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Implementasi Alat Perangkap Nyamuk Otomatis Berbasis Arduino Edhy Poerwandono; Ahmad Raihan Mufid; Marindah Marindah; Maryana Febryanti
INTECOMS: Journal of Information Technology and Computer Science Vol 7 No 2 (2024): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v7i2.9239

Abstract

Penelitian ini mengkaji dampak penyakit yang ditularkan oleh nyamuk, terutama malaria dan demam berdarah dengue (DBD), yang menjadi masalah utama di Indonesia Meskipun telah ada berbagai upaya pencegahan, seperti prinsip 3M, penyuluhan, dan penggunaan obat anti-nyamuk, penelitian ini bertujuan untuk mengembangkan alat perangkap nyamuk otomatis berbasis Arduino. Alat perangkap nyamuk dirancang dan diuji menggunakan teknologi Arduino, penelitian ini menunjukkan bahwa alat perangkap nyamuk dapat berfungsi secara optimal terutama pada malam hari dengan rentang suhu 20 - 28°C dan rentang kelembaban 40 - 60%. Hasil pengujian menunjukkan bahwa alat ini mampu mengurangi populasi nyamuk pada kondisi lingkungan tertentu, yang memberikan implikasi positif dalam upaya pencegahan penyakit menular yang ditularkan oleh nyamuk. Implementasi alat ini menjanjikan potensi besar dalam meningkatkan kesejahteraan masyarakat serta menunjukkan komitmen pada inovasi teknologi untuk pencegahan penyakit menular yang ditularkan oleh nyamuk. Kata Kunci: Nyamuk, Alat Perangkap Otomatis, Arduino
Analisis Clustering Penyakit Menular pada Manusia di Jakarta Timur Menggunakan Algoritma K-Means Muhammad Arya Ramadhan; Edhy Poerwandono; Yuma Akbar; Aditya Zakaria Hidayat
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 1 (2025): JANUARI-MARET 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i1.3007

Abstract

Humans are highly susceptible to various diseases without realizing their causes. The high incidence of infectious diseases in East Jakarta requires an analysis of distribution patterns to determine intervention priorities. This study aims to identify clusters of infectious diseases in East Jakarta, helping authorities plan effective prevention and treatment strategies. Data on infectious disease cases were obtained from the Central Statistics Agency of DKI Jakarta. The K-Means algorithm was used to cluster data based on variables such as period, region, type of disease, and number of cases. The results indicate several main clusters with distinct characteristics that can serve as a foundation for targeted strategies. From 2018 to 2021, diarrhea was predominant, making up 84.14% of cases in 2018 and 81.97% in 2019, pneumonia accounted for 32.92% in 2020, and TB Paru 33.63% in 2021. In conclusion, the K-Means algorithm effectively clusters infectious disease data and provides useful insights into disease distribution in East Jakarta, improving the impact of data-driven health programs.
Expert System for Diagnosis of Hypertension Disease Using Naive Bayes Method Edhy Poerwandono; Prakoso Angga Ilyasa
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 3 (2025): JULI-SEPTEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i3.3822

Abstract

Hypertension is a disorder of the blood vessels that causes the supply of oxygen and nutrients carried by the blood to be blocked to the body's tissues that need it. Hypertension is often referred to as a silent killer, because it is a deadly disease without symptoms as a warning to its victims. Hypertension sufferers range from 40 years of age and above to lifelong. In general, hypertension is caused by hereditary factors, unhealthy lifestyles, excessive salt consumption, alcoholic beverages and stress. Expert systems can be a solution to solve problems because this system works like an expert and is designed using the naive bayes method by looking at the rules and rule bases that exist in hypertension. Through this application, users can consult with the system like consulting an expert to diagnose the symptoms that occur in users and find solutions to the problems faced.
Identification of Flower Type Images Using KNN Algorithm with HSV Color Extraction and GLCM Texture Edhy Poerwandono; M. Endang Taufik
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 3 (2025): JULI-SEPTEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i3.3826

Abstract

Due to the variety of types of flowers that exist and having and tracking each variety, making plant lovers and cultivators difficult to distinguish in determining the type of flower, it takes a very long time to find out the type of flower if you only rely on the five senses. With the application of the K-Nearest Neighbor algorithm and feature extraction of color and texture, it is very helpful in image processing to identify flowers more easily and shorten the time, with the greatest accuracy of 71% using the K-7 value, the flower was successfully carried out.
Pengembangan Portal Web Kemanusiaan untuk Publikasi Sosial dan Transparansi Donasi Cakra Abhipraya Rafi Bowo Raharjo; Devara Isbani Yusuf; Edhy Poerwandono; Mesra Betty Yel
AJAD : Jurnal Pengabdian kepada Masyarakat Vol. 6 No. 1 (2026): APRIL 2026
Publisher : Divisi Riset, Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59431/ajad.v6i1.704

Abstract

The development of information technology has encouraged social and humanitarian organizations to utilize web-based systems as effective and transparent information media. Cakra Abhipraya Responsif Organization still faces challenges in publishing social activities and providing centralized and easily accessible donation reports for the public and donors. Information delivered through social media or manual methods is considered insufficient to optimally build public trust. This study aims to develop a responsive web-based humanitarian portal that functions as a medium for publishing social activities and improving donation transparency at Cakra Abhipraya Responsif Organization. The research method used is a qualitative approach with data collection techniques including observation, interviews, and documentation. The system development process consists of requirement analysis, system design, implementation, and functional testing. The results indicate that the developed web portal is able to present social activity information, donation data, and transparency reports in a structured manner and is easily accessible across various devices. The implementation of this portal is expected to improve the effectiveness of social activity publication, maintain donation transparency, and increase public and donor trust in the organization.
Analisis Pola Penggunaan Microsoft Teams terhadap Efektivitas Komunikasi Kerja Karyawan PT Senantiasa Makmur Menggunakan Visualisasi Dashboard Power BI Adityo Purwo Nugroho; Edhy Poerwandono; Mesra Betty Yel
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.2006

Abstract

This study aims to analyze Microsoft Teams usage patterns, measure workplace communication effectiveness, test the statistical relationship and effect between the two variables, and present the findings through a Power BI dashboard among employees of PT Senantiasa Makmur. A quantitative approach with a descriptive and correlational design was applied. Primary data were collected through a five-point Likert-scale questionnaire using Google Forms from 20 respondents. Variable X consisted of usage intensity, ease of use, feature utilization, and usage quality, while variable Y consisted of information clarity, information timeliness, work coordination, and communication productivity. After item X12 was removed based on the validity test, the composite score for X was calculated from 15 items and Y from 16 items. The results showed a mean X of 4.323 and a mean Y of 4.294. Pearson correlation was 0.683 with a significance value of 0.001, indicating a positive and statistically significant relationship. The R Square of 46.65% indicates the proportion of variation in communication effectiveness explained by Microsoft Teams usage patterns in the model. Simple linear regression produced Y = 1.101 + 0.738X, with significant t and F tests at α = 0.05. The findings were visualized through a Power BI dashboard containing KPI cards, indicator charts, a scatter plot, insights, and recommendations. The dashboard functions as a visualization medium for survey data rather than a real-time Microsoft Teams log monitoring system.
Implementasi Metode Gamification pada Learning Management System (LMS) untuk Meningkatkan Minat Belajar Siswa SIAP IT di Mangun Jaya, Tambun, Bekasi Salsabila Salsabila; Edhy Poerwandono; Mesra Betty Yel
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.2009

Abstract

Programming learning is often considered abstract and difficult, causing low motivation and learning interest among students, especially in small-scale course institutions like SIAP IT at Tambun Selatan. This research aims to design, implement, and evaluate the application of gamification methods (points, levels, badges, and progress bars) on a web-based Learning Management System (LMS) to enhance student learning interest in basic web programming classes (HTML and CSS). The research uses a Research and Development (R&D) approach with the Waterfall model, including needs analysis, system design, implementation, testing, and evaluation. The system was developed using a modern architecture with React, TypeScript, Vite, Tailwind CSS, and Supabase as the backend. The evaluation of gamification's impact on learning interest was measured using questionnaires based on indicators of attention, curiosity, volition, and satisfaction distributed to 20 students, as well as the System Usability Scale (SUS) to measure the system's ease of use. Black box testing results showed all 25 test cases were successful (100%). The average student learning interest reached 4.34 (very high), with gamification elements averaging 4.39 (very high). The SUS score reached 88.5 (Excellent). The research concludes that gamification implementation in LMS effectively increases student learning interest, aligning with Self-Determination Theory.
Implementation of a Web-Based Smart Water Ordering System with Telegram Notification and Monitoring Dashboard for Olivia MSME Ropindo Pelix Pane; Mesra Betty Yel; Edhy Poerwandono
International Journal Software Engineering and Computer Science (IJSECS) Vol. 6 No. 3 (2026): DECEMBER 2026
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA), Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v6i3.8155

Abstract

Many micro, small, and medium enterprises (MSMEs) selling refillable drinking water still manage customer orders manually through phone calls and instant messaging, resulting in scattered transaction records, delayed responses, and limited operational monitoring. This study aimed to design, implement, and evaluate a web-based Smart Water Ordering System for Olivia MSME by integrating Quick Response Code Indonesian Standard (QRIS) payment, Telegram Bot notifications, and a centralized monitoring dashboard. The system was developed using the Waterfall Software Development Life Cycle (SDLC), encompassing requirement analysis, Unified Modeling Language (UML)-based system design, implementation using PHP and MySQL, and comprehensive system testing. The platform incorporates customer order placement, coordinate-based shipping-distance calculation, cashless transaction processing, and a moderated customer feedback mechanism. Functional validation through Black Box Testing confirmed that all core modules executed successfully without functional discrepancies, with the asynchronous Telegram webhook delivering order alerts in under two seconds. User Acceptance Testing involving 23 respondents (one administrator and twenty-two customers) yielded average satisfaction scores ranging from 4.7 to 4.9 out of 5, demonstrating high user acceptance across usability, interface clarity, feature suitability, information accessibility, and operational support. Practically, the system replaced conventional phone-based communication by centralizing transaction records, automating payment verification workflows, and providing real-time sales analytics through an integrated dashboard. These findings indicate that unifying transactional, payment, instant alert, and administrative monitoring components into a single web application effectively improves operational efficiency and accelerates the digital transformation of small-scale water-refill enterprises.