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DESAIN DAN ANALISIS KINERJA ROUTING PROTOCOL OSPFV3 : SINGLE AREA VS MULTI AREA PADA MIKROTIK ROUTER-OS V6 MENGGUNAKAN GNS3 Ari Hidayatulloh, Beni; Septiadi, Jaka
Syntax : Journal of Software Engineering, Computer Science and Information Technology Vol 6, No 1 (2025): Juni 2025
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/syntax.v6i1.6820

Abstract

Performa routing protokol OSPFv3 sangat bergantung pada desain topologi jaringan, khususnya dalam skenario jaringan berskala besar yang menuntut efisiensi dan stabilitas tinggi. Penelitian ini bertujuan untuk membandingkan kinerja OSPFv3 dalam konfigurasi Single Area (SA) dan Multi Area (MA) terhadap parameter Quality of Service (QoS), yaitu throughput, delay, jitter, dan packet loss. Metode penelitian yang digunakan adalah eksperimen kuantitatif dengan desain uji coba langsung menggunakan GNS3 dan Mikrotik RouterOS v6. Data diperoleh dari simulasi ping dengan lima skenario (Ping 100 hingga Ping 1000) dan dianalisis secara deskriptif kuantitatif dengan perhitungan rata-rata dan interpretasi grafik. Hasil penelitian menunjukkan bahwa OSPFv3 Multi Area memiliki kinerja lebih stabil dan efisien dibandingkan Single Area, dengan delay rata-rata lebih rendah (±930 ms vs ±3092 ms), jitter mendekati nol, dan tanpa packet loss. Sebaliknya, OSPFv3 SA mengalami delay ekstrem (hingga 11798 ms), jitter tinggi (maksimum 309,2 ms), dan 1% packet loss pada satu skenario. Secara keseluruhan, hasil penelitian ini memperkuat validitas pendekatan hierarkis dalam OSPFv3 sebagai strategi routing yang lebih unggul untuk jaringan berskala besar, serta memberikan kontribusi signifikan bagi pengembangan teori dan praktik desain jaringan modern berbasis IPv6.Kata Kunci—OSPFv3, Multi Area, Single Area, Quality of Service, Mikrotik. ABSTRACTThe performance of the OSPFv3 routing protocol highly depends on the design of the network topology, especially in large-scale network scenarios that demand high efficiency and stability. This study aims to compare the performance of OSPFv3 in Single Area (SA) and Multi Area (MA) configurations against Quality of Service (QoS) parameters, namely throughput, delay, jitter, and packet loss. The research method used is a quantitative experiment with a direct testing design using GNS3 and Mikrotik RouterOS v6. Data were obtained from ping simulations with five scenarios (Ping 100 to Ping 1000) and analyzed descriptively quantitatively with average calculations and graph interpretation. The research results show that OSPFv3 Multi Area has more stable and efficient performance compared to Single Area, with a lower average delay (±930 ms vs ±3092 ms), jitter approaching zero, and no packet loss. In contrast, OSPFv3 SA experiences extreme delays (up to 11798 ms), high jitter (maximum 309.2 ms), and 1% packet loss in one scenario. Overall, the results of this study reinforce the validity of the hierarchical approach in OSPFv3 as a superior routing strategy for large-scale networks, and significantly contribute to the development of theory and practice in modern IPv6-based network design.Keywords—OSPFv3, Multi Area, Single Area, Quality of Service, MikroTik.
Uji Produk dan Uji Pasar pada Sate Maranggi Kemasan Siap Santap Sari, Dian Permata; Rahmatya, Myrna Dwi; Widodo, Suprih; Septiadi, Jaka; Wicaksono, Mochamad Fajar
Jurnal Pengabdian Masyarakat Bangsa Vol. 3 No. 7 (2025): September
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v3i7.3150

Abstract

Indonesia dikenal sebagai negara dengan kekayaan budaya yang luar biasa, termasuk dalam hal kuliner tradisional. Setiap daerah memiliki makanan khas yang sarat makna budaya, sejarah, dan kearifan lokal. Salah satunya adalah Sate Maranggi, makanan khas Kabupaten Purwakarta, Jawa Barat, yang memiliki cita rasa otentik dengan bumbu khas berbasis kecap dan rempah. Sate Maranggi tidak hanya sekadar makanan, melainkan juga simbol identitas daerah dan daya tarik wisata kuliner yang sudah dikenal hingga tingkat nasional. Pengabdian kepada masyarakat ini menggunakan pendekatan partisipatif dan aplikatif, pendekatan partisipatif dilakukan kepada mitra dan produsen dilibatkan secara aktif mulai dari tahap perencanaan, pelaksanaan, hingga evaluasi. Sedangkan pendekatan aplikatif dilakukan dengan menekankan aspek praktik langsung, seperti uji coba produk dan kemasan, uji pasar, ide bisnis. Dengan demikian, kegiatan ini tidak hanya bersifat teoretis, tetapi langsung dirasakan manfaatnya oleh masyarakat. Pada hasil kegiatan pengabdian kepada masyarakat bidang kewirausahaan dilakukan tahap uji coba produk dan uji coba pasar yang diharapkan dapat diterima dikalangan masyarakat.
Designing AI-Based Learning Assistant to Elevate Computational Thinking: A UX-Focused Redesign Approach Hikmawan, Rizki; Rohendi, Dedi; Septiadi, Jaka; Arrumaisha, Nissa
Jurnal Paedagogy Vol. 12 No. 4 (2025): October
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i4.16705

Abstract

This study aims to evaluate and enhance the User Experience (UX) of SEKAPAI, a web-based AI learning assistant developed to support Computational Thinking (CT) development. The initial version was assessed using Cognitive Walkthrough, System Usability Scale (SUS), and User Experience Questionnaire (UEQ), involving ten participants. Data collected from these instruments were analyzed using descriptive statistics to quantify usability scores, and qualitative feedback from the walkthroughs was subjected to thematic analysis to identify pain points. The preliminary results showed a success rate of 90%, but also revealed issues in clarity and feature navigation. Based on user feedback, the platform underwent a redesign process guided by User-Centered Design (UCD) stages, resulting in improvements in structure, interaction flow, and interface clarity. The updated prototype showed clear improvements, supported by Maze testing with a UX score of 80 ('Good') and a SUS increase to 86 ('Excellent'), and the task success rate improved to 97.14%, indicating a significant enhancement in user satisfaction and efficiency. This study not only validates the effectiveness of UCD in refining AI-based learning tools but also highlights the potential for future system development. These findings contribute to the design methodology of intelligent educational systems by aligning pedagogical goals with interactive design strategies.
Enhancing Computational Thinking in STEM Education through Interactive Programming Media: Evidence of an Equalizing Effect from a Quasi-Experimental Study Widodo, Suprih; Alifah, Aisyah Husna; Septiadi, Jaka; Sari, Dian Permata; Barri, Muhamad Akda Fathul; Maulida, Rahma
Journal of Educational Science and Technology (EST) Volume 11 Number 3 December 2025
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v11i2.76998

Abstract

Computational Thinking (CT) has increasingly been recognized as a foundational competence in STEM education; however, effective pedagogical strategies that support equitable development of CT skills across students with diverse initial abilities remain underexplored. This study examines the impact of interactive programming media on students’ CT development within a STEM learning context. Employing a quasi-experimental design, two groups of upper secondary students participated in either Code.org–supported instruction or conventional learning. Students’ CT skills were assessed before and after the intervention using a CT-oriented problem-solving instrument.The findings indicate that students who engaged with interactive programming activities demonstrated substantially greater improvement in overall CT performance compared to those in conventional learning environments. Moreover, the results suggest that learning gains were largely independent of students’ initial ability levels, indicating an equalizing effect of interactive programming-based instruction. Improvements were observed across core CT components, including decomposition, abstraction, pattern recognition, and algorithmic thinking. These findings contribute to the theoretical discourse on CT pedagogy by highlighting the role of interactive programming environments as mechanisms that mediate learning equity in STEM education. Pedagogically, the study underscores the potential of block-based programming platforms to support inclusive and conceptually grounded CT learning, particularly in contexts characterized by heterogeneous student readiness.
Designing an Interactive Learning Game BUDIAN Based on Culture and Arts with a Design Thinking Approach Lana, Muhammad Isfa'; Septiadi, Jaka; Hikmawan, Rizki; Yuniar, Rani; Dadari, Nabiilah Lintang
Journal of Educational Sciences Vol. 10 No. 3 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.3.p.530-549

Abstract

The purpose of this research is to develop an interactive learning application design, BUDIAN, to expand access to arts and culture learning and address the limitations of arts facilities in schools. The research used the Research and Development (R&D) method with a Design Thinking approach through the stages of empathize, define, ideate, prototype, and test. The development results showed that the initial trial on 13 respondents resulted in an average feature access time of 234.1 seconds and several inputs related to navigation, which were then improved in the revision stage. Further testing using the System Usability Scale (SUS) on 25 respondents showed an average score of 84.3 (Excellent category), indicating the application has a high level of usability. This research has an impact on the availability of interactive, contextual, and user-centered cultural learning application designs, and fills the gap in previous research by comprehensively documenting the integration of Design Thinking in R&D. The BUDIAN application has the potential to increase cultural literacy and support the preservation of Indonesian culture through innovative digital media.