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All Journal Pixel : Jurnal Ilmiah Komputer Grafis SCIENCE TECH: Jurnal Ilmiah Ilmu Pengetahuan dan Teknologi JURNAL ILMIAH INFORMATIKA Jurnal Sisfokom (Sistem Informasi dan Komputer) Jurnal Infomedia INTECOMS: Journal of Information Technology and Computer Science Jurnal Teknologi Sistem Informasi dan Aplikasi J-SAKTI (Jurnal Sains Komputer dan Informatika) IJISTECH (International Journal Of Information System & Technology) Jurnal Desain Jurnal Teknologi Komputer dan Sistem Informasi Edsence: Jurnal Pendidikan Multimedia Jurnal Ilmiah Betrik : Besemah Teknologi Informasi dan Komputer Jurnal Teknologi Dan Sistem Informasi Bisnis Zonasi: Jurnal Sistem Informasi Prosiding National Conference for Community Service Project JURSIMA (Jurnal Sistem Informasi dan Manajemen) Visual Heritage: Jurnal Kreasi Seni dan Budaya Jurnal Teknologi Informasi dan Komunikasi Economics and Digital Business Review Jurnal Teknimedia: Teknologi Informasi dan Multimedia IJISTECH Infotech: Jurnal Informatika & Teknologi Journal of Information System and Technology (JOINT) J-SAKTI (Jurnal Sains Komputer dan Informatika) Malcom: Indonesian Journal of Machine Learning and Computer Science Postgraduate Management Journal IJOEM: Indonesian Journal of Elearning and Multimedia JURSIMA Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES) Conference on Community Engagement Project (Concept) Conference on Business, Social Sciences and Technology (CoNeScINTech) Social Engagement: Jurnal Pengabdian Kepada Masyarakat Scientica: Jurnal Ilmiah Sains dan Teknologi SmartComp Jurnal Sistem Informasi dan Manajemen Jurnal Ilmiah Betrik : Besemah Teknologi Informasi dan Komputer Jurnal ilmiah teknologi informasi Asia Jurnal TAM (Technology Acceptance Model) JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) JAIM: Jurnal Aliansi Ilmu Multidisiplin
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EKSPLORASI KEKUATAN DAN KELEMAHAN USAHA KECIL MILIK MAHASISWA DALAM MENGHADAPI PERSAINGAN PASAR LOKAL Pratama, Jimmy; Valenda, Alvin; Devi, Artika Sri; Metisya, Hasna; Kusumastuti, Puji; Rohmania, Serli; Harsiska, Dela
JAIM: Jurnal Aliansi Ilmu Multidisiplin Vol. 1 No. 2 (2025): Juli 2025
Publisher : CV Sentra Nusa Connection

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63545/jaim.v1.i2.138

Abstract

Penelitian ini bertujuan untuk mengeksplorasi kekuatan dan kelemahan usaha kecil yang dimiliki oleh mahasiswa dalam menghadapi persaingan di pasar lokal. Usaha kecil mahasiswa memiliki peran penting dalam mendorong pertumbuhan ekonomi lokal dan menciptakan lapangan kerja baru. Namun, di tengah persaingan pasar yang semakin ketat, usaha kecil milik mahasiswa sering kali menghadapi berbagai tantangan, mulai dari keterbatasan modal, pengalaman bisnis, hingga rendahnya akses terhadap pasar dan jaringan bisnis. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kasus pada 6 usaha kecil milik mahasiswa di Universitas Jambi. Data diperoleh melalui wawancara mendalam dengan pemilik usaha dan observasi langsung, serta dianalisis menggunakan NVivo. Hasil penelitian ini menunjukkan bahwa kekuatan usaha kecil milik mahasiswa Universitas Jambi dalam menghadapi persaingan pasar local diantaranya: 1) produk mudah dibuat, 2) bahan baku murah, 3) produk yang menarik dan inovatif, 4) pelayanan ramah, 5) produk tersedia secara online, 6) produk berkualitas, dan 7) harga produk relative murah. Selanjutnya, kelemahan usaha kecil milik mahasiswa Universitas Jambi meliputi: 1) tidak memiliki tempat usaha, 2) keterbatasan waktu, 3) keterbatasan transportasi, 4) minimnya modal.
Perancangan dan Implementasi Konten Sosial Media di PT. Panca Unire Agro Semesta Diny Anggraini Adnas; Andreas Valentino Pratama; Jimmy Pratama
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10884

Abstract

PT. Panca Unire Agro Semesta adalah perusahaan yang memiliki keterbatasan Sumber Daya Manusia (SDM) di sektor digital, khususnya untuk mengelola sosial media. Kegiatan ini dilakukan untuk membantu perusahaan dalam meningkatkan branding dan penjualan melalui digital marketing. Metode yang digunakan dalam perancangan sosial media ini adalah metode Multimedia Development Life Cycle (MDLC), dengan beberapa tahapan yang mencakup pengumpulan data, perancangan konsep, pembuatan konten, dan evaluasi. Luaran dari kegiatan ini akan menghasilkan konten-konten sosial media berbentuk poster dan reels yang akan digunakan untuk kegiatan promosi.
QRIS ACCEPTANCE COMPARISON BETWEEN BATAM CITY AND SAMPIT CITY Pratama, Jimmy; Alexander, Kevin; Simanjuntak, Fredian
Jurnal TAM (Technology Acceptance Model) Vol 14, No 2 (2023): Jurnal TAM (Technology Acceptance Model)
Publisher : Institut Bakti Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jurnaltam.v14i2.1629

Abstract

The emergence of digital payment technology services or Quick Response Code Indonesian Standard (QRIS) digital transactions has brought rapid changes to the way we as a society transact. This research aims to find out what influences or factors make people use QRIS, especially in Batam City and Sampit City, by applying the Technology Acceptance Model (TAM) research model. This research uses a quantitative approach method and uses the SPSS 25 system to analyze the data that has been obtained, and the variables used are Perceived Ease of Use, Perceived Usefulness, System Quality, Information Quality, Service Quality, these variables will be tested against the variables User Satisfaction to find out what factors influence customer satisfaction using QRIS. This research shows differences in results and public perceptions between the two cities, but also similarities in understanding of the advantages of QRIS. There for we can conclude that two different cities have a different perspective.
WEBSITE PEMBELAJARAN ALGORITMA DENGAN VISUALISASI: KASUS JALUR LABIRIN DENGAN ALGORITMA PATHFINDING Suwarno, Suwarno; Pratama, Jimmy; Vendryan
ZONAsi: Jurnal Sistem Informasi Vol. 6 No. 1 (2024): Publikasi Artikel ZONAsi Periode Januari 2024
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v6i1.16831

Abstract

Understanding pathfinding algorithms is crucial for programmers. Pathfinding algorithms have been applied in many domains, including robotics, network routing, video game, and GPS. Computer science students are taught this pathfinding algorithm in their classes. Without concrete examples, algorithms have always been an abstract idea that is challenging to understand. Based on this, the research developed a website for the pathfinding algorithm visualization using the ADDIE method, which visualizes the maze's completion by employing the Breadth First Search, Depth First Search, and A* search. Subsequently, study was conducted utilizing the UTAUT model to analyze the components that motivate students to utilize the website. The study found that factors such as ease of use and comfort when using a pathfinding website's visualization algorithm increase students' willingness to use it and social factors have no influence on students.
3D MODEL BEDROOM CONCEPT USING MULTIMEDIA DEVELOPMENT LIFE CYCLE (MDLC) Pratama, Jimmy; Stephanie; Syahputra, Bayu
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol. 15 No. 1 (2024): Maret
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtikp.v15i1.769

Abstract

Interior is the arrangement of the inner room with the aim of meet the needs of the facility, namely the element of functionality and the aesthetic element of beauty. However, not all rooms can implement both elements because of a lack of knowledge about rooms and interiors. Interior design also can’t be done carelessly, especially the bedroom. This is because the bedroom can give an impression which is an important principle for users, namely the level of comfort and type of activity. Therefore, the aim of this research is to provide the visualization of bedroom interior in 3D animation to be a source of reference for users. This research use R&D (Research and Development) method, which use a qualitative approach by interviewing 30 respondents as a research method and by Multimedia Development Life Cycle (MDLC) method as a development method. The result of this research is the visualization of bedroom interior in 3D animation that can be used as a reference source for users to design bedroom interiors.
Penggunaan Augmented Reality dalam Media Pembelajaran N5 JLPT di Kota Batam Pratama, Jimmy; Harahap, Andre Jonathan; Deli, Deli
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 7, No 1 (2024): JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)
Publisher : Institut Bakti Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jtksi.v7i1.1603

Abstract

Bahasa Jepang merupakan salah satu bahasa yang menarik bagi seluruh orang di dunia karena budaya yang kaya dan kontribusi signifikan dalam bidang teknologi, seni, dan ekonomi. Bahasa jepang memiliki sistem tulisan yang rumit karena terdiri dari 3 aksara utama yaitu hiragana,katakana dan kanji. Kebanyakan pelajar mengalami kesulitan dalam mempelajari tulisan tersebut. Dengan permasalahan tersebut penulis ingin membentuk suatu media pembelajaran yang menampilkan objek 3 dimensi yang berupa huruf pada bahasa jepang dalam bentuk augmented reality dengan memanfaatkan smartphone android. Aplikasi augmented reality ini mampu menampilkan objek 3 dimensi tanpa memerlukan penanda (marker) sehingga mempermudah dalam proses tracking. Penulis menerapkan  metode Multimedia Development Life Cycle dalam proses pengembangan aplikasi disertai blackbox testing untuk menguji fungsionalitas aplikasi. Adapun metode pengumpulan data menggunakan kualitatif dengan pendekatan wawancara yang dilakukan pada 30 orang pelajar bahasa jepang di kota Batam guna mengetahui pengaruh aplikasi ini terhadap pembelajaran bahasa jepang khususnya tingkatan N5. Hasil pengujian aplikasi ini yang didapat dari proses wawancara pada 30 orang peserta wawancara menjelaskan bahwa media pembelajaran bahasa Jepang N5 dengan penerapan augmented reality diminati dikalangan pelajar pemula dikarenakan membantu dalam mengingat huruf jepang secara visual dan informasi yang disajikan cukup lengkap, Adapun aplikasi ini juga masih memiliki kekurangan dari segi pembelajaran grammar sehingga pelajar masih tetap harus belajar melalui media lain yang lebih lengkap. Aplikasi belajar bahasa Jepang N5 berbasis Android diharapkan dapat membantu menunjang pembelajaran bahasa Jepang
Analisis dan Visualisasi Berbasis Web Sentimen Pengguna Jenius Menggunakan Naïve Bayes Classifier Setiadi, Jimmy Pratama; Sugiyamta, Sugiyamta
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 1 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i1.37981

Abstract

Along with technology development, many varied digital banking or Mobile Banking applications have emerged. Mobile Banking is an innovative result of technological advances in the banking sector and Jenius is one of them. The high level of competition urges Jenius to maintain its competitive advantage and continue to innovate so that it can continue to survive. To overcome these problems, researchers propose a sentiment analysis process to understand the wants and needs of user feedback. This research uses the Naïve Bayes Classifier algorithm as a sentiment analysis method with visualization results presented via the web. The dataset is obtained by scraping method with three sentiment categories: positive, neutral, and negative. The data processing process uses the Preprocessing method with Naïve Bayes testing performed on three configurations of training data: testing data to determine the highest accuracy. The results of this study show that the Naïve Bayes algorithm gets the highest accuracy rate of 90% with the results of positive sentiment word clouds that describe the ease of use of the application as a reference for Jenius to continue to maintain these advantages, while neutral sentiment word clouds that describe the difficulty of the verification process and negative sentiment word clouds that describe application performance that is not optimal as an improvement material for Jenius to increase satisfaction and increase customer satisfaction.
Analisis Perbandingan Rendering Animasi 3D Menggunakan Metode Workbench dan Eevee Pada Blender Pratama, Jimmy; Jie, Brenky
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 13, No 1 (2024): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v13i1.6077

Abstract

Pada masa sekarang, kebutuhan akan grafik tiga dimensi sangat tinggi di berbagai sektor industri kreatif, termasuk dalam pembuatan film animasi dan film yang memanfaatkan efek visual. Animasi 3D, sebagai contoh, merupakan jenis animasi di mana objek bergerak dalam dunia digital tiga dimensi. Metode yang akan digunakan dalam penelitian ini yaitu Multimedia Development Life Cycle (MDLC). Metode MDLC terdiri dari enam tahapan yaitu konsep, desain, pengumpulan material, pembuatan, pengujian, dan distribusi. Kemudian penulis melakukan wawancara kepada 10 responden untuk mengetahui perbandingan hasil rendering dari kedua teknik rendering yang digunakan. Tujuan dari penelitian ini adalah untuk membandingkan teknik rendering Workbench dan Eevee pada software Blender. Adapun yang dibandingkan adalah kecepatan rendering, ukuran file output rendering, dan kualitas gambar yang dihasilkan dari dua teknik rendering tersebut. Hasil dari penelitian ini menyatakan bahwa Workbench mengungguli Eevee dalam perbandingan kecepatan rendering, ukuran file output rendering, dan kualitas render yang dihasilkan oleh Eevee lebih diunggulkan dibandingkan dengan Workbench.
VISUALISASI STRUKTUR ORGAN ANATOMI HEWAN TERNAK BERBASIS AUGMENTED REALITY Jimmy Pratama; Bayu Syahputra; Febby Anggellya
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.239

Abstract

Over time, the utilization of Augmented Reality (AR) in education is growing, especially in biological science learning media. This study aims to develop a 3D-based Augmented Reality application for visualizing the anatomical organ structure of farm animals, especially cows (Bos taurus) and chickens (Gallus gallus). The application in this study is designed to provide an interactive learning experience with features such as rotation, zoom, and in-depth exploration of the organ structure of farm animals, especially cows and chickens. This research aims to develop Augmented Reality (AR) based learning media that displays the anatomical organ structure of farm animals, such as cows and chickens. The method used as development is Research and Development (R&D) and a qualitative approach to explore user feedback on the application. Development includes needs analysis, design, prototyping, and testing. The results of the qualitative approach, namely interviews, showed that 80% of participants felt that this application was effective in helping to understand animal anatomy. This research concludes that AR is an interesting and effective learning medium, with recommendations for further development using interactive elements and 3D technology.
Analysis of the Effectiveness of 2D Animation as a Medium to Increase Awareness of Bullying among Generation Alpha in Indonesia Pratama, Jimmy; Zeng, Louis; Deli, Deli
IJOEM: Indonesian Journal of Elearning and Multimedia Vol. 5 No. 1 (2026): Forthcoming Issue
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i1.551

Abstract

Background: Bullying among elementary school children in Indonesia has become a serious issue that affects the emotional and mental development. Traditional methods such as lectures are often ineffective in capturing children’s attention, especially for Generation Alpha, who are more familiar with visual and digital learning styles.Aims: This study aims to analyze the effectiveness of 2D animation as an educational medium to increase awareness of bullying among Generation Alpha in Indonesia.Methods: The research employed a Research and Development (R&D) approach using the Multimedia Development Life Cycle (MDLC) model, consisting of six stages: concept, design, material collection, assembly, testing, and distribution. The effectiveness of the animation was evaluated using the EPIC Model (Empathy, Persuasion, Impact, and Communication) with a quantitative descriptive analysis involving 400 respondents.Results: The findings indicate that all EPIC model dimensions achieved high effectiveness levels, with an average score of 4.94 (on a 5-point scale), showing that 2D animation successfully conveyed anti-bullying messages. The media demonstrated high perceived effectiveness in stimulating empathy, increasing understanding, and improving communication regarding bullying prevention.Conclusion: 2D animation is an effective educational tool for promoting empathy and awareness about bullying among Generation Alpha in Indonesia. The study supports integrating animation into character education programs to foster social and moral awareness at an early stage.
Co-Authors Adi Adi Adnas, Diny Anggriani Alex Chandra Alex Sandro Andre Jonathan Harahap Andreas Valentino Pratama Andrew, Willson Andrian, Jason Andry Ramadhansyah Andry Ramadhansyah Anggrianto, Vicky Anjelica Anthony Anthony Anweidri Chai Arispratama, Jefrry Avaleska Avaleska Brenky Jie Chrissy, Joyce Christhomas, Jacky Christina Chow Cristiansen Cristiansen Cristiansen Cristiansen Cristiansen, Cristiansen David David Deli Deli, Deli Devi, Artika Sri Diny Anggraini Adnas Diny Anggriani Adna Febby Anggellya Febrian, Leslie Frenky Frenky Handyca, Handyca Harahap, Andre Jonathan Haria, Wilhelmus Alfred Harsiska, Dela Hela Dixman Huang Vincent, Mieko Hut Kemri Marsudi Indo Dicaprio Pratama Indo Dicaprio Pratama Infrisanti Wilson Tong Jacky Christhomas Jacky Jacky Jacky, Jacky Jenny June Ji Cai Jie, Brenky Joelyn Octavia Jovito Bryan Budiman Joyce Chrissy Juliantio Juliantio Juliantio Juliantio Juliantio, Juliantio Julyance, Zoey Justin Chua Kalon Kennedy Kelvin Kelvin Kendy Junianto Kendy Junianto Kenny Kenny Kevin Alexander Kevin Alexander, Kevin Kevin Antonio Kevin Antonio Kusumastuti, Puji Lesilolo, Leona Stephanie LI Cen Lip Son Liu, Jeffri Metisya, Hasna Michael Angelo Muhammad Zaki Nata, Valerie Nessa Netania Emilisa Nicholas Nicholas Novianto Novianto Novianto Pratama, Carlos Pingsen Rahel Rahel Rahel Rahel, Rahel Rainal Agus Setiawan Rayden Vebrianto Rayden Vebrianto Rena Indira Putri Rianti, Angelina Rio Nando Rohmania, Serli Sherina Simanjuntak, Fredian Stephanie Stephanie Stephanie Steven Marlin Sugiyamta Sugiyamta Sutarto Wasatan Suwandi Suwandi Suwarno Suwarno Syahputra, Bayu Tomy Tomy Tomy Tong, Infrisanti Wilson Tony Wibowo, Tony Valenda, Alvin Vendryan Vicky Anggrianto Vinson Vinson Vinson, Vinson Viona Viona Viona Viona Wendy Aprianto Wendy Wendy Wibowo, Tony William Nurdin Wijaya William, Charles Wilson, Kenny Winson Kennedy Yuliana Yuliana Zeng, Louis