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Management of Tracking in Real Time on a Website-based Laundry Information System Mastha Cahyaningrum, Dewi Pratama; Norhikmah, Norhikmah
Sistemasi: Jurnal Sistem Informasi Vol 12, No 3 (2023): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v12i3.2943

Abstract

Dewi Jaya Laundry provides a variety of laundry services. However, the administrative process and transactions with customers are still not computerized, so it can take more time and customers cannot do tracking of their clothes. To overcome these problems, a solution was built in the form of a website-based information system that has a Real Time Tracking feature. Primary data collection was obtained directly from the research site, namely Dewi Jaya Laundry located on Perumnas street by making direct observations at Dewi Jaya Laundry. Meanwhile, we gather secondary knowledge from scientific articles and books on database development for websites. It utilizes Waterfall research methodology and is built with PHP and MySQL databases. This system is built through the stages of analysis, design, development, and testing. The black box method is used for system testing, which emphasizes the functionality of the system. The system's ability to perform its intended functions has been verified by the test results. This research succeeded in developing a laundry information system that has a Real Time Tracking feature that functions to monitor customer laundry packages, so customers can know which stage of the washing or drying process is taking place, so they can know when clothes are ready to be taken.
Comparison of Phishing Detection Tests using the SVM Method with RBF and Linear Kernels Rumini, Rumini; Norhikmah, Norhikmah; Mustofa, Ali; Pradana, Sulistyo
Sistemasi: Jurnal Sistem Informasi Vol 12, No 3 (2023): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v12i3.2882

Abstract

Phising adalah sebuah tindakan kriminal untuk mencuri informasi pribadi orang lain menggunakan entitas electronic, salah satunya adalah website. Informasi ini dicuri dari website yang telah diakses yang mengandung phising atau dengan kata lain masuk ke dalam kategori website phising. Tujuan dari web phising adalah membuat pengguna percaya bahwa mereka berinteraksi dengan situs resmi. Umumnya informasi yang dicari phisher (pelaku phising) adalah berupa username, password, baik itu akun media sosial atau akun nomor kartu kredit dengan cara diarahkan ke sebuah situs website palsu. Maka dari itu perlu adanya deteksi web phising yang berguna untuk melindungi user dari tindak pencurian informasi pengguna. Penelitian ini membahas dua kernel dalam metode SVM (Support Vector Machine) untuk deteksi web phising yaitu kernel RBF (Radial Basis Function) dan kernel linear. Akurasi yang didapatkan dengan ketiga kernel menghasilkan nilai akurasi yang berbeda-beda. Hasil akurasi pengujian sistem deketksi web phising dengan Kernel Linear sebesar 92.582 % dan Kernel Radial Basis Function sebesar 96.426 %. Akurasi paling tinggi dengan metode SVM untuk deteksi web phising yaitu menggunakan kernel RBF (Radial Basis Function).
Optimizing the Profile Matching Algorithm using the Analytical Hierarchy Process in the Selection of Teaching Assistants Helmawati, Nita; Norhikmah, Norhikmah
Sistemasi: Jurnal Sistem Informasi Vol 12, No 3 (2023): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v12i3.3172

Abstract

The selection of the best practicum assistants is traditionally done through a conventional method, which involves voting by active students attending lab classes. However, upon evaluation, it was found that the results were not accurate. Some cases revealed that assistants were chosen based solely on popularity or recognition among the students, possibly influenced by physical appearance or public speaking skills in front of the class, while other important aspects were not considered. This situation could lead to social jealousy. The problem lies in the difficulty of combining evaluation criteria and determining the relative weights for each criterion in the process of selecting the best practicum assistants at the college. Additionally, there is a lack of objectivity in decision-making during the selection process, resulting in an unstructured and immature decision-making process. Therefore, this research aims to enhance the process of selecting the best practicum assistants at the college through optimizing the profile matching algorithm using the Analytic Hierarchy Process (AHP) method. AHP's role involves checking the weights and making paired comparisons to evaluate each criterion and determine the criterion weights. AHP is also utilized to ensure consistency in determining the weights. On the other hand, the role of profile matching is to provide accurate rankings or comparisons based on the suitability scores between the profiles of potential assistants and the reference profile. The combination of these two algorithms is expected to result in a more accurate selection of practicum assistants by effectively measuring the decision criteria weights. Therefore, the difficulty of combining evaluation criteria and determining the relative weights for each criterion can be minimized. Furthermore, optimizing the profile matching algorithm will enable a more objective decision-making process for selecting the best practicum assistants through more accurate rankings or comparisons based on the suitability scores with the reference profile. Based on this optimization, the collaboration of the two algorithms can achieve comparison results with an accuracy rate of 90%.
Rare Animal Recognition Applicaton Using Augmented Reality Technology And Marker Based Qr Code Yulianti, Fintas; Norhikmah, Norhikmah
Sistemasi: Jurnal Sistem Informasi Vol 13, No 2 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i2.3361

Abstract

Indonesia has a rich diversity of animals, but the lack of media to introduce endangered species from various regions such as Java, Sulawesi, Bali, NTT and Kalimantan has led to a lack of awareness of their existence, which has led to the threat of extinction. The purpose of this research is to produce an Android application that utilizes Augmented Reality (AR) technology to introduce endangered species. The MDLC (Multimedia Development Life Cycle) method is used in this analysis, which consists of 6 stages: concept, design, collection of materials, assembly, testing, and finally distribution. The Unity Engine is used as the basis for Android applications. Augmented Reality (AR) is an effective learning tool for early childhood education, especially in the realm of endangered species education. In addition to introducing rare animals, the app will include quizzes as part of the game to increase knowledge about these animals.
Sentiment Analysis using the Support Vector Machine Algorithm on Covid_19 Nugroho, Adytyo Wahyu; Norhikmah, Norhikmah
Sistemasi: Jurnal Sistem Informasi Vol 13, No 4 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i4.3778

Abstract

This massive development of information technology makes it easier for people's lives in various fields, one of them is social media, social media that people use a lot to get information about news or events that are happening in Indonesia, one of which is social media Twitter which provides a lot of information for the people of Indonesia, one of which is information about Covid-19 which is currently rife in the territory of Indonesia Sentiment analysis is a branch of Natural Language Processing (NLP) which can help determine the sentiments that occur in society. This study uses data in the form of tweets to carry out sentiment analysis obtained on Twitter social media.This research utilizes one of the Supervised Learning algorithms, namely Support Vector Machine. In this study, three (3) kernels are used for the Support Vector Machine, each of which is Linear, Radial basis function and Polynomial, to find which kernel produces the highest accuracy value. From the experiments carried out using data sharing for training as much as 70% and for testing data as much as 30% of the total data of 6000 data, the resulting accuracy value for the Support Vector Machine method on the Linear kernel produces an accuracy value of 89% and for the Radial kernel base function accuracy by 90% and for the Polynomial kernel it produces an accuracy of 88%. So it is concluded for the three (3) kernels for testing the Support Vector Machine method on the Radial basis function kernel to produce the best accuracy value
DESAIN EKSTERIOR PADA TK ISLAM NAHDHATUL ULAMA PALANGKA RAYA Muzakki Muzakki; Aghnaita Aghnaita; Adila Setyaningsih; Hairunnisa Hairunnisa; Norhikmah Norhikmah; Pirasintiya Pirasintiya
JURNAL SIPISSANGNGI: Jurnal Pengabdian Kepada Masyarakat Vol 4, No 1 (2024): Sipissangngi Volume 4, Nomor 1, Maret 2024
Publisher : Lembaga Penelitan dan Pengabdian Masyarakat, Universitas Al Asyariah Mandar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35329/jurnal.v4i1.4794

Abstract

Kegiatan ini merupakan pengabdian pada masyarakat dosen dan mahasiswa Program Studi Pendidikan Islam Anak Usia Dini IAIN Palangka Raya yang berlansung di TK Islam Nahdhatul Ulama, Palangka Raya, Kalimantan Tengah. Pada kondisi sekarang ini keadaan bangunan di TK Islam Nahdhatul Ulama sudah cukup baik namun lingkungan yang cukup luas tidak dimanfaatkan untuk membuat permaianan. Guru mengusulkan untuk merenovasi lingkungan diluar luar ruangan untuk menambahkan beberapa permainan bagi anak-anak. Tujuan dari  kegiatan ini adalah membantu guru untuk melakukan renovasi diluar ruangan sebagai acuan pengembangan stimulasi pada anak. Tahapan metode yang digunakan adalah dengan pengumpulan data yang meliputi bedah kelas, perilaku pengguna dan aktivitas serta jenis-jenis perabot yang mendukung. Kegiatan pengabdian ini dilaksanakan selama 1 bulan. Hasil yang dicapai pada kegiatan ini adalah desain eksterior dengan membuat beberapa permainan pada lingkungan diluar ruangan kelas. 
Utilizing Digital Interactive Boards And Student Room Platforms In The Digitalization Of Early Childhood Education: The Opportunities And Challenges Norhikmah, Norhikmah; Miftah, M. Zaini; Asmawati, Asmawati; Sardimi, Sardimi; Jasiah, Jasiah
As-Sibyan: Jurnal Pendidikan Anak Usia Dini Vol. 11 No. 1 (2026)
Publisher : UIN Sultan Maulana Hasanudin Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32678/assibyan.v11i1.12935

Abstract

This study aims to analyze the opportunities and challenges of utilizing Digital Interactive Boards (PID) and the Ruang Murid Platform (Student Room Platform) in the digitalization of Early Childhood Education (ECE). This study employed a qualitative approach using a library research method. Data were obtained from scientific journals, books, and relevant research articles, then analyzed descriptively and analytically. The findings show that the utilization of PID and the Ruang Murid Platform is able to create more interactive and varied learning, support children’s learning engagement, and strengthen communication between teachers and parents. However, the implementation of digitalized learning in ECE still faces challenges, including limited teachers’ digital competence, inadequate facilities and infrastructure, and low parental involvement in the use of digital platforms. In addition, the use of technology in ECE needs to be implemented proportionally so that it does not reduce children’s social interaction, play activities, and concrete learning experiences. Therefore, collaboration among teachers, parents, and educational institutions is needed to optimize sustainable digital-based learning in ECE.
Regression Based Prediction of Roblox Game Popularity Using Extreme Gradient Boosting with Hyperparameter Optimization Amalina, Inna Nur; Norhikmah, Norhikmah; Ariyus, Dony; Koprawi, Muhammad; Prasetyo, Rafli Ilham
Jurnal Teknik Informatika (Jutif) Vol. 7 No. 1 (2026): JUTIF Volume 7, Number 1, February 2026
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2026.7.1.5648

Abstract

The rapid growth of the digital gaming industry has increased the importance of predicting game popularity on user-generated content platforms such as Roblox, where diverse games and highly variable user engagement patterns create challenges in modeling long-term popularity trends. This study aims to develop a regression-based popularity prediction model using the Extreme Gradient Boosting (XGBoost) algorithm based on user interaction indicators, including visits, likes, dislikes, favorites, and active players. To investigate the effect of model optimization, hyperparameter tuning is performed using GridSearchCV. Model performance is evaluated using Mean Absolute Error (MAE), Mean Squared Error (MSE), Root Mean Squared Error (RMSE), and the Coefficient of Determination (R²). Experimental results show that the baseline XGBoost model achieves an R² value of 80.74%, indicating strong capability in capturing non-linear popularity patterns. However, the optimized model yields a lower R² value of 77.71%, accompanied by slight increases in prediction error metrics, revealing that hyperparameter optimization does not always improve performance for highly skewed popularity data. Feature importance analysis further indicates that interaction-based attributes, particularly likes and dislikes, are the most influential predictors. These findings provide an important contribution to Informatics research by demonstrating the effectiveness of ensemble regression models for digital entertainment analytics while highlighting the need for critical evaluation of optimization strategies rather than assuming universal performance gains.
Penerapan Teknologi QR Code Pada Sistem Pemesanan Digital Untuk Mendukung Transformasi Pelayanan De’Oppra Coffee Muhammad Nurkholis; Acihmah Sidauruk; Norhikmah Norhikmah; Rumini Rumini; Agung Nugroho
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 7 No. 2 (2026): Edisi Mei - Agustus
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v7i2.8939

Abstract

De’Opra Coffee menghadapi permasalahan efisiensi pelayanan akibat penggunaan sistem pemesanan konvensional yang menyebabkan antrean panjang, waktu tunggu lama, serta kesalahan dalam pengantaran pesanan. Kondisi ini berdampak pada menurunnya kenyamanan dan kepuasan pelanggan. Kegiatan pengabdian ini bertujuan mengimplementasikan sistem pemesanan digital berbasis web dengan pemanfaatan QR code pada setiap meja untuk meningkatkan efisiensi pelayanan. Metode pelaksanaan meliputi analisis kebutuhan melalui observasi dan wawancara, pengembangan sistem menggunakan pendekatan agile yang fleksibel, serta implementasi dan uji coba langsung pada mitra. Evaluasi dilakukan melalui pengujian fungsionalitas dan pengukuran kemudahan penggunaan menggunakan System Usability Scale. Hasil pengujian menunjukkan nilai rata-rata sebesar 82,6 yang termasuk kategori sangat baik, menandakan sistem mudah digunakan dan diterima oleh pengguna. Implementasi sistem ini memberikan dampak berupa pengurangan antrean sebesar 70%, penurunan kesalahan pengantaran hingga nol persen, serta peningkatan efisiensi operasional dan kenyamanan pelanggan. Dengan demikian, solusi yang diterapkan efektif untuk mendukung transformasi digital pelayanan di De’Oppra Coffee.