Rancang Bangun Aplikasi Web Presensi dan Pemantauan Keaktifan Siswa dengan Teknologi Quick-Response Code dan Gamifikasi (Studi Kasus : SD Negeri 1 Kacangan)

Utami, Rosida Dewi and -, Ihsan Cahyo Utomo, S.Kom., M.Kom. (2026) Rancang Bangun Aplikasi Web Presensi dan Pemantauan Keaktifan Siswa dengan Teknologi Quick-Response Code dan Gamifikasi (Studi Kasus : SD Negeri 1 Kacangan). Skripsi thesis, Universitas Muhammadiyah Surakarta.

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Abstract

SD Negeri 1 Kacangan is a government initiative to provide basic education services, particularly in Kacangan Village, Kacangan Subdistrict, Andong District, Boyolali Regency. The school still uses a manual attendance system using paper, where teachers must call students one by one to record their attendance. This process is time-consuming, prone to data inaccuracies, and not integrated with student activity monitoring during learning. To overcome these problems, this study aims to design and develop a web-based application that integrates an attendance system with student activity monitoring using QR Code technology and gamification in a single platform. The research method used is the System Development Life Cycle (SDLC) with the Waterfall model, which includes requirement analysis, system design, implementation, testing, and maintenance. The system is built using the Laravel framework and a MySQL database. The main features include QR Code based attendance, points awarding, homepage, and leaderboard. The main features include QR Code- based attendance, activity recording with a gamification point system, an interactive dashboard, and early notifications. The testing will be conducted using Black-box testing to ensure system functionality and the System Usability Scale (SUS) to measure user satisfaction. It is expected that this web application will effectively assist teachers, homeroom teachers, and parents in monitoring student attendance and participation more accurately, quickly, and in an integrated manner, thereby improving the quality of learning. Based on the System Usability Scale (SUS), this system obtained a score of 78,25 which indicates that the system was well received by users.

Item Type: Thesis (Skripsi)
Uncontrolled Keywords: gamification, student activity, attendance, QR Code, web-based system
Subjects: T Technology > Technical Information
T Technology > Technical Information > Software. Aplication
Divisions: Fakultas Komunikasi dan Informatika > S1 Teknik Informatika
Depositing User: ROSIDA DEWI UTAMI
Date Deposited: 23 Feb 2026 04:25
Last Modified: 23 Feb 2026 04:29
URI: http://eprints.ums.ac.id/id/eprint/143289

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