Senior High School 14 of BANDAR LAMPUNG is one of the Secondary Education that applies the use of information technology into the academic information system. The Secondary Education strategy plan in the development of information systems has not gone through the information system audit process so that the planning of the information system is not in line with the needs of the expected business process. To overcome this, it is necessary to have an academic information system audit to see the maturity level so as to produce an audit report that can be used as a recommendation in planning an academic information system in the future. An information system audit was conducted using the COBIT 4.1 framework on the DS11 domain. Data collection techniques through observation, interviews and questionnaires. The questionnaire used is a maturity level questionnaire while the maturity level questionnaire is used to measure the level of maturity of the information system for the current condition (as is) and the expected condition (to be). The results of the study concluded that the detailed control objective performance obtained from the expected maturity level (to be) questionnaire in the DS11 process as a whole was at level 4 or managed and measurable. Recommendations for planning solutions towards the expected level of maturity are carried out by defining remedial actions on the attributes of AC, PSP, TA, SE, RA and GSM
Sultan Suriansyah was the King of Bandarmasih (the First King of Banjar) who ruled from 1520-1540 and was the first king to embrace Islam. Tourism-related to the tomb of Sultan Suriansyah is very popular among the people of Banjar. However, the folklore that tells about Sultan Suriansyah is not as popular as his tomb, many young people today don't know it, even across Indonesia it is also not well known for this folklore from South Kalimantan. The purpose of this research is to design and build a folklore game with an action-adventure genre that adapts the story of Sultan Suriansyah to preserve Banjarmasin folklore and as a means to understand grammar in the Banjar language. The research method used is the Game Development Life Cycle with stages in the form of Pre-Production, Production, Testing, and Post-Production. The results show that the game design has been produced in the form of a storyboard and then developed using Godot Engine software with the output of the (.apk) extension application that can be installed on mobile devices. Then the Playtesting and Gameflow testing was also carried out which involved 50 respondents as players with an age range of 13-15 years, the results showed that the games built and tested had met the elements and criteria with an overall average value of 4.84 and no bugs were found in the game. Tests related to player knowledge and justification for using games as a media to preserve folklore and a means to understand the Banjarese language have also been carried out with very good results.
Bank sebagai lembaga keuangan mensyaratkan keandalan yang berarti tulus dalam menjalankankepentingannya untuk memberikan layanan yang akurat dan dapat diandalkan sebagaimana komitmennya. Saat mobile banking mendapatkan daya tarik, bank tradisional berjuang untuk beradaptasi dengan realitas baru di mana interaksi fisik di dalam perbankan konvensional tidak lagi menjadi status quo. Hal ini juga terjadi pada industri perbankan syariat bahkan untuk wilayah Aceh. Penelitian ini bertujuan untuk melihat sejauh apa mobile banking sebagai sebuah fasilitas yang ditawarkan oleh sistem perbankan syariat di Aceh efektif dalam menggaet kepuasan nasabah. Penelitian ini mengambil tempat di Aceh Barat dengan 113 orang responden penelitian dipilih dengan metode convenience sampling. Seluruh sample penelitian kemudian diuji tanggapannya dan didapat bahwa penggunaan mobile banking secara efektif berpengaruh terhadap kepuasan nasabah perbankan syariat untuk wilayah Aceh.Kata kunci :Kepuasan Nasabah, Bank Syariah, Mobile banking.
Keterbacaan suatu teks dalam buku pelajaran merupakan salah satu kunci untuk memahami apa yang menjadi kandungan dalam setiap wacana yang dibaca. Dalam hal ini teks bacaan yang memiliki kesulitan berbeda perlu digarisbawahi oleh tenaga pendidik, agar menyiapkan bacaan yang sesuai tingkatan kelasnya. Populasi dalam penelitian ini adalah seluruh siswa kelas VIII Mts Negeri 1 Kota Tangerang yang berjumlah 270 siswa/i. Sampel penelitian ini adalah siswa kelas VIII sebanyak 160 siswa/i. Penentuan sampel dilakukan dengan teknik random sampling. Hasil penelitian ini menyimpulkan bahwa tingkat keterbacaan teks buku ajar mata pelajaran Al-Quran Al-Hadist kelas VIII milik Kementerian Agama Republik Indonesia Bab II dengan tema “Kuberbagi Infak dan Sedekah Dengan Ikhlas” dikategorikan tidak sesuai dengan tingkatanKata kunci: Keterbacaan, Minat baca.
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