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Contact Name
Saepul Bahri
Contact Email
lppm.antarbangsa@gmail.com
Phone
+628811372400
Journal Mail Official
lppm@antarbangsa.ac.id
Editorial Address
Kawasan Bisnis CBD Ciledug Blok A3 No.21 Jl. HOS Cokroaminoto Karang Tengah, Ciledug Tangerang 15157, Banten call center: Telp. 021-50986099 WA: 0821-1717-1441
Location
Kota tangerang,
Banten
INDONESIA
Jurnal Teknik Informatika STMIK Antar Bangsa
ISSN : 24422444     EISSN : 26153459     DOI : doi.org/10.51998/jti.v7i1
Core Subject : Science,
Jurnal Teknik Informatika (JTI) STMIK Antar Bangsa merupakan kumpulan artikel ilmiah yang diterbitkan oleh Program Studi Teknik Informatika STMIK Antar Bangsa. Jurnal yang terbit dalam dua periode per Tahun ini berisi artikel ilmiah yang meliputi tema : Jaringan (Networking), Aplikasi Sains, Animasi / Multimedia Interaktif, Pengolahan Citra, Sistem Pakar, Sistem Penunjang Keputusan, Soft/Mobile Computing. Jurnal ini berisi pokok-pokok permasalahan dalam kerangka pengembangan secara teoritis maupun dalam bentuk implementasi.
Arjuna Subject : -
Articles 324 Documents
Analisis Kepuasan Pengguna Terhadap Layanan Aplikasi Brimo Pada Mahasiswa STMIK Antar Bangsa Menggunakan Mobile Service Quality dengan Metode CSI Fajri, Annur; Kurnia Rifki, Arsyad
Jurnal Teknik Informatika Vol 11 No 1 (2025)
Publisher : LPPM STMIK Antar Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v11i01.618

Abstract

Abstract— BRImo offers a variety of services that simplify banking transactions for its users. The issue addressed in this study arises from frequent system disruptions and numerous user complaints regarding the application’s performance, particularly concerning access speed, as indicated by reviews on the Google Play Store. These issues have led to a decline in user interest in the BRImo application. Considering the ongoing complaints and less-than-satisfactory ratings, this research aims to assess user satisfaction with the BRImo application among students at STMIK Antar Bangsa. This study employs the Customer Satisfaction Index (CSI) method to measure the percentage of user satisfaction, with modified dimensions from Mobile Service Quality tailored to the focus of this research. Data were collected through a questionnaire consisting of 15 questions and involving 50 respondents. The collected data were tested for validity and reliability before being processed using the CSI method. The results of this study can be seen in the calculation of the CSI method, the percentage of user satisfaction is 75.78% and it can be stated that customers feel "Satisfied" with the service quality of the BRImo application.
Implementasi Filament Form Builder Dalam Sistem Informasi Berbasis Laravel Wijanarko, Sigit
Jurnal Teknik Informatika Vol 11 No 1 (2025)
Publisher : LPPM STMIK Antar Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v11i01.619

Abstract

Filament Form Builder is a tool that simplifies the creation and management of forms in Laravel-based applications. This journal discusses the installation steps and implementation of Filament Form Builder in a Laravel-based information system. By following the proper installation procedures, developers can enhance efficiency in form creation and management
Analisis Efektivitas Eduaide.ai dalam Membantu Persiapan Pembelajaran pada Siswa Kelas 9 Maulida, Rusyda; Muchlis
Jurnal Teknik Informatika Vol 11 No 1 (2025)
Publisher : LPPM STMIK Antar Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v11i01.620

Abstract

This research aims to analyze the effectiveness of using Eduaide.ai in assisting learning preparation for 9th grade students. This study employs an experimental method by comparing student learning outcomes through pre-test and post-test in two conditions: manual learning preparation and learning preparation with the assistance of Eduaide.ai. The research sample consists of 9th grade students who will be tested on their abilities before and after using the learning platform. The collected data will be analyzed quantitatively to measure the platform's effectiveness in improving student learning outcomes. The results of this research are expected to provide insights into the benefits of using artificial intelligence technology in supporting students' learning preparation processes
DAMPAK GAME ONLINE TERHADAP MOTIVASI BELAJAR DAN PRESTASI AKADEMIK ANAK DENGAN METHODE KUALITATIF Bani, Bani; Maulida, Rusyda; Puspitasari, Tita
Jurnal Teknik Informatika Vol 11 No 2 (2025): Periode Agustus 2025
Publisher : LPPM STMIK Antar Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v11i2.641

Abstract

Abstract-- In the context of rapid technological development, online games have become a global phenomenon dominating the leisure time of children and adolescents. These games, with their engaging and interactive designs, often become an essential part of their daily routines. While many acknowledge the entertainment and social potential of online games, their impact on children's learning motivation and academic achievement remains poorly understood. While quantitative studies have provided data on the relationship between online games and academic outcomes, qualitative methods offer a more in-depth perspective on children's subjective experiences in this context. Qualitative methods, through techniques such as in-depth interviews, focus group discussions, and observation, allow researchers to explore the nuances and complexities of children's experiences with online games. This study aims to explore how online games affect their learning motivation, how they balance their time between gaming and study, and how their perceptions of education may be affected by gaming engagement. With this approach, it is hoped that various factors influencing the relationship between online games and academic achievement can be identified, such as the type of game played, the duration of play, and the social context in which the play occurs.

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