Jurnal Teknologi Informasi dan Multimedia
Jurnal Teknologi Informasi dan Multimedia (JTIM) is a scientific journal in computers that contains research results and literature studies. It managed by Research and Development Center (PUSLITBANG) Sekawan Institute Nusa Tenggara, Mataram, NTB. This journal is managed by lecturers and practitioners from various University backgrounds in Indonesia, especially Mataram, NTB. JTIM is published 4 (four) times a year, namely every May, August, November and February.
Pemanfaatan IoT dalam Sistem Kontrol Lingkungan Tanaman Drosera sessilifolia Menggunakan Fuzzy Type-2
Drosera sessilifolia is a carnivorous plant that requires optimal environmental conditions, par-ticularly in terms of light intensity, temperature, and water level. This study aims to utilize the In-ternet of Things (IoT) to implement an environmental control system using Type-2 Fuzzy Logic for monitoring and controlling the environmental parameters of Drosera sessilifolia. The system uses an ESP32 microcontroller supported by several sensors, including a DS18B20 temperature sensor, an LDR light intensity sensor, and a water level sensor, to monitor environmental parameters ac-curately. The acquired data are processed using the Type-2 Fuzzy method to generate control deci-sions for actuators such as a heater, peltier, lamp, peristaltic pump, and fan. The Blynk platform is used to display environmental conditions, including temperature, light intensity, water level, and actuator decision status in real time. Based on the results of a 7-day indoor test conducted in the morning and at night, the average morning temperature was 30.04°C and the average nighttime temperature was 27.91°C, while the average light intensity was 1278 ADC in the morning and 2525.43 ADC at night, and the average water level was 1.16 cm in the morning and 0.99 cm at night. Based on 14 observations over 7 days, the system showed appropriate control responses in all observed scenarios, resulting in a 100% response success rate for the detected conditions. The novelty of this study lies in the implementation of an IoT-based Type-2 Fuzzy system specifically designed for the indoor cultivation of Drosera sessilifolia by simultaneously controlling temper-ature, light intensity, and water level. In addition, this study highlights the novelty of integrating Type-2 Fuzzy Logic and IoT for carnivorous plants, which remains very limited, especially for the cultivation of Drosera sessilifolia in a controlled indoor environment. The test results show that the system is capable of controlling temperature, light intensity, and water level effectively and responsively to environmental changes. The Type-2 Fuzzy method also produces stable and adap-tive control decisions. This system offers a solution for real-time indoor monitoring and environ-mental control of Drosera sessilifolia.
Copyright (c) 2026 Rhimba Aulia, Chrystia Aji Putra, Henni Endah Wahanani https://creativecommons.org/licenses/by-sa/4.0
Efektivitas IndoBERT pada Klasifikasi Sentimen Evaluasi Dosen: Studi Komparatif Support Vector Machine dan Naive Bayes
Sentiment analysis of student feedback plays an important role in evaluating the quality of teach-ing and learning processes in higher education. Qualitative comments in Student Evaluation of Teaching (SET) provide deeper insights than numerical ratings. However, they are expressed in unstructured textual form, making large-scale analysis difficult to conduct consistently and sys-tematically. Therefore, Natural Language Processing (NLP) approaches are required to automati-cally identify sentiment tendencies within student comments. This study aims to compare the per-formance of Gaussian Naive Bayes and Support Vector Machine (SVM) algorithms for classifying sentiment in SET comments using IndoBERT-based text embeddings. The research follows the Cross-Industry Standard Process for Data Mining (CRISP-DM) framework, including stages of data understanding, data preparation, modeling, evaluation, and deployment. Text comments were preprocessed and transformed into numerical vectors using IndoBERT Sentence-BERT em-beddings to capture contextual semantic relationships between words. These embeddings were then used as input features for both classification algorithms. Evaluation results show that the In-doBERT + SVM model achieved an accuracy of 93.88%, outperforming IndoBERT + Naive Bayes which obtained 92.40%. The SVM model also demonstrated more balanced precision, recall, and F1-score values across sentiment classes. These findings indicate that SVM is more effective in uti-lizing high-dimensional contextual embeddings for sentiment classification of student feedback.
Copyright (c) 2026 Tifanny Nabarian, Maryam Hasnaa' Syamila, Salman El Farisi, Ananto Dwi Saputro https://creativecommons.org/licenses/by-sa/4.0
Rancang Bangun Manajemen Aset Laboratorium Sistem Informasi FMIPA Untan Berbasis Website
This study aims to design and build a website-based laboratory asset management information system at the Information Systems Department, Faculty of Mathematics and Natural Sciences, Tanjungpura University. The main problem with the current system is that the asset management process is still carried out manually, resulting in delays in recording, potential data errors, and limited access to information. In addition, the lack of an integrated system capable of supporting real-time asset management indicates a gap between the need for effective asset management and current system capabilities. The system development method used is the Fountain Model, which is iterative and flexible in supporting the software design and development process. System evalua-tion was conducted using the Black-Box Testing method to assess the suitability of system func-tions, and the System Usability Scale (SUS) to measure system usability from the user perspective. The test results showed that all system features run according to the functional requirements, with no critical errors found during Black Box testing. In addition, the evaluation results using the SUS method yielded a score of 82.5, which falls within the excellent category and indicates that the sys-tem is easy to use and acceptable to users. The implementation of this system also improved the ef-ficiency of the asset management process, sped up data retrieval, and reduced the risk of recording errors compared to the previous manual system. Thus, the developed information system not only addresses asset management problems but also improves service quality and data-driven deci-sion-making in the laboratory environment.
Copyright (c) 2026 Ferdy Febriyanto, Renny Puspita Sari https://creativecommons.org/licenses/by-sa/4.0
Penerapan E-CRM Berbasis Web Menggunakan Metode RAD pada Showroom Wali Sanga Motor
Customer service at Wali Sanga Motor Showroom is still conducted manually, causing delays in information delivery, unstructured customer data management, and less optimal handling of or-ders and customer complaints. This study aims to develop a web-based Electronic Customer Rela-tionship Management (E-CRM) system using the Rapid Application Development (RAD) method to improve service effectiveness and customer relationship management. The RAD method was applied through stages of requirements planning, prototyping design, system construction, and implementation. The system was developed using the Laravel framework and MySQL database with main features including product information management, online motorcycle ordering, cus-tomer complaint services, and administrative data management. System testing was carried out using User Acceptance Test (UAT) and White Box Testing on all functional requirements that had been designed. The test results show that the system runs 100% in accordance with the UAT sce-narios and all main modules function according to user needs without any significant logical er-rors. The implementation of this E-CRM system is expected to improve service efficiency, acceler-ate responses to customers, and support integrated and sustainable management of customer ser-vice data at Wali Sanga Motor Showroom.
Copyright (c) 2026 Jihan Salsabila Arifin, Bayu Priyatna, Fitria Nurapriani, April Lia Hananto https://creativecommons.org/licenses/by-sa/4.0
Utilizing Natural Language Processing for the Analysis of BMKG Decadal Atmospheric Dynamics Reports in 2025
The Meteorology, Climatology, and Geophysics Agency (BMKG) publish decennial reports that provide valuable insights into Indonesia's meteorological conditions and their temporal fluctuations. However, due to their narrative structure, conducting direct quantitative analysis is problematic. This study seeks to address this issue by using a transparent, repeatable natural language processing (NLP) method to identify temporal trends in climatic conditions favourable to the formation of acid rain. The collection contains 36 BMKG decadal atmospheric dynamics studies for 2025. The proposed approach entails gathering textual input, performing basic preprocessing (case normalization, character sanitization, space-based tokenization, and stop-word removal), and subsequently employing predefined keyword dictionaries for analysis. These dictionaries delineate weather conditions that either facilitate or inhibit the formation of acid rain. The scores for acid rain conditions are determined by the frequency of specific keywords, adjusted for the document's length. Subsequently, they are categorized into groups utilizing statistical thresholds derived from the mean and standard deviation of the adjusted scores. Non-parametric statistical tests are employed to examine temporal patterns with greater specificity. The findings indicate that normalized acid rain scores are elevated in the initial years of the decade, specifically 2025, before gradually declining until year-end. The Spearman rank correlation test reveals a statistically significant negative correlation between normalized scores and time (\rho = -0.494, p = 0.0022). The Mann–Kendall test indicates a significant downward trend (Z = -2.902). These results demonstrate that the climatic conditions responsible for acid rain occurred only temporarily, rather than year-round. The core element of this work is a straightforward, lexicon-based NLP approach that is easily understood, replicable, and applicable, and can transform narrative atmospheric reports into structured quantitative metrics. This is beneficial for research on atmospheric dynamics and environmental analysis with official written data.
Copyright (c) 2026 Ardiansyah Ramadhan, Aaz Muhmmad Hafidz Azis https://creativecommons.org/licenses/by-sa/4.0
Game Edukasi dengan Narasi Bercabang tentang Sejarah Puputan Margarana
History education in Indonesia still tends to be one-sided and lacks interactivity, which can di-minish interest in studying history. In this game, players will take on the role of a fictional young Balinese character who fought to defend Indonesia’s independence in Bali. This study aims to cre-ate an educational game with a branching narrative about the history of the Puputan Margarana. The contribution of this research lies in the application of branching narratives to explore the his-torical story of the Puputan Margarana interactively. This game was developed using a branching narrative with a Branch and Bottleneck narrative pattern for the Windows and WebGL platforms. An evaluation was conducted on 21 junior high school student respondents using the GUESS-18 instrument. The game evaluation results showed an average total score of 4.10 on a 5-point scale, with the Stealth dimension receiving the highest score of 4.24 and the Enjoyment dimension re-ceiving the lowest score of 3.90. Validity test results for the additional dimensions showed that all items were valid (r > 0.443; p < 0.05), and reliability tests confirmed that the additional dimen-sions were reliable (alpha > 0.7). The research results indicate that the developed educational game received a positive response from players.
Copyright (c) 2026 Raditya Lungguk Satya Putra, Chrystia Aji Putra, Andreas Nugroho Sihananto https://creativecommons.org/licenses/by-sa/4.0
Game Virtual Tour Pengenalan Sistem Tata Surya Berbasis VR Google Cardboard dan Voice Command
The solar system is an essential topic in elementary school science education, playing a role in developing students' critical thinking skills and scientific understanding. However, conventional teaching methods often make students passive recipients of information, discouraging interaction and independent exploration. This can decrease interest and engagement in learning. Therefore, a more interactive and engaging approach is necessary to teach students about the solar system ef-fectively. This game uses VR technology and voice commands to provide an immersive experience exploring the solar system. Players can interact with objects in the solar system. It also features voice control, which allows students to interact with objects in the solar system and access addi-tional information. The average score on the questionnaire survey of the application was 86.30%. Integrating VR and voice commands has proven effective in increasing students' interest in learn-ing and facilitating navigation in immersive learning environments.
Copyright (c) 2026 Muh Ulil Alkhaq, Siti Asmiatun https://creativecommons.org/licenses/by-sa/4.0
Rancang Bangun Aplikasi Laporan Keuangan Berbasis Web Dengan Metode Prototype (Studi Kasus: Praktik Mandiri Bidan Nining)
Technological advances in the digital era have had a significant impact on various aspects of life, including the financial reporting system. One form of this transformation is the use of web-based applications to facilitate the process of managing and presenting financial data. PMB Nining, an Independent Midwife Practice in Sukatenang Village, Bekasi Regency, still carries out manual financial reporting using books, which risks causing recording errors, physical data damage, and delays in reporting. This study aims to design and build a web-based financial reporting system using the prototype method with the Laravel framework. This approach involves users in every stage of the design so that the system developed is in accordance with their needs. In addition, system testing is carried out using the black box testing method to ensure that each function runs according to specifications. The test results show that all main features, such as user authentication, transaction recording, data validation, printing reports in PDF and Excel formats, and staff data management, function properly and achieve a 100% success rate. The system is also able to handle various types of input, both valid and invalid. The presence of dashboard and report filter features also supports a more efficient financial monitoring process. Thus, this system can be a solution to improve the accuracy and effectiveness of financial reporting at PMB Nining, while also contributing to the development of information technology in the health services sector.
Copyright (c) 2026 Dewi Sonia Putrie, Aditya Dwi Putro, Gunawan Wibisono https://creativecommons.org/licenses/by-sa/4.0
Rancang Bangun Sistem Informasi Pendaftaran Siswa Baru Berbasis Web dengan Metode Waterfall pada TK Pertiwi 14
The transformation of information technology in the modern era provides significant opportunities to improve the effectiveness of educational administration, particularly in the new student admission process. One form of implementation is a web-based registration system that can automate the online registration flow and minimize data recording errors. Pertiwi 14 Kindergarten currently still uses the conventional registration method through paper forms that require parents to be present in person at the school, potentially causing verification delays, information duplication, and data input errors. This study aims to design and build a web-based new student registration system using the Laravel framework with Laravel Filament support to display a dynamic interface and structured data management. The system development uses the Waterfall model through the stages of needs analysis, design, implementation, testing, and maintenance. Testing results using Black Box Testing show that all system functions run according to specifications without any errors and are able to reduce input errors by up to 100% compared to manual methods. In addition, the registration data verification process is faster with an increase in time efficiency of 70%. The implementation of this system makes a real contribution to improving ease of access, data accuracy, management transparency, and administrative efficiency in the new student admission process at Pertiwi 14 Kindergarten.
Copyright (c) 2026 Gilang Akbar Romadhoni, Susanto Susanto, Titis Handayani https://creativecommons.org/licenses/by-sa/4.0
Perancangan Sistem Rekapitulasi Data Order Menggunakan Bot Otomatis pada Layanan Indihome
This study discusses the design of a data order recap system using an automated bot for Indi-Home services from PT Telekomunikasi Indonesia (Telkom). IndiHome is a fiber optic-based communication service that provides home telephone, cable television, and internet facilities. With the growth of customers, the need for an efficient order management system becomes important because manual processes often lead to delays, recording errors, and difficulty in monitoring or-der status in real-time. A Telegram-based automated bot is proposed as a solution to automate the process of recording, reporting, and monitoring order data, thereby improving the speed, ac-curacy, and transparency of order management. The research method used is Research and De-velopment (R&D) with the stages of observation, design, creation, testing, and product validation. The evaluation results from 30 respondents, consisting of 1 team leader, 3 admins, and 26 salespeople, showed that this bot system is very effective and efficient, with a 100% success rate for the 1 team leader and 3 admins, while the trial conducted with the 26 salespeople achieved a 97.71% success rate. This system provides convenience, reduces manual errors, speeds up the follow-up process, and improves team coordination in managing IndiHome orders. Therefore, this recap bot has the potential to become the new standard in order data management.
Copyright (c) 2026 Syifa Aqilah, Khairan AR https://creativecommons.org/licenses/by-sa/4.0
Evaluasi Teknik Prompting pada Large Language Model untuk Otomatisasi Penyusunan Skenario Unit Testing Smart Contract
Automated unit testing is essential for ensuring the security and reliability of smart contracts, particularly because their immutable nature prevents post-deployment modifications. However, manually creating test scenarios remains time-consuming, costly, and highly dependent on expert knowledge. A potential solution is to utilize AI technology, particularly Large Language Models (LLMs), to automatically generate test scenarios. This study fills the research gap in leveraging LLM technology in the software testing space by proposing a workflow for automatically gener-ating unit test scenarios for blockchain smart contract code using Large Language Models (LLMs). The proposed workflow consists of two stages: converting Solidity smart contracts into structured Gherkin scenarios and translating those scenarios into executable Hardhat unit test scripts. This study proposes an automated workflow using Large Language Models (LLMs) to address these challenges. The workflow consists of two stages: con-verting Solidity smart con-tracts into structured Gherkin scenarios and trans-lating those scenarios into executable Hardhat unit test scripts. Using the Gemini 2.5 Pro model, the research evaluates three prompting tech-niques such as Chain-of-Thought, Few-Shot, and Role-Based through quantitative analysis based on code coverage metrics, including Statements, Branches, Functions, and Lines. The experimental results show that Role-Based Prompting achieves the highest average coverage (92.02%), fol-lowed by Few-Shot Prompting (89.52%), while Chain-of-Thought produces the lowest coverage (78.79%). Role-Based Prompting also attains the highest Branch coverage, demonstrating superi-or capability in capturing conditional logic within smart contracts.
Copyright (c) 2026 Salman El Farisi, Fahlia Athiyya Marva https://creativecommons.org/licenses/by-sa/4.0
Perancangan Dan Implementasi Game Interaktif untuk Pembelajaran Digital pada Pelajaran TIK di MTsN 2 Banda Aceh Menggunakan Scracth
ICT learning currently demands the use of innovative learning media, to increase students' moti-vation and understanding of the material being studied, but at MTsN 2 Banda Aceh, convention-al methods such as lectures still dominate, which reduce students' motivation towards storage device and output device materials. This study aims to design, develop, and implement learning media in the form of scratch-based interactive games as a means of ICT (information and com-munication technology) learning to increase interactivity, learning motivation, and understand-ing of grade VIII students towards storage device and output device materials. Development re-search with a 4D model (Define, Design, Develop, Disseminate) and a mixed methods approach integrates quantitative data from questionnaires and qualitative data from observations and in-terviews. The results of media expert validation reached an average of 91% (strongly agree), while the assessment of 36 students showed an average score of 91% (very good) in the aspects of design, navigation, material understanding, and learning motivation. The Maze Tech game has been proven to be feasible, effective, and fun as an ICT digital learning media that supports inde-pendent and active learning. Furthermore, the Maze Tech game was developed with attention to the characteristics of junior high school students who tend to prefer visual and challenge-based learning. The integration of game elements, such as maze navigation, audio-visual feedback, and evaluative quizzes, provides a contextual and meaningful learning experience. This media also encourages active student involvement in the learning process, so it serves not only as a means of entertainment but also as an effective pedagogical tool. Therefore, the results of this study are ex-pected to contribute to the development of game-based digital learning media and serve as a ref-erence for educators in implementing ICT learning innovations in the madrasah environment.
Copyright (c) 2026 Zahwanul Ramadhana, Sarini Vita Dewi https://creativecommons.org/licenses/by-sa/4.0
Pengembangan Platform Intervensi Status Gizi Ibu Hamil Berbasis Integrasi Case-Based Reasoning dan Teori Dempster–Shafer
Nutritional problems among toddlers and pregnant women remain a major public health issue in Indonesia, necessitating a decision-support system capable of providing rapid and accurate nu-tritional diagnosis and intervention. This study develops an expert system integrating Case-Based Reasoning (CBR) and the Dempster–Shafer theory to diagnose the nutritional status of toddlers and pregnant women. The CBR method is employed to identify solutions for new cases based on similarity to previous cases, while the Dempster–Shafer theory is utilized to handle un-certainty and combine multiple forms of evidence derived from anthropometric, clinical, and health history parameters. The system was tested using 20 cases involving variables such as body weight, height, mid-upper arm circumference (MUAC), hemoglobin level (Hb), gestational age, and dietary intake. The results indicate that the system achieved an accuracy of 90%, an average confidence level of 82.7%, and a diagnostic precision of 88% when compared to expert nutrition-ists’ assessments. Diagnostic discrepancies occurred in only two cases (10%), both of which ex-hibited parameter values near the classification thresholds. These findings demonstrate that the integration of CBR and the Dempster–Shafer theory enhances the reliability of expert systems in generating accurate and measurable nutritional diagnoses despite data uncertainty, and shows strong potential as a decision-support tool for nutritionists in providing faster, more objective, and evidence-based nutritional interventions.
Copyright (c) 2026 Muhammad Haris Nasri, Rifqi Hammad, Gede Yogi Pratama https://creativecommons.org/licenses/by-sa/4.0
Pengembangan Katalog Interaktif Aksesoris Pernikahan Adat Sumatera Selatan Berbasis Augmented Reality
The preservation of local culture faces serious challenges, particularly among younger genera-tions who tend to view traditional clothing merely as ceremonial costumes without understand-ing the cultural values they embody. To address this issue, this study aims to develop a visuali-zation media based on Augmented Reality (AR) in the form of a catalog of South Sumatran wed-ding attire accessories, accompanied by cultural narratives as an educational effort and a means of digitally preserving traditional heritage. The research employs a Design-Based Research (DBR) approach, starting from the collection of cultural data, content development, and AR ap-plication prototyping, to user testing with target participants. Results indicate a 32% increase in cultural understanding, an average usability score of 82.5 (excellent), and positive user responses toward interactivity, 3D visualization, and contextual audio narration. Qualitative analysis re-veals increased interest in local culture and favorable perceptions of AR as an educational me-dium. These findings confirm that the use of a digital catalog and AR is effective as an interactive, informative, and engaging learning tool that supports the preservation of local cultural heritage.
Copyright (c) 2026 Meiyi Darlies, RM Chairil Andri, Liza Utama, Dewi Indasari https://creativecommons.org/licenses/by-sa/4.0
Perancangan dan Implementasi Sistem Pengelolaan Order Barang Berbasis Web dengan Laravel
CV. Surya Sarana Dinamika currently faces significant operational inefficiencies due to its man-ual, paper-based order management process. These challenges lead to frequent data recording errors, substantial delays in information flow, and a critical lack of real-time visibility regarding order status, which ultimately hinders effective administrative decision-making. This study aims to address these systemic issues by designing and implementing a web-based order management system utilizing the Laravel Framework. The system was developed using the Agile Development methodology, employing iterative cycles to ensure that the final product remains aligned with dynamic business requirements. The architecture is built upon the Model-View-Controller (MVC) pattern to ensure code scalability and long-term maintenance ease. Functional validation via Black-Box testing confirms that all core features, including order submission and purchasing validation, operate according to specifications. Quantitatively, the implementation resulted in a drastic efficiency increase; the average time for order submission decreased from 20-25 minutes to just 3-5 minutes (an efficiency gain of over 75%), while purchasing validation time was re-duced from 30-60 minutes to 5-10 minutes. These findings demonstrate that digital automation effectively eliminates manual bottlenecks and reduces the risk of human error. By providing cen-tralized data and real-time tracking, the system significantly enhances accountability and trans-parency within the company’s supply chain, providing a replicable model for digital transfor-mation in similar organizational contexts..
Copyright (c) 2026 Nabela Yulian Anggraini, Susanto Susanto https://creativecommons.org/licenses/by-sa/4.0
Perancangan Enterprise Architecture Aplikasi Manage Personal Finance dengan Framework TOGAF dan PEAF
The development of information technology encourages the use of the Manage Personal Finance application as a more systematic and data-driven financial management tool. However, in prac-tice, the application still faces various problems, such as an unintegrated financial recording pro-cess, limited system architecture documentation, and the absence of an enterprise architecture framework that best suits business needs and long-term development. These problems have the potential to cause the system to be out of alignment with the organization's strategic objectives and difficult to develop sustainably. This study aims to: (1) design an enterprise architecture for the Manage Personal Finance application using the TOGAF ADM 9.2 framework; (2) produce an integrated business, data, application, and technology architecture blueprint; and (3) compare the effectiveness of the TOGAF and PEAF frameworks quantitatively based on five indicators, namely alignment with business needs, completeness of documentation, implementation speed, scalability, and resource requirements. The research method used is the design of an enterprise architecture based on TOGAF ADM, followed by a comparative analysis of the PEAF framework as an alternative, more pragmatic approach. The results of the study indicate that TOGAF excels in 3 out of 5 indicators (60%), namely business needs alignment, completeness of documentation, and system scalability, while PEAF excels in 2 indicators (40%), namely speed of implementation and resource efficiency. These findings indicate that TOGAF is more suitable for the development of Manage Personal Finance applications that have high complexity and long-term orientation. Thus, this study provides an empirical contribution in selecting the optimal enterprise architec-ture framework for the development of integrated and sustainable financial systems.
Copyright (c) 2026 Mangapul Siahaan, Yulsen Yulsen, Muhammad Dody Firmansyah https://creativecommons.org/licenses/by-sa/4.0
Development of an AR-Based Solar System Flashcard Learning Media for Elementary Students Using the MDLC Method
Understanding the solar system remains challenging for elementary school students due to the abstract, spatial, and three-dimensional nature of astronomical concepts, which are often difficult to convey through conventional learning media. In response to this challenge, this study aims to develop and evaluate an Augmented Reality (AR)–based solar system flashcard learning media to support interactive and meaningful science learning at the elementary level. The learning media was developed using the Multimedia Development Life Cycle (MDLC) method, which consists of concept formulation, design, material collection, assembly, testing, and distribution stages. The AR application integrates three-dimensional planetary visualizations with flashcards to facili-tate concrete representation of abstract concepts and enhance student engagement. The evaluation focused on usability and learning support through User Acceptance Testing (UAT), involving 10 elementary school students and employing a 3-point Likert scale questionnaire. The results indi-cate that the AR-based flashcard media is easy to use, functions reliably, and effectively supports students’ understanding of solar system concepts. Students reported positive experiences in in-teracting with the learning media, suggesting its potential to improve motivation and conceptual comprehension in science learning. This study contributes to the development of innovative digi-tal learning media that promotes inclusive and quality education by integrating emerging tech-nologies into early science instruction. In alignment with Sustainable Development Goal (SDG) 4, the proposed AR-based learning media supports equitable access to engaging educational re-sources and enhances learning quality through interactive, technology-enabled instruction for elementary students.
Copyright (c) 2026 Regania Pasca Rassy, Nurrahmadayeni Nurrahmadayeni, Muhammad Dzulhi Raihan, Latifa Zahra Agustini, Anandi Neina Aeyska Mahdi, Ghina Briliana Fatin Octariana, Luthfiyyah Az Zahro https://creativecommons.org/licenses/by-sa/4.0
Pengembangan Aplikasi Media Pembelajaran Matematika Berbasis Android untuk Siswa Kelas V di SD Negeri 3 Panggisari Menggunakan Metode MDLC
This study aims to develop Android-based mathematics learning media for 5th-grade students of SD 3 Panggisari as a solution to the low interest in learning and the limitations of conventional learning media. The development method used is the Multimedia Development Life Cycle (MDLC) which includes the stages of concept, design, material collection, assembly, testing, and distribution. The application is designed to contain mathematics materials according to the cur-riculum, equipped with visual illustrations, practice questions, and multiple-choice-based evalu-ations. Functional testing using the black box method shows that all application features run well. The implementation results show an increase in student learning interest, indicated by the results of the questionnaire testing using a Likert scale which obtained an average value of 4.39, thus in-cluded in the agree category. With these results, this Android-based mathematics learning media can be accepted in elementary school environments and is suitable for use as a learning support medium.
Multimedia Development Life Cycle (MDLC)
Copyright (c) 2026 Sholakhudin Al Ayubi, Sigit Sugiyanto https://creativecommons.org/licenses/by-sa/4.0
Implementasi Algoritma FP-Growth untuk Sistem Rekomendasi Produk Kebutuhan Pokok pada E-Commerce
The rapid development of e-commerce in Indonesia necessitates recommendation systems that can capture user purchasing patterns accurately, adaptively, and in a data-driven manner. This study implements the FP-Growth algorithm to analyze transaction data from a self-developed essential-goods e-commerce platform. The research dataset consists of 60 user accounts with a total of 600 completed transactions, processed using a Python-based analytical module and au-tomatically integrated into a Laravel backend through a dedicated execution script. The FP-Growth algorithm is applied to generate frequent itemsets and association rules using a min-imum support of 0.01, a minimum confidence of 0.1, and a minimum lift of 1.0. The results indi-cate that the most dominant associative patterns occur among kitchen staple products such as in-stant noodles, chicken eggs, and wheat flour, as well as household cleaning products such as de-tergents and fabric softeners. Several rules exhibit confidence values as high as 0.9615 and lift values up to 4.451, indicating strong and statistically significant relationships between products. System performance evaluation using a Top-4 recommendation scheme shows a Hit Rate of 54.35% and a Recall of 54.35%, demonstrating that the system is able to provide relevant recom-mendations for the majority of transactions. This implementation is shown to improve recom-mendation accuracy while strengthening personalization and cross-selling strategies on essen-tial-goods e-commerce platforms. These findings confirm that FP-Growth is an effective and effi-cient method for identifying empirical purchasing patterns and supporting the development of recommendation systems in small- to medium-scale e-commerce environments.
Copyright (c) 2026 Mahjid Herlambang, Susanto Susanto https://creativecommons.org/licenses/by-sa/4.0
Sistem Informasi Re-Actions pada Fitur Sentimen Data Aduan Publik dan Reporting
An effective public complaint management system plays an essential role in enhancing governmental transparency, accountability, and responsiveness to public needs. This study aims to develop Re-Actions, a web-based information system designed to facilitate the structured collection, processing, and monitoring of public complaints. The system integrates an automatic sentiment analysis feature to identify emotional tendencies or public opinions from complaint texts using a machine learning model. The software was developed using the Scrum methodology, enabling an iterative and adaptive development process aligned with user requirements. The sentiment analysis model was built using the Support Vector Machine (SVM) algorithm and trained on 2,756 public complaint records obtained from the archival data of the Layanan Aspirasi Kotak Saran Anda (LAKSA) system of Tangerang City. Experimental results show that the sentiment analysis model achieved an accuracy of 79%, indicating a reliable capability in classifying public complaints into positive, negative, and neutral categories. This level of accuracy is consistent with previous studies on machine learning-based sentiment analysis in public service domains, which generally report performance within the 70%–80% range, depending on data characteristics and applied methods [3], [12], [13]. Furthermore, the system was evaluated using Black-box Testing to verify functional correctness and User Acceptance Testing (UAT) to assess usability and user satisfaction. All core system features operated as expected, and the UAT results indicated a user satisfaction rate of 92%, reflecting a high level of system acceptance and consistency with similar information system evaluations in the public sector [16]. These findings demonstrate that integrating machine learning techniques into public complaint information systems can enhance information management effectiveness, accelerate data-driven decision-making, and support improvements in public service quality in Tangerang City.
Copyright (c) 2026 Muhammad Fatih Bagaskara, Medhanita Dewi Renanti https://creativecommons.org/licenses/by-sa/4.0
Perancangan Augmented Reality Book Sebagai Media Pembelajaran Monumen Bersejarah Menggunakan Metode Marker Based Tracking
The significant advancements in information technology today have brought numerous benefits across various fields, particularly in education. In the educational sector, technological advancements can be implemented as learning media. Historical monuments are one of the most interesting topics to teach students; however, the limited availability of access and information regarding historical monuments has become a major obstacle in introducing local and international cultural heritage to students. The information currently available is still general in nature, such as books or online sources, which are less visually appealing and not well-supported by interactive media.In addition, not all schools have the facilities that allow students to directly experience historical sites, either through physical or virtual visits. This research aims to design a historical monument learning media based on augmented reality (AR) using the marker-based tracking method. The research method applied is the Multimedia Development Life Cycle (MDLC) method, with implementation stages that can be carried out non-sequentially. The stages include concept, design, material collecting, assembly, testing, and distribution.The research output is an augmented reality book containing materials about historical monuments, barcodes/QR codes, and AR markers. Validation was conducted through black box testing, which was successfully completed. In addition, the augmented reality book was evaluated by a subject matter expert, obtaining a score of 92 (average 9.2, percentage 92%) and a media expert, obtaining a score of 93 (average 9.3, percentage 93%), both categorized as “very good.” User testing involving 20 eighth-grade students from one Islamic junior high school (MTSs) in Aceh Besar resulted in a score of 891, or 89.1%, also categorized as “very good.” Thus, the augmented reality book was successfully designed, and is feasible and suitable for use as a learning medium to deliver material on historical monuments.
Copyright (c) 2025 Khansa Tsabita, Nurrizqa Nurrizqa https://creativecommons.org/licenses/by-sa/4.0
Smart Admissions: Meningkatkan Efesiensi Proses Penerimaan Mahasiswa Baru dengan Chatbot Interaktif
The new student admission (PMB) process at the Baru Universitas Bima Internasional MFH often faces challenges related to time efficiency and administrative burdens due to repetitive inquiries from prospective students. This research aims to design and build an interactive chatbot system named "Sipenmaru MFH" to enhance the efficiency and effectiveness of the PMB process. The de-velopment method used is Extreme Programming (XP), which allows for an adaptive and flexible process. Data was collected through interviews and questionnaires to build the chatbot's knowledge base. The application was developed using the Flutter framework with a NoSQL da-tabase, and its functionality was tested using the Black Box testing method. The result of this re-search is a functional chatbot application with a user-friendly interface, capable of providing fast and accurate responses to common questions regarding new student admissions. The implemen-tation of this chatbot has successfully provided easier access to information for prospective stu-dents and reduced the committee's workload, thus making the admission process more efficient.
Copyright (c) 2026 Asmaul Husna RS, Adawiyah Asti Khalil, Mindi Richia Putri, Muhammad Ari Rifqi, Ari Kurniawati https://creativecommons.org/licenses/by-sa/4.0
Perbandingan Metode Naïve Bayes dan Random Forest dalam Memprediksi Penyakit Diabetes Melitus pada Klinik Citra Sejati
Diabetes mellitus is a chronic disease with a steadily increasing prevalence in Indonesia and is one of the leading causes of death, particularly in urban areas. Early detection of this disease is crucial to prevent serious complications such as heart disease, kidney failure, and vision impairment. In the era of digital transformation, machine learning techniques offer great potential to support early and automated diagnosis with higher accuracy. This study aims to develop a diabetes prediction system based on medical record data using two machine learning algorithms: Naïve Bayes and Random Forest. The dataset was obtained from Klinik Citra Sejati, consisting of 266 patient records with seven clinical features: age, gender, leukocytes, platelets, hematocrit, erythrocytes, and erythrocyte sedimentation rate (ESR). The models were implemented using Python programming language and the Scikit-learn library. Performance evaluation was carried out using the confusion matrix and classification metrics such as accuracy, precision, recall, and F1-score. Furthermore, ROC curve analysis and 95% confidence interval calculation were used to assess the stability and reliability of the predictions. The results showed that the Random Forest algorithm achieved an average accuracy of 89.97% with an AUC of 0.93, while Naïve Bayes achieved an accuracy of 85.97% with an AUC of 0.72. Based on these results, Random Forest is considered more effective for diabetes classification and is recommended as the primary algorithm for the development of clinical decision support systems based on local medical data.
Copyright (c) 2025 Mohammad Radja Alyfa Amri, Egi Permana, Pramana Anwas Panchadria, Shafirah Fitri https://creativecommons.org/licenses/by-sa/4.0
Rancang Bangun Aplikasi Presensi Dan Penggajian Karyawan Berbasis Mobile Pada CV. Maju Berkah Sosa Julu (Mabes-J)
The attendance and payroll system currently implemented at CV. Maju Berkah Sosa Julu (Ma-bes-J) still uses a manual method or is still done by signing the attendance book. Every employee who comes to work is required to record their arrival time on the daily attendance sheet. The cri-teria for employee payroll is attendance, so the payroll system must be stricter in entering em-ployee attendance criteria, with slow and manual data processing also resulting in delays in sal-ary payments and the potential for miscalculation. As a result, not only employees are disadvan-taged, but also the company that has to bear the burden of employee dissatisfaction. The purpose of this study is to build a system that can increase employee productivity and satisfaction at CV. MABES-J. This application is expected to provide convenience for employees in recording at-tendance and providing clear information about the salary they receive. Researchers use the Agile method to develop the system, emphasizing flexibility and adaptation to change. The Agile ap-proach allows iterative system development, with a focus on collaboration and quick response to feedback. This study produces a system that brings significant changes in employee attendance management at CV. Maju Berkah Sosa Julu (Mabes-J). Before this system, the attendance record-ing process was done manually, which was often time-consuming and prone to errors. With the implementation of this new system, employees no longer need to fill in attendance manually. The system automatically records all attendance data, and integrates it into a centralized database.
Copyright (c) 2025 Ibnu Sani Wijaya, Ihsan Nasution, Hendri Hendri, Dodi Sandra, Mulyadi Mulyadi https://creativecommons.org/licenses/by-sa/4.0
Development of Waste Fee Management System for Village-Owned Enterprise Using Agile Approach
In the era of digital development, effective public services are essential, one of which is in West Mejasem Village through the Spirit Mejabar Village-Owned Enterprise (BUMDes). This research focuses on developing a website-based system that makes it easier for BUMDes administrators to manage waste fees and increase transaction transparency. The system development method uses the agile process, which allows development to be done flexibly and iteratively. The phases in this research include problem identification, literature study, planning, design, development, release, and system review. This system was built using the PHP programming language, Laravel framework, and MySQL as a database. System testing was conducted using the black-box testing method, which resulted in a success value of 97.76%, indicating that the features on the system run well. In addition, the questionnaire results given to users showed a satisfaction level of 90.67%, which scored "Very Good" on a Likert scale. The result of this research is a website that facilitates BUMDes administrators in managing waste fees more efficiently, increases transparency in data management, and is a platform that introduces BUMDes and its services to the community. This system can be an effective solution for managing waste fees in West Mejasem Village and can be implemented.
Copyright (c) 2025 Fadila Aura Isnaeni, Aditya Dwi Putro, Lisda Lisda https://creativecommons.org/licenses/by-sa/4.0
Penerapan Metode Simple Additive Weigthed Dan Analitical Hierachy Proces Untuk Penentuan Dosen Penguji Skripsi
The selection of thesis examiners is a crucial process for student academic success, yet it is often based on unstructured subjective considerations. This study aims to address this issue by designing and implementing a Decision Support System (DSS) to provide objective lecturer recommendations. The system integrates the Analytical Hierarchy Process (AHP) method for consistent criteria weighting and the Simple Additive Weighting (SAW) method to rank 10 lecturer alternatives based on four main criteria: Academic Qualification (K1), Time Availability (K2), Total Guidance (K3), and Structural Position Workload (K4). The AHP analysis results indicate that Academic Qualification (K1) is the highest priority criterion with a weight of 0.449 and a highly valid consistency ratio (CR = 0.04). Subsequently, the SAW calculation yielded three candidates who ranked at the top with a maximum preference score of 1.000. This study concludes that the hybrid AHP-SAW model provides an objective, transparent, and efficient framework for the lecturer selection process, successfully delivering accountable recommendations to assist decision-making within the academic environment.
Copyright (c) 2025 Rian Maulana Rijaldi, Moch Syahrir https://creativecommons.org/licenses/by-sa/4.0
Analisis Kepuasan Pengguna Aplikasi Kehadiran Panda menggunakan Metode System Usability Scale (Studi Kasus: PT. Puskomedia Indonesia Kreatif)
PT Puskomedia Indonesia Kreatif has developed the Panda Attendance Application, a digital technology system for village administration with a focus on the smooth flow of employee infor-mation. This application utilizes QR codes and GPS technology for the attendance or absence of village employees at registered coordinates. One of the issues at PT Puskomedia is that village operators face challenges such as needing to contact the PT Puskomedia system operator for manual attendance tracking, leading to a decline in users. Currently, there are various challenges in the use of the Panda Attendance Application by village government institutions. Several com-plaints have been raised by users regarding technical issues and unsatisfactory user experience. The purpose of this study is to evaluate the level of user acceptance of the Panda application. The method used to analyze user satisfaction is the System Usability Scale (SUS) method. The results of this study yielded a SUS score of 46.22, indicating a low category (Grade E), with a percentile rank of 10%, and classified as poor (Grade E). The nature (adjective) of the application falls into the “Poor” category, and the score of 46.22 places the application in the “Not Acceptable” catego-ry according to the level of acceptance. Recommendations for improvement from this analysis in-clude enhancing system stability and technical improvements such as accelerating the QR code reading process. Responding to user feedback and implementing these improvements is expected to enable the Panda attendance application to achieve a higher level of usability and gain better acceptance from users.
Copyright (c) 2025 Aulia Shafira Tri Damayanti, Ika Romadoni Yunita, Pungkas Subarkah https://creativecommons.org/licenses/by-sa/4.0
Sipekernik: Sistem Pemantau Kekeruhan Air dan Pengairan pada Akuaponik Menggunakan Sensor Turbidity, LDR dan Water Level
Aquaponics is an alternative to cultivating plants and fish in one place. This technique integrates fish farming with plants. In this case, aquaponic plants utilize nutrients from fish waste. Plants in aquaponics function as a biofilter, which will reduce these toxic substances into substances that are not harmful to fish and supply oxygen to fish-keeping ponds. With this technique, there will be a symbiosis of mutualism or a mutually beneficial cycle. The advantages obtained are the efficiency of water use and the reduction of waste contamination resulting from disposal into public waters. The water recirculation period affects the quality and quantity of fish and plants produced. Turbidity for cultivation should be no more than 25 NTU. Therefore, this tool is designed to detect the turbidity value of fish pond water in order to know the time to drain the pond using a turbidity sensor and regulate water irrigation in aquaponic installations based on light intensity values so that water does not stagnate in the installation pipe. The manufacture of this tool uses several components, such as an Arduino as a microcontroller, LDR (Light Dependent Resistor) sensor functions to turn on and off the pump, turbidity sensor functions to determine the turbidity value of pool water, and water level sensor functions to adjust the water level when draining and filling. pond water. At pump 1, the water will turn on if the intensity value of the LDR sensor is 650. If the turbidity sensor value is 25 NTU, then pump 2 will turn on and dump pool water into the shelter. After the pond water is drained to the specified height level, pump 3 will turn on to fill the fish pond with water. Pump 3 will stop when the water level is > 665.
Copyright (c) 2023 Nur Aziezah, Walidatush Sholihah, Inna Novianty, Mega Romadhona, Anggi Mardiyono
Klasterisasi Pelanggan Tenant Inkubator Bisnis STIKOM Bali Untuk Strategi Manajemen Relasi Dengan Menggunakan Fuzzy C-Means
Business Incubator is an institution that assists start-up businesses as their tenants that are still newly established or are growing. The main goal of a business incubator is to explore the most appropriate ways of assistance for tenants, from the process of starting a business, developing a business, and scaling up a business so that tenants can succeed in their business. Based on existing assistance data and the results of interviews with managers of the STIKOM Bali business incubator, one of the challenges for tenants is the ineffectiveness of the marketing process and strategic schemes in terms of maintaining customer loyalty. Ineffective and efficient plans can result in wasted use of resources. The customer relationship management (CRM) strategy can be applied by tenants as the solution, but the basis is that tenants need to know how to find out the right treatment for customers. So a strategy is needed to find out the characteristics of customers. In this case, it is done by using a business intelligence approach through customer clustering using fuzzy c-means. The dataset comes from the transaction of one of the tenants who is engaged in education technology. Based on values of the fuzzy partition coefficient (FCP) for the scenarios from clusters 2 to 10, it was found that 7 is the most optimal number of clusters (customer category) with the highest FCP value = 0.793. The main strategy that can be implemented based on tenant business for CRM is the pricing of subscription and engagement packages to customers regarding the information on both recently released and upcoming learning content.
Copyright (c) 2023 I Gede Harsemadi, Dedy Panji Agustino, I Gede Bintang Arya Budaya
Klasifikasi Jenis Kendaraan Menggunakan Metode Extreme Learning Machine
The number of vehicles in Indonesia has increased each year, both two-wheeled and four-wheeled vehicles; this is inversely proportional to the development of road infrastructure in Indonesia, which has not experienced much change or improvement. Supposedly, with the increase in the number of vehicles, road infrastructure must also keep pace so that things such as the accumulation of cars on the road do not occur, traffic accidents and congestion become obstacles to carrying out activities. Therefore, it is necessary to make a system to detect and classify vehicles' types in this study using two types of vehicles, namely cars and motorbikes. According to the Indonesian Central Statistics Agency (BPS), it is the highest number. The classification system uses digital image processing techniques, a science to study how an image is formed, processed, and analyzed by a computer to produce information that humans can understand. The method used in this research is the Extreme Learning Machine (ELM), a part of artificial intelligence in feedforward neural networks, where this method can solve regression and classification problems. The data used in this study are 25 images of cars and motorbikes as training data and 15 photos of cars and motorbikes as test data, respectively. The results obtained from this study are a system for classifying two types of vehicles, namely cars and motorbikes, with an accuracy rate of 86.6%.
Copyright (c) 2021 Rispani Himilda, Ragil Andika Johan