and skills, including increasing information technology literacy. Utilization of information technology in supporting public services within the Barrang Caddi Village environment requires the ability of Human Resources to use this information technology. In response to this, the Dipa Makassar University Lecturer team carried out community service activities addressed to the Barrang Caddi Village officers with a counseling approach in the form of training in the use of office applications, namely Microsoft Word, Microsoft Excel and the internet. The purpose of this community service activity was to improve the quality of HR performance for the Barrang Caddi Village Office in operating office applications to ensure faster, more effective and efficient services for the community. Based on the results of the community service activities that have been carried out, it can be seen that all participants in the training, namely the Barrang Caddi Village Office staff, were very enthusiastic about participating in the training and the participants were able to understand and practice well all the material presented during the activity.
Sistem Klasifikasi Karakter Kepribadian Siswa Sekolah Dasar berdasarkan Tipologi Hippocrates Galenus menggunakan Metode Naïve Bayes Muhammad Sabri; Dedy Kasriadi; Irsal Irsal; Suci Ramadhani Arifin
Jurnal Teknologi Terpadu Vol. 9 No. 1 (2023): Juli, 2023
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v9i1.577

Abstract

Schools must shape students' personalities through learning activities and programs that can make students become educated human beings with noble characters as the nation's next generation. Teachers as educators need to recognize students' character to develop more effective teaching methods. So far, the guidance process by teachers at SD Inpres 12/79 Palattae has been carried out face-to-face, namely by talking directly to students and carried out without knowing the student's character. As a result, the guidance and counseling that is carried out are sometimes ignored by students. Based on these circumstances, this research was then carried out to build an information system that implements the Naïve Bayes method in elementary school students' personality character classification system based on the Hippocrates-Galenus typology to know the personality types possessed by students. With this system, the teacher can assist in knowing the personality types possessed by students so that it makes it easier to build the mindset, attitude, and behavior of students so that they become positive, good-natured, noble-spirited, and responsible individuals.
Study of PUBG Addiction Level Among University Students Imran Djafar; Andrew Ridow Johanis M; Suci Ramadhani Arifin
SAINTEKBU Vol. 15 No. 02 (2023): Vol. 15 No. 02 Agust 2023 (On Process)
Publisher : KH. A. Wahab Hasbullah University

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

Abstract

PlayerUnknown's Battleground (PUBG) is one of the most popular and successful games globally and become very popular among the youths in recent years. The number of active players continues to increase globally, even reaching 100 million players every month. Of this number, the second country in the world that has monthly active players is Indonesia. Recent academic studies and statistical research reveal that game addiction among college students has shown an increasing trend, and will likely increase in the future as well. This study was conducted to find out the level of addiction of PUBG especially for at the Dipa Makassar University students. PUBG Addiction Test (PAT) was used to measure the level of PUBG addiction among young adolescents. The results of this study indicate that most of the respondents, or 46.0% of respondents belong to the category of low-level addiction, followed by those who are in the moderate-level category (44.9%). Respondents who are included in the high level category are only a small portion of 8.9%.
SOSIALISASI LITERASI DIGITAL PADA PELAKU UMKM DI PULAU KODINGARENG MENUJU “UMKM NAIK KELAS, UMKM GO DIGITAL” Sri Wahyuningsih Piu; Muhammad Rizal; Arham Arifin; Andi Asvin Mahersatillah Suradi; Muhammad Furqan Rasyid; Imran Djafar; Asmah Akhriana; Sitti Aisa; Santi Santi; Suci Ramadhani Arifin
Bestari: Jurnal Pengabdian Kepada Masyarakat Vol 3, No 2 (2023)
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/dpkm.v3i2.1102

Abstract

Kodingareng Island is a small island located in the Spermonde Archipelago, South Sulawesi, Indonesia. Kodingareng Island does not have a large population or large development so that the number of MSME actors on this island may be limited. Digital literacy is becoming increasingly important for MSMEs, including on Kodingareng Island. To overcome the low level of digital literacy for MSMEs on Kodingareng Island, a team of Lecturers from Dipa Makassar University carried out community service activities in the form of socialization of digital literacy using a social campaign and media campaign approach to increase awareness and understanding of digital literacy issues. The purpose of this activity is to help MSME players recognize and overcome the challenges and risks associated with the use of digital technology. With effective dissemination of digital literacy, it is hoped that MSME actors can make the most of digital technology, while protecting themselves and contributing positively in the ever-evolving digital world.
System Usability Scale (SUS) implementation in Ruang Baca Virtual – UT Library Suci Ramadhani Arifin
Matrix : Jurnal Manajemen Teknologi dan Informatika Vol. 14 No. 1 (2024): Jurnal Manajemen Teknologi dan Informatika
Publisher : Unit Publikasi Ilmiah, P3M, Politeknik Negeri Bali

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

Abstract

Universitas Terbuka (UT) implements Distance Learning and since 2012 launched Ruang Baca Virtual (RBV) application to improve student learning services and provide alternative conveniences for students to utilize teaching materials online and help other universities wish to carry out online learning as an alternative solution to face-to-face replacement lecture services. Usability is one of the key factors for successful technology adoption. During the implementation of RBV, usability testing has never been carried out. The purpose of this study was to determine student perceptions of RBV usability. RBV usability testing was carried out using the questionnaire method using the system usability scale (SUS) instrument. The test results show that a SUS score of 72,66 placing RBV in the “acceptable” range, corresponds to a grade of C and the usability of RBV can be rated as “Good”.
PEMBANGUNAN APLIKASI BERBAGI RESEP KOPI BERBASIS ANDROID Muh Fachri Faisal Anwar B; Muh Fauzi Dunggio; M. Irsan Kasau; Suci Ramadhani Arifin
Dipanegara Komputer Teknologi Informatika Vol 15 No 2 (2022): Jurnal Dipanegara Komputer Teknik Informatika (DIPAKOMTI)
Publisher : Dipanegara Komputer Teknologi Informatika

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Abstract

Ada berbagai macam metode penyeduhan kopi, setiap orang memiliki preferensi tersendiri dengan minuman kopi mereka.Ada yang sangat mendedikasikan waktunya untuk mencba berbagai resep kopi, ada juga yang menyukainya instan. Ada yang telah mengetahui banyak hal tentang resep kopi, ada yang mengetahui beberapa, dan ada juga yang tidak tahu sama sekali. Untuk menuntun mereka yang ingin mempelajari cara membuat kopi, perlu adanya sebuah aplikasi yang menunjukkan cara-cara membuat berbagai resep kopi dengan standar yang telah diketahui beberapa orang. Dengan aplikasi ini, orang yang mengunakannya dapat mengetahui pengetahuan awal tentang bagaimana cara menyeduh kopi.
Pengaruh Penerapan Stochastic Gradient Descent Dan Adam Optimizer Pada Hyperparameter Tuning Untuk Klasifikasi Penyakit Tanaman Ubi Kayu Johan Tandean; Rhadi Indrawan; Indo Intan; Suci Ramadhani Arifin
Dipanegara Komputer Teknologi Informatika Vol 16 No 1 (2023): Jurnal Dipanegara Komputer Teknik Informatika (DIPAKOMTI)
Publisher : Dipanegara Komputer Teknologi Informatika

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

Abstract

Ubi kayu merupakan salah satu sumber bahan makanan pokok, maka perawatan pada tanaman ubi kayu atau (Manihot esculenta Crantz) terhadap penyakit adalah hal yang penting untuk diperhatikan. Dengan melibatkan perkembangan teknologi saat ini, diharapkan observasi terhadap tanaman yang terjangkit penyakit akan dapat dilakukan jauh lebih mudah. Dari alasan tersebut, peneliti dengan belasan ribu data gambar ubi kayu yang terinfeksi, memanfaatkan algoritma Neural Network dalam hal ini Convolutional Neural Network (CNN) untuk kemudian mengklasifikasikan jenis penyakit ubi kayu. Pada pembuatan model CNN juga dilakukan perbandingan model terhadap Hyperparameter Optimizer yang digunakan, yakni Stochastic Gradient Descent dan Adam. Dengan melakukan Hyperparameter Tuning tersebut, diharapkan dapat menghasilkan model klasifikasi yang lebih baik.
Perancangan Game Edukasi Pengenalan Pakaian Adat Nusantara (CULTURZONE) Menggunakan Multimedia Development Life Cycle Andi Fajrin Haris; Muhammad Nandar Cakra Wirya; Baharuddin Rahman; Imran Djafar; Marsellus Oton Kadang; Suci Ramadhani Arifin
Journal of Animation and Games Studies Vol 10, No 1 (2024): April 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v10i1.9633

Abstract

Archipelago traditional clothing is an inseparable part of Indonesian cultural identity. Each region has unique traditional clothing, reflecting the richness and diversity of cultures in Indonesia. By recognizing, studying and appreciating the traditional clothing of the Archipelago, we can strengthen Indonesia's cultural diversity, build a strong identity and promote our cultural heritage to the world. In order to introduce Indonesian traditional clothing to the younger generation, designing educational games can be an interesting and effective solution. This educational game is designed to provide an interactive experience for users in learning and getting to know various traditional clothes in Indonesia.