Jurnal Teknologi Informasi dan Multimedia
type: channel
description: 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.
publisher: Sekawan Institut
language: id
publication name: Jurnal Teknologi Informasi dan Multimedia
issn: 2715-2529
items: Game Virtual Tour Pengenalan Sistem Tata Surya Berbasis VR Google Cardboard dan Voice Command
items: Rancang Bangun Aplikasi Laporan Keuangan Berbasis Web Dengan Metode Prototype (Studi Kasus: Praktik Mandiri Bidan Nining)
items: Rancang Bangun Sistem Informasi Pendaftaran Siswa Baru Berbasis Web dengan Metode Waterfall pada TK Pertiwi 14
items: Perancangan Sistem Rekapitulasi Data Order Menggunakan Bot Otomatis pada Layanan Indihome
items: Evaluasi Teknik Prompting pada Large Language Model untuk Otomatisasi Penyusunan Skenario Unit Testing Smart Contract
items: Perancangan Dan Implementasi Game Interaktif untuk Pembelajaran Digital pada Pelajaran TIK di MTsN 2 Banda Aceh Menggunakan Scracth
items: Pengembangan Platform Intervensi Status Gizi Ibu Hamil Berbasis Integrasi Case-Based Reasoning dan Teori Dempster–Shafer
items: Pengembangan Katalog Interaktif Aksesoris Pernikahan Adat Sumatera Selatan Berbasis Augmented Reality
items: Perancangan dan Implementasi Sistem Pengelolaan Order Barang Berbasis Web dengan Laravel
items: Perancangan Enterprise Architecture Aplikasi Manage Personal Finance dengan Framework TOGAF dan PEAF
items: Implementasi Algoritma FP-Growth untuk Sistem Rekomendasi Produk Kebutuhan Pokok pada E-Commerce
items: Perancangan Augmented Reality Book Sebagai Media Pembelajaran Monumen Bersejarah Menggunakan Metode Marker Based Tracking
items: Smart Admissions: Meningkatkan Efesiensi Proses Penerimaan Mahasiswa Baru dengan Chatbot Interaktif
items: Perbandingan Metode Naïve Bayes dan Random Forest dalam Memprediksi Penyakit Diabetes Melitus pada Klinik Citra Sejati
items: Rancang Bangun Aplikasi Presensi Dan Penggajian Karyawan Berbasis Mobile Pada CV. Maju Berkah Sosa Julu (Mabes-J)
items: Development of Waste Fee Management System for Village-Owned Enterprise Using Agile Approach
items: Penerapan Metode Simple Additive Weigthed Dan Analitical Hierachy Proces Untuk Penentuan Dosen Penguji Skripsi
items: Analisis Kepuasan Pengguna Aplikasi Kehadiran Panda menggunakan Metode System Usability Scale (Studi Kasus: PT. Puskomedia Indonesia Kreatif)
items: Sipekernik: Sistem Pemantau Kekeruhan Air dan Pengairan pada Akuaponik Menggunakan Sensor Turbidity, LDR dan Water Level
items: Klasterisasi Pelanggan Tenant Inkubator Bisnis STIKOM Bali Untuk Strategi Manajemen Relasi Dengan Menggunakan Fuzzy C-Means
items: Klasifikasi Jenis Kendaraan Menggunakan Metode Extreme Learning Machine
items: Prediksi Persentase Body Fat Menggunakan Algoritma CART dan M5’
items: Sistem Informasi Peminjaman dan Pengembalian Rekam Medis Rawat Inap Berbasis Web di RSUD Haji Surabaya
items: Analisis Metode K-Nearest Neighbors (K-NN) Dan Naive Bayes Dalam Memprediksi Kelulusan Mahasiswa
items: Sistem Pendeteksi Gerak Menggunakan Sensor PIR dan Raspberry Pi
items: Rancang Bangun Media Pembelajaran Komik Digital Pada Mata Pelajaran Desain Grafis Percetakan Berbasis Metode Interaktif Di SMKN 5 Telkom Banda Aceh
items: Perencanaan Pengembangan Sistem Informasi Penjadwalan Kuliah Praktikum di STMIK AMIKOM Yogyakarta
items: Animasi Motion Graphic Sebagai Media Pembelajaran Sistem Tata Surya Untuk Siswa Kelas 6 Sekolah Dasar
items: Penerapan Algoritma Decision Tree C4.5 Untuk Memprediksi Kelayakan Calon Pendonor Melakukan Donor Darah Dengan Klasifikasi Data Mining
items: Pengujian Usability Testing Menggunakan Metode System Usability Scale untuk Menilai Aplikasi SIKUU

Game Virtual Tour Pengenalan Sistem Tata Surya Berbasis VR Google Cardboard dan Voice Command
type: item
description: 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.
subject: Articles
  topic: section
subject: Google Cardboard
  topic: keywords
subject: Virtual Reality
  topic: keywords
subject: Voice Command
  topic: keywords
subject: Solar System
  topic: keywords
creator: Muh Ulil Alkhaq
creator: Siti Asmiatun
rights: Hak Cipta (c) 2026 Muh Ulil Alkhaq, Siti Asmiatun https://creativecommons.org/licenses/by-sa/4.0
date: 2026-02-02
publication date: 2026-02-02
starting page: 151
ending page: 159
doi: 10.35746/jtim.v8i1.854

Rancang Bangun Aplikasi Laporan Keuangan Berbasis Web Dengan Metode Prototype (Studi Kasus: Praktik Mandiri Bidan Nining)
type: item
description: 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.
subject: Articles
  topic: section
subject: financial reporting
  topic: keywords
subject: web-based application
  topic: keywords
subject: prototype method
  topic: keywords
subject: Laravel framework
  topic: keywords
subject: black box testing
  topic: keywords
creator: Dewi Sonia Putrie
creator: Aditya Dwi Putro
creator: Gunawan Wibisono
rights: Hak Cipta (c) 2026 Dewi Sonia Putrie, Aditya Dwi Putro, Gunawan Wibisono https://creativecommons.org/licenses/by-sa/4.0
date: 2026-02-02
publication date: 2026-02-02
starting page: 138
ending page: 150
doi: 10.35746/jtim.v8i1.810

Rancang Bangun Sistem Informasi Pendaftaran Siswa Baru Berbasis Web dengan Metode Waterfall pada TK Pertiwi 14
type: item
description: 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.
subject: Articles
  topic: section
subject: New Student Admission
  topic: keywords
subject: Waterfall Method
  topic: keywords
subject: Laravel Filament
  topic: keywords
subject: TK Pertiwi 14
  topic: keywords
creator: Gilang Akbar Romadhoni
creator: Susanto Susanto
creator: Titis Handayani
rights: Hak Cipta (c) 2026 Gilang Akbar Romadhoni, Susanto Susanto, Titis Handayani https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-29
publication date: 2026-01-29
starting page: 121
ending page: 137
doi: 10.35746/jtim.v8i1.895

Perancangan Sistem Rekapitulasi Data Order Menggunakan Bot Otomatis pada Layanan Indihome
type: item
description: 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.
subject: Articles
  topic: section
subject: Automatic bot
  topic: keywords
subject: data recapitulation
  topic: keywords
subject: IndiHome
  topic: keywords
subject: Telegram message automation
  topic: keywords
subject: order management efficiency
  topic: keywords
creator: Syifa Aqilah
creator: Khairan AR
rights: Hak Cipta (c) 2026 Syifa Aqilah, Khairan AR https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-26
publication date: 2026-01-26
starting page: 109
ending page: 120
doi: 10.35746/jtim.v8i1.937

Evaluasi Teknik Prompting pada Large Language Model untuk Otomatisasi Penyusunan Skenario Unit Testing Smart Contract
type: item
description: 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.
subject: Articles
  topic: section
subject: Coverage Metrics
  topic: keywords
subject: Large Language Models
  topic: keywords
subject: Prompt Engineering
  topic: keywords
subject: Smart Contract
  topic: keywords
subject: Unit Testing
  topic: keywords
creator: Salman El Farisi
creator: Fahlia Athiyya Marva
rights: Hak Cipta (c) 2026 Salman El Farisi, Fahlia Athiyya Marva https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-22
publication date: 2026-01-22
starting page: 99
ending page: 108
doi: 10.35746/jtim.v8i1.912

Perancangan Dan Implementasi Game Interaktif untuk Pembelajaran Digital pada Pelajaran TIK di MTsN 2 Banda Aceh Menggunakan Scracth
type: item
description: 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.
subject: Articles
  topic: section
subject: Educational Game
  topic: keywords
subject: Scratch
  topic: keywords
subject: 4d Model
  topic: keywords
subject: Digital Learning
  topic: keywords
subject: Maze Tech
  topic: keywords
creator: Zahwanul Ramadhana
creator: Sarini Vita Dewi
rights: Hak Cipta (c) 2026 Zahwanul Ramadhana, Sarini Vita Dewi https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-22
publication date: 2026-01-22
starting page: 85
ending page: 98
doi: 10.35746/jtim.v8i1.944

Pengembangan Platform Intervensi Status Gizi Ibu Hamil Berbasis Integrasi Case-Based Reasoning dan Teori Dempster–Shafer
type: item
description: 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.
subject: Articles
  topic: section
subject: Case-Based Reasoning
  topic: keywords
subject: Dempster-Shafer
  topic: keywords
subject: Nutritional Intervention
  topic: keywords
subject: Diagnosis
  topic: keywords
subject: Child–Maternal Nutrition
  topic: keywords
creator: Muhammad Haris Nasri
creator: Rifqi Hammad
creator: Gede Yogi Pratama
rights: Hak Cipta (c) 2026 Muhammad Haris Nasri, Rifqi Hammad, Gede Yogi Pratama https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-19
publication date: 2026-01-19
starting page: 76
ending page: 84
doi: 10.35746/jtim.v8i1.905

Pengembangan Katalog Interaktif Aksesoris Pernikahan Adat Sumatera Selatan Berbasis Augmented Reality
type: item
description: 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.
subject: Articles
  topic: section
subject: traditional clothing accessories
  topic: keywords
subject: augmented reality
  topic: keywords
subject: interactive catalog
  topic: keywords
subject: cultural preservation
  topic: keywords
creator: Meiyi Darlies
creator: RM Chairil Andri
creator: Liza Utama
creator: Dewi Indasari
rights: Hak Cipta (c) 2026 Meiyi Darlies, RM Chairil Andri, Liza Utama, Dewi Indasari https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-13
publication date: 2026-01-13
starting page: 65
ending page: 75
doi: 10.35746/jtim.v8i1.893

Perancangan dan Implementasi Sistem Pengelolaan Order Barang Berbasis Web dengan Laravel
type: item
description: 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..
subject: Articles
  topic: section
subject: Laravel
  topic: keywords
subject: Goods Ordering System
  topic: keywords
subject: Efficiency
  topic: keywords
subject: Agile Development
  topic: keywords
subject: MVC
  topic: keywords
creator: Nabela Yulian Anggraini
creator: Susanto Susanto
rights: Hak Cipta (c) 2026 Nabela Yulian Anggraini, Susanto Susanto https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-08
publication date: 2026-01-08
starting page: 41
ending page: 49
doi: 10.35746/jtim.v8i1.890

Perancangan Enterprise Architecture Aplikasi Manage Personal Finance dengan Framework TOGAF dan PEAF
type: item
description: 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.
subject: Articles
  topic: section
subject: Enterprise Architecture
  topic: keywords
subject: TOGAF
  topic: keywords
subject: PEAF
  topic: keywords
creator: Mangapul Siahaan
creator: Yulsen Yulsen
creator: Muhammad Dody Firmansyah
rights: Hak Cipta (c) 2026 Mangapul Siahaan, Yulsen Yulsen, Muhammad Dody Firmansyah https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-08
publication date: 2026-01-08
starting page: 50
ending page: 64
doi: 10.35746/jtim.v8i1.889

Implementasi Algoritma FP-Growth untuk Sistem Rekomendasi Produk Kebutuhan Pokok pada E-Commerce
type: item
description: 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.
subject: Articles
  topic: section
subject: FP-Growth
  topic: keywords
subject: recommendation system
  topic: keywords
subject: e-commerce
  topic: keywords
subject: association rule mining
  topic: keywords
subject: frequent itemset
  topic: keywords
creator: Mahjid Herlambang
creator: Susanto Susanto
rights: Hak Cipta (c) 2026 Mahjid Herlambang, Susanto Susanto https://creativecommons.org/licenses/by-sa/4.0
date: 2026-02-04
publication date: 2026-02-04
starting page: 169
ending page: 184
doi: 10.35746/jtim.v8i1.900

Perancangan Augmented Reality Book Sebagai Media Pembelajaran Monumen Bersejarah Menggunakan Metode Marker Based Tracking
type: item
description: 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 histor…
subject: Articles
  topic: section
subject: Augmented Reality
  topic: keywords
subject: Multimedia Development Life Cycle (MDLC)
  topic: keywords
subject: historical monuments
  topic: keywords
subject: learning media
  topic: keywords
subject: marker based tracking
  topic: keywords
creator: Khansa Tsabita
creator: Nurrizqa Nurrizqa
rights: Hak Cipta (c) 2025 Khansa Tsabita, Nurrizqa Nurrizqa https://creativecommons.org/licenses/by-sa/4.0
date: 2025-11-06
publication date: 2025-11-06
starting page: 881
ending page: 897
doi: 10.35746/jtim.v7i4.819

Smart Admissions: Meningkatkan Efesiensi Proses Penerimaan Mahasiswa Baru dengan Chatbot Interaktif
type: item
description: 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.
subject: Articles
  topic: section
subject: Chatbot
  topic: keywords
subject: New Student Admission
  topic: keywords
subject: Extreme Programming
  topic: keywords
subject: Flutter, Information System
  topic: keywords
creator: Asmaul Husna RS
creator: Adawiyah Asti Khalil
creator: Mindi Richia Putri
creator: Muhammad Ari Rifqi
creator: Ari Kurniawati
rights: Hak Cipta (c) 2026 Asmaul Husna RS, Adawiyah Asti Khalil, Mindi Richia Putri, Muhammad Ari Rifqi, Ari Kurniawati https://creativecommons.org/licenses/by-sa/4.0
date: 2026-02-04
publication date: 2026-02-04
starting page: 160
ending page: 168
doi: 10.35746/jtim.v8i1.888

Perbandingan Metode Naïve Bayes dan Random Forest dalam Memprediksi Penyakit Diabetes Melitus pada Klinik Citra Sejati
type: item
description: 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.
subject: Articles
  topic: section
subject: Prediction
  topic: keywords
subject: Diabetes Mellitus
  topic: keywords
subject: Naïve Bayes
  topic: keywords
subject: Random Forest
  topic: keywords
creator: Mohammad Radja Alyfa Amri
creator: Egi Permana
creator: Pramana Anwas Pachadria
creator: Shafirah Fitri
rights: Hak Cipta (c) 2025 Mohammad Radja Alyfa Amri, Egi Permana, Pramana Anwas Panchadria, Shafirah Fitri https://creativecommons.org/licenses/by-sa/4.0
date: 2025-11-02
publication date: 2025-11-02
starting page: 847
ending page: 858
doi: 10.35746/jtim.v7i4.747

Rancang Bangun Aplikasi Presensi Dan Penggajian Karyawan Berbasis Mobile Pada CV. Maju Berkah Sosa Julu (Mabes-J)
type: item
description: 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.
subject: Articles
  topic: section
subject: Mobile Application
  topic: keywords
subject: Employee Attendance
  topic: keywords
subject: Payroll
  topic: keywords
subject: Information System
  topic: keywords
subject: Android
  topic: keywords
creator: Ibnu Sani Wijaya
creator: Ihsan Nasution
creator: Hendri Hendri
creator: Dodi Sandra
creator: Mulyadi Mulyadi
rights: Hak Cipta (c) 2025 Ibnu Sani Wijaya, Ihsan Nasution, Hendri Hendri, Dodi Sandra, Mulyadi Mulyadi https://creativecommons.org/licenses/by-sa/4.0
date: 2025-10-29
publication date: 2025-10-29
starting page: 807
ending page: 819
doi: 10.35746/jtim.v7i4.717

Development of Waste Fee Management System for Village-Owned Enterprise Using Agile Approach
type: item
description: 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.
subject: Articles
  topic: section
subject: Laravel
  topic: keywords
subject: MySQL
  topic: keywords
subject: PHP
  topic: keywords
subject: Village-Owned Enterprise
  topic: keywords
subject: Waste Fee
  topic: keywords
creator: Fadila Aura Isnaeni
creator: Aditya Dwi Putro
creator: Lisda Lisda
rights: Hak Cipta (c) 2025 Fadila Aura Isnaeni, Aditya Dwi Putro, Lisda Lisda https://creativecommons.org/licenses/by-sa/4.0
date: 2025-10-29
publication date: 2025-10-29
starting page: 830
ending page: 846
doi: 10.35746/jtim.v7i4.822

Penerapan Metode Simple Additive Weigthed Dan Analitical Hierachy Proces Untuk Penentuan Dosen Penguji Skripsi
type: item
description: 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.
subject: Articles
  topic: section
subject: Decision Support System
  topic: keywords
subject: Lecturer Selection
  topic: keywords
subject: Criteria Weighting
  topic: keywords
subject: Multi-Criteria Decision Making
  topic: keywords
creator: Rian Maulana Rijaldi
creator: Moch Syahrir
rights: Hak Cipta (c) 2025 Rian Maulana Rijaldi, Moch Syahrir https://creativecommons.org/licenses/by-sa/4.0
date: 2025-10-29
publication date: 2025-10-29
starting page: 820
ending page: 829
doi: 10.35746/jtim.v7i4.750

Analisis Kepuasan Pengguna Aplikasi Kehadiran Panda menggunakan Metode System Usability Scale (Studi Kasus: PT. Puskomedia Indonesia Kreatif)
type: item
description: 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.
subject: Articles
  topic: section
subject: Operating system
  topic: keywords
subject: User satisfaction
  topic: keywords
subject: Puskomedia
  topic: keywords
subject: System Usability Scale
  topic: keywords
creator: Aulia Shafira Tri Damayanti
creator: Ika Romadoni Yunita
creator: Pungkas Subarkah
rights: Hak Cipta (c) 2025 Aulia Shafira Tri Damayanti, Ika Romadoni Yunita, Pungkas Subarkah https://creativecommons.org/licenses/by-sa/4.0
date: 2025-10-29
publication date: 2025-10-29
starting page: 797
ending page: 806
doi: 10.35746/jtim.v7i4.511

Sipekernik: Sistem Pemantau Kekeruhan Air dan Pengairan pada Akuaponik Menggunakan Sensor Turbidity, LDR dan Water Level
type: item
description: 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.
subject: Articles
  topic: section
subject: aquaponic
  topic: keywords
subject: arduino
  topic: keywords
subject: sensor
  topic: keywords
subject: turbidity
  topic: keywords
subject: water level
  topic: keywords
creator: Nur Aziezah
creator: Walidatush Sholihah
creator: Inna Novianty
creator: Mega Romadhona
creator: Anggi Mardiyono
rights: Hak Cipta (c) 2023 Nur Aziezah, Walidatush Sholihah, Inna Novianty, Mega Romadhona, Anggi Mardiyono
date: 2023-02-23
publication date: 2023-02-23
starting page: 261
ending page: 271
doi: 10.35746/jtim.v4i4.324

Klasterisasi Pelanggan Tenant Inkubator Bisnis STIKOM Bali Untuk Strategi Manajemen Relasi Dengan Menggunakan Fuzzy C-Means
type: item
description: 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.
subject: Articles
  topic: section
subject: CRM
  topic: keywords
subject: , RFM
  topic: keywords
subject: Fuzzy Partition Coefficient
  topic: keywords
subject: Business Intelligence
  topic: keywords
subject: Tenant
  topic: keywords
creator: I Gede Harsemadi
creator: Dedy Panji Agustino
creator: I Gede Bintang Arya Budaya
rights: Hak Cipta (c) 2023 I Gede Harsemadi, Dedy Panji Agustino, I Gede Bintang Arya Budaya
date: 2023-02-23
publication date: 2023-02-23
starting page: 232
ending page: 243
doi: 10.35746/jtim.v4i4.293

Klasifikasi Jenis Kendaraan Menggunakan Metode Extreme Learning Machine
type: item
description: 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%.
subject: Articles
  topic: section
subject: The vehicle
  topic: keywords
subject: Classification
  topic: keywords
subject: Digital Image Processing
  topic: keywords
subject: Extreme Learning Machine
  topic: keywords
creator: Rispani Himilda
creator: Ragil Andika Johan
rights: Hak Cipta (c) 2021 Rispani Himilda, Ragil Andika Johan
date: 2021-02-13
publication date: 2021-02-13
starting page: 237
ending page: 243
doi: 10.35746/jtim.v2i4.118

Prediksi Persentase Body Fat Menggunakan Algoritma CART dan M5’
type: item
description: 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.
subject: Articles
  topic: section
subject: Body Fat Percentage
  topic: keywords
subject: CART
  topic: keywords
subject: M5’
  topic: keywords
subject: Prediction
  topic: keywords
creator: Uswatun Hasanah
creator: Ade Nurhopipah
rights: Hak Cipta (c) 2023 Uswatun Hasanah, Ade Nurhopipah
date: 2023-02-28
publication date: 2023-02-28
starting page: 351
ending page: 363
doi: 10.35746/jtim.v4i4.316

Sistem Informasi Peminjaman dan Pengembalian Rekam Medis Rawat Inap Berbasis Web di RSUD Haji Surabaya
type: item
description: 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.
subject: Articles
  topic: section
subject: Information Systems
  topic: keywords
subject: systems
  topic: keywords
subject: loans
  topic: keywords
subject: Returns
  topic: keywords
subject: Medical Records
  topic: keywords
creator: Ervina Rachmawati
creator: Sitti Fa’Isil Karomah
creator: Selvia Juwita Swari
creator: Donny Adhasari Hasan
rights: Hak Cipta (c) 2022 Ervina Rachmawati, Sitti Fa’Isil Karomah, Selvia Juwita Swari, Donny Adhasari Hasan
date: 2022-05-26
publication date: 2022-05-26
starting page: 54
ending page: 65
doi: 10.35746/jtim.v4i1.214

Analisis Metode K-Nearest Neighbors (K-NN) Dan Naive Bayes Dalam Memprediksi Kelulusan Mahasiswa
type: item
description: 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
subject: Articles
  topic: section
subject: Data Mining
  topic: keywords
subject: K-NN Methods
  topic: keywords
subject: Naive Bayes Methods
  topic: keywords
subject: Prediction
  topic: keywords
subject: Student Graduation
  topic: keywords
creator: Kartarina Kartarina
creator: Ni Ketut Sriwinarti
creator: Ni luh Putu Juniarti
rights: Hak Cipta (c) 2021 Kartarina Kartarina, Ni Ketut Sriwinarti, Ni luh Putu Juniarti
date: 2021-08-14
publication date: 2021-08-14
starting page: 106
ending page: 112
doi: 10.35746/jtim.v3i2.159

Sistem Pendeteksi Gerak Menggunakan Sensor PIR dan Raspberry Pi
type: item
description: 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.
subject: Articles
  topic: section
subject: Image processing
  topic: keywords
subject: Internet of think
  topic: keywords
subject: wireless sensor network
  topic: keywords
subject: PIR
  topic: keywords
subject: NDLC
  topic: keywords
creator: Akbar Juliansyah
creator: Ramlah Ramlah
creator: Dewi Nadiani
rights: Hak Cipta (c) 2021 Akbar Juliansyah, Ramlah Ramlah, Dewi Nadiani
date: 2021-02-06
publication date: 2021-02-06
starting page: 199
ending page: 205
doi: 10.35746/jtim.v2i4.113

Rancang Bangun Media Pembelajaran Komik Digital Pada Mata Pelajaran Desain Grafis Percetakan Berbasis Metode Interaktif Di SMKN 5 Telkom Banda Aceh
type: item
description: 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.
subject: Articles
  topic: section
subject: komik digital; media pembelajaran; desain grafis percetakan; metode interaktif
  topic: keywords
creator: Suci Ning Trisnawati
creator: Mira Maisura
rights: Hak Cipta (c) 2025 Suci Ning Trisnawati, Mira Maisura https://creativecommons.org/licenses/by-sa/4.0
date: 2025-10-01
publication date: 2025-10-01
starting page: 698
ending page: 709
doi: 10.35746/jtim.v7i4.792

Perencanaan Pengembangan Sistem Informasi Penjadwalan Kuliah Praktikum di STMIK AMIKOM Yogyakarta
type: item
description: 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.
subject: Articles
  topic: section
subject: algorithm
  topic: keywords
subject: genetic
  topic: keywords
subject: scheduling
  topic: keywords
subject: practical
  topic: keywords
subject: fitness value
  topic: keywords
creator: Hendra Kurniawan
creator: Tristanto Ari Aji
rights: Hak Cipta (c) 2025 Hendra Kurniawan, Tristanto Ari Aji https://creativecommons.org/licenses/by-sa/4.0
date: 2025-10-01
publication date: 2025-10-01
starting page: 710
ending page: 720
doi: 10.35746/jtim.v7i4.778

Animasi Motion Graphic Sebagai Media Pembelajaran Sistem Tata Surya Untuk Siswa Kelas 6 Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: Solar System
  topic: keywords
subject: Multimedia
  topic: keywords
subject: Animation
  topic: keywords
subject: Motion Graphic
  topic: keywords
creator: Ika Asti Astuti
creator: Safira Nada Athaya
rights: Hak Cipta (c) 2023 Ika Asti Astuti, Safira Nada Athaya
date: 2023-02-24
publication date: 2023-02-24
starting page: 319
ending page: 329
doi: 10.35746/jtim.v4i4.211

Penerapan Algoritma Decision Tree C4.5 Untuk Memprediksi Kelayakan Calon Pendonor Melakukan Donor Darah Dengan Klasifikasi Data Mining
type: item
description: 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.
subject: Articles
  topic: section
subject: Data Mining
  topic: keywords
subject: C4.5 Algorithm
  topic: keywords
subject: Web Applications
  topic: keywords
subject: Blood Donors
  topic: keywords
creator: Yuda Irawan
rights: Hak Cipta (c) 2021 Yuda Irawan
date: 2021-02-03
publication date: 2021-02-03
starting page: 181
ending page: 189
doi: 10.35746/jtim.v2i4.75

Pengujian Usability Testing Menggunakan Metode System Usability Scale untuk Menilai Aplikasi SIKUU
type: item
description: 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.
subject: Articles
  topic: section
subject: Control system
  topic: keywords
subject: Usability testing
  topic: keywords
subject: SUS Method
  topic: keywords
creator: Nia Saputri Utami
creator: Khansa Salsabila Suhaimi
creator: Tria Kasnalestari
creator: George Ray Banurea
creator: M. Imam Robani
creator: Dani Rahmadana
rights: Hak Cipta (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
date: 2025-10-01
publication date: 2025-10-01
starting page: 689
ending page: 697
doi: 10.35746/jtim.v7i4.738