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Website Performance Testing Using Speed Testing Model: A Case of Reputable Indonesian Journals Muriyatmoko, Dihin; Aziz Musthafa
Teknik: Jurnal Ilmu Teknik dan Informatika Vol. 2 No. 1 (2022): Mei : Teknik: Jurnal Ilmu Teknik dan Informatika
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/teknik.v2i1.120

Abstract

The speed of a web journal to load pages reflects the website performance. It has influenced user satisfaction. This study aims to study and analyze the performance of journal websites in Indonesia that are accredited by SINTA 1 by the Ministry of Research and Technology of the Republic of Indonesia. This test uses parameters owned by GTmetrix tools and calculated using descriptive statistical methods. This research hypothesis regarding the reliability of website speed testing has been tested and confirmed based on experiments. The research involved 61 journal websites, which were taken from December 2019 to February 2020. 366 individual website speed tests from 6 test server region have done, and recommendations have been given on test results. The test result showed that parameter based on PageSpeed score provided the value of 7.9% (grades A to B) and 92.1% (grade C to F) and YSlow score provided a value of 2.5% (grade B) and 97.5% (C to F). The experimental results prove that the performance of the journal website is still a lot in the low category. With the recommendation, it was expected that the speed and responsiveness of the journal website would increase
Pemanfaatan Teknologi Augmented Reality sebagai Media Ajar Aksara Jawa Menggunakan Metode Gamifikasi Reza Pradhana, Faisal; Musthafa, Aziz; Izzuddin Faza, Wildan
JURNAL FASILKOM Vol. 14 No. 1 (2024): Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer)
Publisher : Unversitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jf.v14i1.6783

Abstract

Kegiatan pembelajaran Aksara Jawa pada siswa kelas 2 MIM Gandusari dilakukan dengan menggunakan metode tatap muka atau konvensional antara guru dan muriddengan menggunakan media cetak berupa buku ajar pepak Bahasa Jawa sebagai acuan, dan belum ada teknologi yang digunakan sebagai media pembelajaran aksara jawa kepada peserta didik. Proses belajar mengajar akan terkesan kurang menarik dan efektif apabila hanya mengandalkan media cetak saja dan menjelaskan didepan kelas menggunakan media papan tulis dalam proses pembelajaran, maka dari itu perlunya menggunakan media pembelajaran berbasis android dalam proses pembelajarannya. [1] Penelitian ini bertujuan untuk memanfaatkan teknologi augmented reality sebagai media pembelajaran Aksara Jawa, sumber materi diambil dari buku Pasioan Bahasa Jawa. Media ini dirancang menggunakan model perancangan game Mechanism Dynamics Aesthetic (MDA) Framework.Adapun metode pengembangan pada aplikasi ini menggunakan metode Software Development Life Cycle (SDLC). Hasil dari penelitian ini adalah sebuah aplikasi “Mengenal Aksara Jawa” yang berisi tentang Aksara Jawa dan Sandangan Swara dalam bentuk object 3D. Penelitian ini dilakukan melalui 4 tahap pengujian, yaitu Usability Testing dengan hasil semua fitur berjalan dengan baik, kemudian Hasil uji coba Compability dilakukan dengan menginstal aplikasi ke beberapa jenis smartphone yang berbeda-beda dengan minimum versi android 10. Adapun hasil uji coba accepbility dari ahli materi mendapatkan presentase 95%, dari ahli media mendapatkan presentase 98%, dari hasil uji coba kuisioner pengguna mendapatkan hasil 97%, dan hasil uji coba quiz mendapatkan hasil presentase sebesar 89%. Berdasarkan hasil pengujian tersebut aplikasi pembelajaran “Mengenal Aksara Jawa” dikategorikan “Layak” digunakan sebagai media pembelajaran Aksara Jawa.
INTERACTIVE MOBILE-BASED EDUCATIONAL GAME TO INTRODUCE WASTE SORTING USING MULTIMEDIA DEVELOPMENT LIFE CYCLE (MDLC) METHOD Pradhana, Faisal Reza; Musthafa, Aziz; Permadani, Agustin Amalia
JIKO (Jurnal Informatika dan Komputer) Vol 8, No 1 (2025)
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/jiko.v8i1.9151

Abstract

Increasing public awareness of waste management is an important focus in order to maintain environmental sustainability. However, the level of understanding about waste sorting is still minimal, especially among children. To overcome this lack of literacy, a technology-based educational game was developed which aims to introduce the concept of waste sorting to children. This research aims to design and develop an interactive and fun educational game application to improve children's understanding of the importance of waste management. Using iterative development techniques, this app is designed to provide an effective learning experience and support the formation of positive habits from an early age. The application is designed following the stages of the Media Development Life Cycle (MDLC) method. The game media has gone through several tests, namely software functionality tests with 100% results, learning material tests by distributing questionnaires to material experts with an average rating of 90%, tests to learning media experts with an average rating of 93.33%, and tests to potential users with an average rating of 78.57%. The results of the research are expected to contribute significantly to educating the younger generation, especially children, about the importance of maintaining environmental cleanliness through wise waste management. This application is expected to be an innovative learning tool that supports environmental sustainability.
PENINGKATAN KOMPETENSI PROFESIONAL GURU MATEMATIKA PENGAJAR SANTRI MELALUI PELATIHAN TERSTRUKTUR Harmini, Triana; Dihin Muriyatmoko; Aziz Musthafa; Faisal Reza Pradhana; Oddy Virgantara Putra; Widya Kurniawan; Eko Prasetio Widhi
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 2 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i2.6002

Abstract

This community service research aims to address the low professional competence of mathematics teachers at the Darussalam Gontor Putri Modern Islamic Boarding School Campus 3, where the majority of teachers (75%) have non-science backgrounds. The intervention was carried out through a Structured Training model consisting of four sessions that focused on strengthening key mathematical concepts (Circles, Trigonometry, and Function Limits) and Problem-Based Learning (PBL) model training for pedagogical integration. The activity involved 20 teachers and was evaluated using a Pre-Test and Post-Test. The initial Pre-Test results showed an average professional competence score of only 58.5 (out of 100). Following the intervention, quantitative analysis using n-Gain revealed a significant increase in competence, with most participants reaching the Medium category and 6 participants achieving the High category (n-Gain ≥ 0.70). In addition, 95% of participants successfully designed innovative PBL-based lesson plans. In conclusion, the structured training model proved effective in addressing teachers' specific knowledge gaps, while enhancing instructional planning skills, thereby significantly increasing teachers' professional readiness to create a productive learning environment.
Sentiment Analysis of YouTube Comments on Indonesia’s Performance in 2026 World Cup Qualifiers Using Naive Bayes Dihin Muriyatmoko; Aziz Musthafa; Yusuf Al Banna
Prosiding Seminar Nasional Ilmu Teknik Vol. 2 No. 2 (2025): Desember: Prosiding Seminar Nasional Ilmu Teknik
Publisher : Asosiasi Riset Ilmu Teknik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/prosemnasproit.v2i2.196

Abstract

Sentiment analysis on social media is widely used to represent public perceptions of sports performance, particularly in international competitions. This study aims to analyze the sentiment of YouTube user comments regarding the performance of the Indonesian National Football Team during the FIFA World Cup 2026 Asian Qualifiers. The data were collected from user comments on videos related to the matches and analyzed using a machine learning–based sentiment analysis approach. Sentiment classification was performed using the Naive Bayes algorithm. The results indicate that the proposed approach is able to effectively identify public sentiment toward the national team’s performance during the qualification matches. The findings of this study are expected to provide insights into public perceptions and contribute to sentiment analysis research in the field of sports.
PENGEMBANGAN GAME 3D INTERAKTIF BERBASIS UNREAL ENGINE SEBAGAI EDUKASI NILAI ISLAMI MELALUI KISAH KISAH YANG TERDAPAT DI DALAM AL-QURAN BAGI ANAK USIA DINI Muhammad Farrell Eagan Fatchan Putra; Aziz Musthafa; Oddy Virgantara Putra
Prosiding Sains dan Teknologi Vol. 5 No. 1 (2026): Seminar Nasional Sains dan Teknologi (SAINTEK) ke 5 - Februari 2026
Publisher : DPPM Universitas Pelita Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pendidikan karakter anak usia dini merupakan fondasi penting dalam membentuk generasi yang berakhlak mulia. Namun, metode pembelajaran Islami yang dominan masih bersifat tekstual dan konvensional, sehingga kurang menarik bagi anak-anak yang berada pada fase perkembangan kognitif dan sensorik yang sangat responsif terhadap rangsangan visual dan interaktif. Kisah-kisah dalam Al-Qur’an seperti burung Hud-hud, sapi Nabi Musa, dan semut Nabi Sulaiman mengandung nilai moral dan spiritual yang relevan, tetapi belum banyak disajikan dalam bentuk media yang sesuai dengan minat dan kebutuhan anak. Penelitian sebelumnya menunjukkan bahwa game edukasi berbasis teknologi digital dapat meningkatkan motivasi belajar anak, namun penerapan visualisasi 3D interaktif dalam konteks nilai Islami masih sangat terbatas. Untuk menjawab gap tersebut, penelitian ini mengusulkan solusi berupa pengembangan game 3D interaktif berbasis Unreal Engine 5 dengan metode Game Development Life Cycle (GDLC), yang terdiri dari tahapan Inisiasi, pra-produksi, produksi, pengujian, dan rilis. Game ini menyajikan kisah-kisah Qur’ani melalui narasi, animasi, dan kuis. Hasil penelitian menunjukkan bahwa media ini mampu meningkatkan antusiasme dan pemahaman anak terhadap nilai-nilai Islami. Dengan demikian, penelitian ini menghasilkan media edukatif Islami yang inovatif, ramah anak, dan relevan dengan perkembangan teknologi digital masa kini.