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.
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
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.
Multimedia Development Life Cycle (MDLC)
Copyright (c) 2025 Khansa Tsabita, Nurrizqa Nurrizqa 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
Prediksi Persentase Body Fat Menggunakan Algoritma CART dan M5’
Body Fat Percentage (BFP) is a measurement of total body fat that is used as an accurate measurement for the diagnosis of obesity. BFP measurement is sometimes difficult and inconvenient to perform, even though the picture of BFP’s value is very important for someone to find out the chances of being obese. To overcome this, data mining techniques can be used to measure the predictions of BFP values in a more practical way. This study implements data mining techniques, namely the CART and M5’ algorithm to predict a person's BFP value based on his/her body measurement. The CART algorithm uses the sample average values at leaf nodes to make numerical predictions, while the M5' algorithm builds a regression model for each leaf node with a hybrid approach. Regression trees provide a simple way of explaining the relationship between features and numerical results, but more complex model trees also provide more accurate results. In this study, the results show that the M5' algorithm is superior to the BFP dataset with a correlation value of 0.86 and an MAE value of 3.86.
Copyright (c) 2023 Uswatun Hasanah, Ade Nurhopipah
Sistem Informasi Peminjaman dan Pengembalian Rekam Medis Rawat Inap Berbasis Web di RSUD Haji Surabaya
The recording, borrowing and returning of medical record documents at the Haji Hospital in Surabaya still uses a manual borrowing expedition book in the filing section. The medical record documents returned are not in accordance with the SOP (Standard Operating Procedure) and SPM (Minimum Service Standard) of the hospital. The purpose of this study was to design and create a web-based information system for borrowing and returning medical records at the Haji Hospital in Surabaya. The method used in this research is waterfall. The stages of the waterfall method are requirements analysis, system design, system creation and system testing. Data collection was done by interview, observation, and documentation. The result of this research is a web-based information system for borrowing and returning medical records. Suggestions for the Haji Hospital of Surabaya are expected to be able to use a web-based information system for borrowing and returning medical records to facilitate the electronic recording process, speed up reporting and reduce the incidence of delays.
Copyright (c) 2022 Ervina Rachmawati, Sitti Fa’Isil Karomah, Selvia Juwita Swari, Donny Adhasari Hasan
Analisis Metode K-Nearest Neighbors (K-NN) Dan Naive Bayes Dalam Memprediksi Kelulusan Mahasiswa
In this research the author aims to apply the K-NN and Naive Bayes algorithms for predicting student graduation rates at Sekolah Tinggi Pariwisata (STP) Mataram, The comparison of these two methods was carried out because based on several previous studies it was found that K-NN and Naive Bayes are well-known classification methods with a good level of accuracy. But which one has a better accuracy rate than the two algorithms, that's what researchers are trying to do. The output of this application is in the form of information on the prediction of student graduation, whether to graduate on time or not on time. The selection of STP as the research location was carried out because of the imbalance between the entry and exit of students who had completed their studies. Students who enter have a large number, but students who graduate on time according to the provisions are far very small, resulting in accumulation of the high number of students in each period of graduation, so it takes the initial predictions to quickly overcome these problems. Based on the results of designing, implementing, testing, and testing the Student Graduation Prediction Application program using the K-NN and Naive Bayes Methods with the Cross Validation method, the result is an accuracy for the K-NN method of 96.18% and for the Naive Bayes method an accuracy of 91.94% with using the RapideMiner accuracy test. So based on the results of the two tests between the K-NN and Naive Bayes methods which produce the highest accuracy, namely the K-NN method with an accuracy of 96.18%. So it can be concluded that the K-NN method is more feasible to use to predict student graduation
Copyright (c) 2021 Kartarina Kartarina, Ni Ketut Sriwinarti, Ni luh Putu Juniarti
Sistem Pendeteksi Gerak Menggunakan Sensor PIR dan Raspberry Pi
Digital security and monitoring systems are entering a new era. Every industry is busy developing security systems according to their individual needs. What can be done is by providing a security perimeter around the assets to prevent unwanted things. There are currently many CCTV (Closed Circuit Television) based security systems; CCTV security systems also have less effective because they require more devices and large enough storage memory. Also, there are other solutions, namely systems that are built using PIR sensors and Raspberry Pi. The PIR sensor is used to detect infrared emissions from humans, so the target object is a human. The PIR sensor also receives heat radiation from humans, so when humans move, this sensor will receive changes in radiation emitted by humans. The purpose of this study is to simulate a solution to the problem of infrastructure design for the development of a physical asset security system using a Wireless Sensor Network and to find out how the security system works using a PIR sensor and Raspberry Pi Model B. The research method used is the Network Development Life Cycle (NDLC) approach. This study illustrates that the Raspberry Pi with hardware capabilities and Rasbian OS and the Python programming language support building a security system. The HC-SR501 PIR sensor can also detect moving objects from the right, left, and front. Email and SMS can be well integrated to produce reports according to the sensor's movement.
Copyright (c) 2021 Akbar Juliansyah, Ramlah Ramlah, Dewi Nadiani
Rancang Bangun Media Pembelajaran Komik Digital Pada Mata Pelajaran Desain Grafis Percetakan Berbasis Metode Interaktif Di SMKN 5 Telkom Banda Aceh
The advancement of digital technology demands innovative and engaging learning media, especially in vocational education. This study aims to design an interactive digital comic for the Printing Graphic Design subject at SMKN 5 Telkom Banda Aceh, in response to the limited use of interactive media in classrooms. The research uses a Research and Development (R&D) approach with the ADDIE development model, limited to the development and expert validation stages. The media was built using Scratch, a platform that allows integration of animations, navigation, sound, and interactivity into a single learning tool, offering a contextual and dynamic experience. Validation by two media experts and two subject experts yielded average scores of 92.5% and 96.5%, respectively, categorized as “Strongly Agree,” indicating the media’s high feasibility. The study’s novelty lies in the use of Scratch—a platform rarely applied in vocational learning—for developing interactive comics. Compared to other tools that are mostly static or focused on passive visual design, Scratch provides greater flexibility in programming logic and user interaction, enhancing student engagement. The expected educational impact includes increased motivation, improved conceptual understanding, and strengthened digital literacy among vocational students. However, this study is limited to expert validation and does not include classroom implementation, so its effectiveness in real learning settings remains untested. Future research is recommended to evaluate the media’s impact on learning outcomes through classroom trials and explore the potential integration of technologies like Augmented Reality to further enhance interactivity and learning experiences.
komik digital; media pembelajaran; desain grafis percetakan; metode interaktif
Copyright (c) 2025 Suci Ning Trisnawati, Mira Maisura https://creativecommons.org/licenses/by-sa/4.0
Perencanaan Pengembangan Sistem Informasi Penjadwalan Kuliah Praktikum di STMIK AMIKOM Yogyakarta
Practicum course scheduling is a complex task in higher education institutions as it involves multiple parameters such as lecturer availability, room capacity, and time slots. This process poses a significant challenge for laboratory administrators in ensuring that scheduling conflicts are avoided and that all resources are utilized optimally. This study implements a Genetic Algorithm (GA) to optimize the practicum course scheduling process at STMIK AMIKOM Yogyakarta, which has since been renamed Universitas Amikom Yogyakarta. The methodological stages include population initialization, fitness evaluation, selection using the Roulette Wheel Selection method, crossover using One Point Crossover, and mutation using Targeted Mutation. The results demonstrate that the genetic algorithm successfully produces optimal solutions by eliminating lecturer and room conflicts, while also maximizing equitable time utilization. During the iteration phase, the algorithm generated a conflict-free practicum schedule with a maximum fitness value of 167. The process terminated at the first generation after identifying two optimal chromosomes out of ten. These findings confirm that the genetic algorithm is effective in solving practicum scheduling problems and can be applied to minimize schedule clashes and improve operational efficiency in academic environments.
Copyright (c) 2025 Hendra Kurniawan, Tristanto Ari Aji https://creativecommons.org/licenses/by-sa/4.0
Animasi Motion Graphic Sebagai Media Pembelajaran Sistem Tata Surya Untuk Siswa Kelas 6 Sekolah Dasar
Along with the rapid development of information technology today, multimedia has an important role in the field of education. Studying the solar system is very important, especially for elementary school children because it is very closely related to other natural sciences. In learning activities, the delivery of solar system material in schools is only conventional and theoretical which is equipped with several static examples, so that most students have difficulty and do not even like the lesson. Therefore, it is necessary to have an application that explains the characteristics of the Solar System with animations and visualizations that can support elementary school students in understanding the solar system easily and not boringly. One alternative media that can attract children's attention is video motion graphics. The method in this study applies the 4D model which includes four stages: (1) define, (2) design, (3) develop and (4) disseminate. The evaluation used is alpha testing and usability questionnaires for 6th grade elementary school students. The results of this research are 2D animated videos about the solar system which are made according to the needs and help learning activities of the solar system.
Copyright (c) 2023 Ika Asti Astuti, Safira Nada Athaya
Penerapan Algoritma Decision Tree C4.5 Untuk Memprediksi Kelayakan Calon Pendonor Melakukan Donor Darah Dengan Klasifikasi Data Mining
Based on data from UDD PMI Kampar Regency, many donors must have provisions to become blood donors. So far, blood donor selection has been made manually to determine whether potential donors can donate blood or not. Meanwhile, today's information system has not yet explored further information from the large amount of data stored as knowledge. There is a need for organizational consolidation and continuous evaluation of the performance that has been carried out by PMI in dealing with social and humanitarian problems. By making a data mining application with a classification method using the Decision Tree C4.5 Algorithm in predicting someone worthy or not to donate blood, it can be calculated from the results of variables that are continuous or critical, such as variables of age, body weight, hemoglobin (HB) levels, blood pressure. (systolic and diastolic), The data that enters the information system is calculated using the Decision Tree C4.5 Algorithm formula, which results in detailed results and can produce valid and more accurate values. With the data mining application using the Decision Tree Algorithm C4.5 method, potential blood donors' eligibility can be classified based on age, body weight, hemoglobin, and blood pressure. Hemoglobin with the highest gain value (0.861212618) is the variable that most determines blood donation success.
Pengujian Usability Testing Menggunakan Metode System Usability Scale untuk Menilai Aplikasi SIKUU
SIKUU or sistem informasi kendali suhu dan lampu is an android based application created with the purpose to monitoring temperature, light density, number of people, and electrical power consumption in a room. SIKUU needs to be tested to determine the level of ease and the purpose of application. Usability testing is the method for testing it. An easy method to use for usability testing is the system usability scale (SUS). SUS Method very popular because of its advantages such as involves end user directly, no special criteria for selecting end user, can be used for fewer respondents but the results are still reliable, the test scale is easy to understand, and the results are effective because it can immediately categorize the application as usable or not. Then, for SIKUU, usability testing was carried out involving 35 respondents from Institute Technology of Sumatera particurally from various study programs. These respondents were introduced to the SIKUU for the first time. The final SUS score is 71,14 which indicates that the acceptability level is in the acceptable category, and adjective rating in the good category. Meanwhile, i terms of the SUS percentile rank, the score falls within category C. In this study, the primary focus of the usability testing was solely on the final score. Therefore, form the users' perspective, SIKUU is considered feasible for use.
Copyright (c) 2025 Nia Saputri Utami, Khansa Salsabila Suhaimi, Tria Kasnalestari, George Ray Banurea, M. Imam Robani, Dani Rahmadana https://creativecommons.org/licenses/by-sa/4.0
Perancangan Aplikasi Pemantauan Aktivitas Fisik Mobile Berbasis User-Centered Design
Physical activity monitoring is an important aspect of maintaining health and fitness. With increasing awareness of the importance of a healthy lifestyle, many people are trying to be more physically active. Although many health apps offer physical activity monitoring features, not all apps are designed with user comfort and needs in mind. This study aims to design and evaluate a prototype of a mobile-based health app user interface that emphasizes comfort in physical activity monitoring, using a User-Centered Design (UCD) approach. This approach places the user at the center of the entire design process, ensuring that the design aligns with users' actual preferences and needs. The research methodology includes stages of understanding the user context, identifying user needs, designing the interface (wireframes and user flow), and evaluating the design through A/B testing conducted internally or preliminarily, without involving external respondents. The results of the study indicate that design version B is superior to version A in terms of ease of use and user engagement, as evidenced by a 67.86% increase in interaction and a 71.43% increase in feature usage, based on quantitative metrics such as task completion count and average interaction time measured through internal task scenario simulations. Version B features a more modern appearance and simple, clear navigation. These findings underscore the importance of applying UCD principles in the development of effective and efficient health application interfaces. A better design can encourage user engagement in monitoring physical activity. The application, once designed, not only meets current user needs but also has a strong foundation for future development requirements.
Copyright (c) 2025 Purbo Pangestu Satria Jati, Susanto Susanto, Titis Handayani https://creativecommons.org/licenses/by-sa/4.0
Pengembangan Back-end pada Aplikasi Smart Nutrition Berbasis Node.js dan Hapi dengan Integrasi Google Cloud Platform
Advances in digital technology drive the need for smart and integrated nutrition monitoring systems, but developers often focus only on features without considering architectural design. This research aims to develop and implement a RESTful API on the Google Cloud Platform (GCP) backend for the Smart Nutrition App, which has the ability to support daily fruit consumption tracking powered by machine learning. The methodology used is based on the Software Development Life Cycle (SDLC) model, including requirements analysis, cloud-native system design, modular API development using Node.js and Hapi.js, functional testing in Postman, and stress testing in K6 to 4000 virtual users. The results show that the RESTful API can sustain a load of up to 1000 virtual users with 0% error rate, but performance degrades very sharply above this level, to the point where the error rate is 100% at 4000 users. These findings indicate the need for infrastructure optimization to support the demands of real applications. The result of this research is that the system meets the functional requirements and performs well at small scale but requires infrastructure improvements such as load balancing and auto-scaling for scaled environments. The main contribution of this research is to present a scalable and modular backend framework for Smart Nutrition App as a future reference when developing similar systems.
Copyright (c) 2025 Lalu Kurnia Muhammad Ridho, Jarir Jarir, Akbar Juliansyah https://creativecommons.org/licenses/by-sa/4.0
Enhancing Governance: Evaluating E-Government Service Quality and Recommendations for Improvement in Suket Kepuharjo Sub-District
This study evaluates the quality of e-government services in Suket Kepuharjo Sub-District using the E-GOVQUAL framework and the Importance Performance Analysis (IPA) approach. The framework includes six dimensions: ease of use, trust, functionality, reliability, content, and citizen support. Data were collected through a structured questionnaire distributed to 37 respondents, with all variables meeting validity and reliability thresholds. The results showed a mean performance score of 3.45, slightly higher than the mean importance score of 3.42, resulting in an overall average gap of +0.014. Attributes with strong performance included secure data storage (gap = +0.29), clear website structure (gap = +0.08), and help page availability (gap = +0.19). However, several critical weaknesses were identified in Quadrant I, such as user ability to navigate the website (gap = -0.38), service responsiveness (gap = -0.25), information accuracy (gap = -0.25), and application compatibility across devices (gap = -0.15). These findings indicate that while e-government services moderately meet user expectations, there remains significant room for improvement, especially in usability, responsiveness, and information reliability. The integration of E-GOVQUAL and IPA offers a comprehensive and user-centred framework to guide systematic enhancements in digital public services.
Copyright (c) 2025 Husin Husin, Lukman Hakim, Choirul Huda https://creativecommons.org/licenses/by-sa/4.0
Pengembangan Aplikasi Geoheritage Berbasis Web di Desa Mengeruda, Kabupaten Ngada, Nusa Tenggara Timur Menggunakan Metode Scrum
Mengeruda Village, located in the Soa Basin, Ngada Regency, East Nusa Tenggara, possesses rich geological and local cultural potential that has not yet been optimally documented or published. This study aims to develop a web-based geoheritage application in Mengeruda Village, Ngada Regency, East Nusa Tenggara, as a medium for digital preservation and education. The development of the system was implemented using the Scrum methodology, which is divided into three phases: pre-game (needs analysis and planning), game (system development), and post-game (system testing). The primary features provided by the system consist of a cultural map, interactive 3D objects, photo and video galleries, and article content related to geoarchaeology, sociocultural aspects, and cultural sites. These features function as interactive learning media, comprehensive documentation of cultural heritage, and spatial representation of Mengeruda’s geoheritage and cultural assets. Additionally, the system is equipped with supporting features such as a news section and a profile page containing information about the village, the website, and the development team. Technically, the system was built using Tailwind CSS for a responsive interface, Leaflet.js for interactive mapping, and Express (Node.js) for the back-end. Functional testing was conducted using the Black Box Testing method with the Equivalence Partitioning technique, consisting of 16 test scenarios on the website for the admin actor. All scenarios were successfully executed with Passed status and met the defined specifications, indicating that the system has optimally fulfilled its functional aspects. Usability test using the System Usability Scale (SUS) was conducted with 40 respondents and resulted in a score of 77.625, which, according to Bangor (2009), falls within the Good and Acceptable categories. These results indicate that the developed system is suitable for use as a digital platform to support the promotion, preservation, and utilization of geoheritage and local culture by both the community and academic institutions.
Copyright (c) 2025 Nurul Fitriani, Herliana Rosika, Moh. Ali Albar https://creativecommons.org/licenses/by-sa/4.0
Penerapan Metode Design Thinking dalam Perancangan UI/UX Website Pintu Rumah
Property rental is the activity of utilizing property by tenants for a certain period of time at an agreed-upon cost. The types of property rented include residential, commercial, and industrial, which are the choices of many people because of their flexibility. As technology evolves, property searches and transactions are now more accessible through digital platforms such as websites and mobile applications. This platform allows tenants or buyers to get faster and more precise in-formation according to their needs. However, many property rental platforms still face challenges in providing an optimal user experience, such as a complicated interface and a lack of direct in-teraction between tenants and property owners. This study aims to improve the user experience on property rental platforms by adding an appointment feature that allows direct communication between tenants and property owners. The method used in this study is Design Thinking, which consists of five stages: Empathy, Define, Ideate, Prototype, and Test. The developed prototype was tested using Maze, a real-time user testing platform. The test results show that this platform has a Maze Usability Score (MAUS) of 69.63%, which is classified as “Good”. Although in general the platform can be used well, there are areas that need improvement, such as the high level of click errors in the process of adding properties by the owner. The conclusion of this study is that alt-hough the platform functions effectively, there is still room for improvement in terms of clarity and ease of navigation.
Copyright (c) 2025 Roy Wenang Robbani, Ika Nur Fajri https://creativecommons.org/licenses/by-sa/4.0
Perancangan dan Pengembangan Aplikasi Android Berbasis Augmented Reality pada Mahasvin Farm menggunakan Metode MDLC
Educational tourism plays an important role in preserving nature and supporting the creative economy of local communities. Agritourism, as a subset of educational tourism, combines rec-reation with learning experiences about conservation and sustainability. Mahasvin Farm, an agro-tourism destination in Yogyakarta, incorporates this concept by showcasing rare animals such as ostriches, peacocks, ornamental chickens, and turtles. However, current methods of de-livering information, such as static boards and limited tour guides, are less effective in engaging younger audiences who prefer interactive digital media. This study aims to develop an An-droid-based application leveraging Augmented Reality (AR) technology to deliver educational content interactively. The Multimedia Development Life Cycle (MDLC) methodology was applied, consisting of six stages: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. MDLC was selected for its structured framework and capability to integrate multimedia elements, including 3D visualization, audio, and text. Blackbox testing results indicated a 100% success rate across 13 test scenarios, including menu navigation, AR marker scanning, and audio description functionality. The application successfully enhances the educational experience by providing engaging and immersive features, while also having the potential to improve digital promotion efforts for Mahasvin Farm. In conclusion, the AR-based application offers an innovative solution to improve information dissemination at Mahasvin Farm. Furthermore, it demonstrates the poten-tial for broader adoption in the technology-based agritourism sector.
Copyright (c) 2025 Heycal Adya Bramantyo, Ika Asti Astuti
Analisis Pengalaman Pengguna Aplikasi ShopeePay: Implementasi Metode UEQ untuk Optimalisasi Layanan
ShopeePay is one of the e-wallet applications that is widely used in Indonesia thanks to its various benefits, convenience, and security in digital transactions. However, the quality of user experi-ence still requires in-depth analysis so that this application can meet the evolving needs of users. This study uses the User Experience Questionnaire (UEQ) method to assess six main dimensions, namely attractiveness, clarity, efficiency, accuracy, stimulation, and novelty. The analysis showed that attractiveness (1.15), clarity (1.27), and efficiency (1.14) were above average when compared to global standards. However, accuracy (0.98), stimulation (0.75), and novelty (0.67) were below average, highlighting the need for improvement in the aspects of innovation and emotional en-gagement of users. By understanding the strengths and weaknesses in each of these dimensions, this study provides recommendations for improvements to enhance the quality of the app. Up-dates in the dimensions of fidelity, stimulation, and sustainability are expected to increase user satisfaction while strengthening their loyalty to the app. These findings are not only useful for Shopee Pay developers but can also serve as a reference for the development of other e-wallet apps to remain competitive in the digital market. Overall, user experience optimization is an important element in maintaining app competitiveness and meeting user expectations in this era.
Copyright (c) 2025 Chika Prasida Nabil Yahya, Sigit Sugiyanto
Aplikasi Media Pembelajaran Sinau Basa Berbasis Android pada Mata Pelajaran Bahasa Jawa Kelas V
The alpha generation is the generation born in 2010 to 2025. The birth and growth of the alpha generation is surrounded by technology which results in dependence on smartphones. The development of technology also has its urgency in the field of education. The independent curriculum emphasizes teachers to be able to integrate technology with learning media in the process of teaching and learning activities. However, the problems that occur in schools, there are still teachers who have not utilized technology in the learning process, especially in Javanese language subjects. Teachers still use conventional methods and rely on textbooks which results in the lack of enthusiasm of students during the learning process. Therefore, an android-based learning media application was developed with the aim of becoming a creative and innovative teacher's teaching media in delivering subject matter, supporting the independent learning process of fifth grade students of SD Negeri 2 Rajawana, and as a means of discussion between teachers and students. The system developer method used in developing this application is the Multimedia De-velopment Life Cycle (MDLC) which consists of 6 stages (Concept, Design, Material Collection, Manufacture, Testing, and Distribution). Based on black box testing, the Sinau Basa Learning Media Application can run smoothly according to its function on an Android Smartphone. Then, the N-Gain test results show a score of 64%. When referring to the value of g->56-75, it is included in the moderately effective category.
Copyright (c) 2025 Dodi Ghani Setiawan, Sigit Sugiyanto, Tito Pinandita, Hindayati Mustafidah https://creativecommons.org/licenses/by-sa/4.0