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Articles 13 Documents
Search results for , issue "Vol 14, No 2 (2025): Jurnal Informatika" : 13 Documents clear
Rancang Bangun Sistem Monitoring Kerja Praktik Mahasiswa Teknik Informatika Berbasis Cloud Computing Hendrawan, Nalis; Udaya Manarfa, Wa Ode Rahma Agus; La Atina, La Atina; Hidayat, Farhan
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2548

Abstract

The monitoring process of students’ internship (practical work) activities often faces various challenges, particularly related to time efficiency, limited access to information, and suboptimal coordination among students, academic supervisors, and internship coordinators. These conditions result in ineffective monitoring, evaluation, and documentation of internship activities. This study aims to design and develop an integrated and centralized internship monitoring system for Informatics Engineering students that can be accessed online anytime and anywhere. The system development method employed is the waterfall model, which consists of requirements analysis, system design, implementation, and testing stages. The system is developed based on cloud computing technology to support service availability, system scalability, and efficient data management. The results of this study indicate that the developed system is a web-based application that enables students to upload internship progress reports periodically, allows supervisors to provide feedback and evaluations in real time, and assists internship coordinators in monitoring all internship activities comprehensively. The implementation of this system has been proven to improve the efficiency of the monitoring process, enhance communication flow among related stakeholders, and facilitate more systematic and structured documentation and assessment of students’ internship performance.
Analisis Sentimen Netizen Twitter Terhadap Program Makan Siang Gratis Menggunakan Algoritma Naïve Bayes Asniati, Asniati; Hady, Sultan; Tolanto, Ista Nurlia
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2582

Abstract

The Free Lunch Program is a government policy designed to improve the nutritional status and health of students at the primary and secondary education levels. The initiative has generated diverse public responses, particularly on social media, where Twitter functions as a major platform for rapid and open opinion exchange. Therefore, this study aims to analyze public sentiment toward the Free Lunch Program using a machine-learning approach to obtain a quantitative overview of public perceptions. The research process began with data collection using Tweet-Harvest, followed by a preprocessing stage that included text cleaning, normalization, tokenization, and stop-word removal. Afterward, sentiment labeling and class balancing were performed to reduce bias, and feature extraction using Term Frequency–Inverse Document Frequency (TF-IDF) was applied to generate informative text representations. A classification model was then constructed using the Multinomial Naïve Bayes algorithm because of its suitability for high-dimensional textual data. The evaluation results showed that the model achieved an accuracy of 61%, with the highest performance recorded in the positive sentiment class compared with neutral and negative classes. In addition, this study produced a Streamlit-based web application capable of performing automatic and interactive sentiment analysis. These findings indicate that the public tends to view the Free Lunch Program positively, while also demonstrating the effectiveness of machine-learning methods for mapping opinion through social-media text data.
Sistem Informasi Monitoring Distribusi Penerimaan Zakat Pada Badan Amil Zakat Nasional (Baznas) Kota Baubau Israwan, LM. Fajar; Sabirin, Abdul Rasyid; Aprilia, Aprilia
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2593

Abstract

Zakat management in Indonesia plays a crucial role in improving community welfare and reducing poverty. At BAZNAS Baubau City, the distribution process is still managed manually and lacks proper documentation, which limits transparency and accountability to the public. To address these issues. This study aims to design and develop a web-based zakat receipt distribution monitoring information system that facilitates centralized and real-time recording, reporting, and monitoring of zakat distribution. The system development methodology employed software development approaches using PHP, MySQL, Laravel Framework, and data collection techniques such as observation, interviews, and literature studies. The developed system underwent black box testing to ensure its functionalities meet user requirements. The research results indicate that the system significantly assists BAZNAS in monitoring zakat distribution, accelerates report generation, and enhances transparency in zakat management to the public. This system is expected to help BAZNAS Baubau City increase public trust and optimize zakat fund management efficiently.
Pengembangan Aplikasi Online Store Penyewaan Alat Camping Berbasis Progressive Web App (PWA) Menggunakan Framework Laravel Suryawan, Mohamad Arif; Ilyas, Ilyas
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2462

Abstract

Limited access to real-time information regarding the availability of camping equipment is one of the main obstacles for prospective renters in the rental process. In addition, conventional rental systems tend to be inefficient, provide incomplete information on available equipment, and lack digital features that support integrated booking and rental data management. This study aims to design and develop an online store application for camping equipment rental based on Progressive Web App (PWA) technology using the Laravel framework at Buton Adventure Store Baubau. The system development method employed is the System Development Life Cycle (SDLC) with a V-Model approach, which emphasizes a strong relationship between each design and testing phase to ensure system quality. The application was developed using the Laravel framework to support efficient development, system security, and ease of maintenance. The results show that the developed web-based application can present comprehensive camping equipment information, provide availability checking, online booking, and payment features, and offer a responsive and consistent user interface across multiple devices. Furthermore, the implementation of PWA technology allows the application to remain accessible under unstable network conditions. Overall, the developed application is expected to improve the efficiency of the camping equipment rental process, enhance access to real-time availability information, and deliver a faster, more practical, and modern user experience.
Evaluasi Tingkat Kepuasan Pengguna Terhadap SPADA di Universitas Dayanu Ikhsanuddin Berdasarkan Dimensi End User Computing Satisfaction (EUCS) Musadat, Fithriah; Asniati, Asniati; Yusrianti, Yusrianti
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2513

Abstract

This study aims to evaluate user satisfaction with the Dayanu Ikhsanuddin University Online Learning System (SPADA Unidayan) based on the five dimensions of the End User Computing Satisfaction (EUCS) model: content, accuracy, format, ease of use, and timeliness. A descriptive statistical approach was employed. Data was collected through questionnaires administered to all students who used SPADA during the Odd Semester of the 2024/2025 Academic Year, totaling 300 respondents. All instrument items were validated using Pearson correlation and tested for reliability using Cronbach’s Alpha, yielding a very high reliability score (α = 0.895). The analysis results indicate that, in general, students perceive SPADA Unidayan as satisfactory, with the majority giving positive responses across all EUCS indicators. User satisfaction and user friendliness received the highest scores. However, neutral and negative responses concerning timeliness and visual design suggest the need for improvements to enhance the overall online learning experience.
Pengembangan Sistem Informasi Persediaan Obat Berbasis Android pada Puskesmas Lakologou Nur, Jabal; Manarfa, Wa Ode Rahma Agus Udaya; Nasri, Andi; Lintang, Lintang
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2575

Abstract

The adoption of digital technology has become a strategic necessity across various sectors, including healthcare services. Lakologou Public Health Center still performs manual procedures for recording and reporting drug inventory, which leads to inefficiencies, delayed information, and data inaccuracies. This study aims to develop an Android-based drug inventory information system that supports more effective and accurate management of stock, distribution, and reporting. A descriptive research method was employed through observations, interviews with the Head of the Health Center and pharmacy staff, as well as literature studies from relevant sources. System functionality was evaluated using Black Box Testing to ensure that all features operated according to user requirements. The findings indicate that the proposed system facilitates recording of incoming and outgoing drugs, monitoring stock availability, and generating daily, weekly, monthly, and annual reports automatically. The system involves three main actors: (1) Admins, who manage employee data, clinic services, and patient registration, as well as access reports; (2) Pharmacy Officers, who manage stock and drug transactions; and (3) Doctors, who monitor drug availability and provide prescriptions. Overall, the implementation of this Android-based system improves operational efficiency and information accuracy in drug inventory management at Lakologou Public Health Center.
Aplikasi Pembelajaran Biologi Berbasis Augmented Reality pada Materi Tumbuhan untuk Siswa Kelas XI Nur, Jabal; Israwan, LM. Fajar; Ardyanti, Asni
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2536

Abstract

The rapid development of digital technology in the past decade has driven transformation across various sectors, including education. One emerging technology with strong innovative potential is Augmented Reality (AR), which enables the integration of virtual objects into real environments in real time. Although AR has been widely applied in industry, entertainment, healthcare, and gaming, its implementation in high-school biology learning remains limited. As a result, learning activities tend to be conventional, rely heavily on textbooks, and offer limited visualization of biological objects. This study aims to develop an AR-based biology learning application focused on plant structure materials for Grade XI students, supporting teachers in presenting three-dimensional models of leaf, stem, root, flower, and seed tissues. The research employed the Multimedia Development Life Cycle (MDLC) consisting of six stages: concept, design, material collecting, assembly, testing, and distribution. Application development utilized Unity for system programming and Blender 3D for three-dimensional object modeling. The results indicate that the application successfully detects markers through a device camera and displays plant 3D models interactively in real time. The implementation of AR increases student engagement, enhances visual representation, and facilitates understanding of abstract biological concepts.
Perancangan Sistem Monitoring Aktivitas dan Posisi Ternak Menggunakan Platform Arduino dan Teknologi GPS Hamid, Helson; Hasiri, Ery Muchyar; Mansyur, Ruslan
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2500

Abstract

Advancements in science and technology, particularly in computing and embedded systems, have encouraged the adoption of intelligent solutions in the livestock sector. Traditional grazing practices still present high risks, including livestock mortality, losses caused by broken restraints, and potential theft in areas that are not continuously supervised. To mitigate these issues, this study aims to design a livestock activity and location monitoring system based on NodeMCU and GPS modules, which can be monitored in real time through mobile devices. The research applies two primary approaches. An observational method was used to assess field conditions, identify user requirements, and evaluate the feasibility of technological implementation. A literature study was conducted to obtain theoretical foundations related to NodeMCU, accelerometers, and GPS-based monitoring systems. The system was tested using an accelerometer sensor capable of identifying three major activity conditions, namely idle (1.50 m/s²), walking (2.33 m/s²), and running (12.85 m/s²), thus providing representative indicators of livestock movement. Testing of the GPS module showed coordinate acquisition times ranging from 6 to 17 seconds, indicating stable data communication performance. In addition to activity and location tracking, the system integrates a geofencing feature that triggers an automatic alert when livestock cross predefined boundaries. These findings demonstrate that the developed system can enhance livestock security, reduce loss risks, and support the adoption of digital technology in livestock management.
Pengembangan Aplikasi Pengenalan Objek Wisata di Pulau Buton Berbasis Augmented Reality Hamsinar, Henny; Suryawan, Mohammad Arif; Arsi, Arsi
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2573

Abstract

Tourism is a strategic sector that significantly contributes to regional economic development, including in the Buton Island area, which offers numerous potential tourist attractions. However, tourism promotion in this region still faces challenges, particularly due to the limitations of conventional information media such as brochures, printed maps, and static websites that lack interactivity and fail to meet the expectations of modern tourists seeking accessible, engaging, and dynamic information. This condition highlights the need for innovative promotional media capable of delivering attractive content and increasing user engagement. Augmented Reality (AR) offers a promising solution, as it integrates real-world objects with interactive digital elements, thereby creating a more immersive informational experience. This study aims to design and develop an Augmented Reality–based application for introducing tourist attractions on Buton Island as an alternative information medium for visitors. The research employed a qualitative approach through interviews with officers from the Tourism Departments of Baubau City, Buton Regency, South Buton, Central Buton, North Buton, and Wakatobi, as well as direct observations of tourism managers to identify on-site needs and issues. A literature review was also conducted to examine relevant theories and best practices regarding AR application development. The results indicate that the developed AR application operated effectively on three tested smartphone devices and successfully detected markers at distances of 10–100 cm. The application was considered useful in providing tourism information, enhancing visitors’ knowledge, and presenting images and descriptions of attractions interactively.
Rancangan Game Edukasi Bahasa Arab Untuk Murid Taman Kanak Kanak Berbasis Augmented Reality Mukmin, Muhammad; Hamsinar, Henny; Fadillah Jasir, Sitti Nur
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2509

Abstract

Early childhood education aims to equip preschool learners with foundational social, emotional, cognitive, and linguistic abilities through engaging instructional activities adapted to developmental stages. However, learning practices in several institutions remain traditional, relying on textbooks, verbal instruction, and static visual aids without the support of interactive technology. This condition is also found at TK Islam Al-Amanah, particularly in introducing Arabic vocabulary, where instruction is still dominated by demonstration and question–answer methods, resulting in limited learner interaction. This study aims to design an educational game based on Augmented Reality (AR) as a learning medium for introducing Arabic vocabulary related to everyday objects among kindergarten learners. The development method employed was the Multimedia Development Life Cycle (MDLC), consisting of concept, design, material collection, assembly, testing, and distribution. The resulting application, called Arabica, provides three-dimensional object visualization through AR markers, Arabic vocabulary pronunciation through a learning menu, and a picture-guessing game to enhance learner engagement. In its implementation, teachers act as facilitators by helping children position the camera toward the marker and guiding pronunciation, while learners interact directly with virtual objects and audio outputs. The development results indicate that Arabica supports visual and interactive material delivery and assists learners in understanding and memorizing Arabic vocabulary in a more enjoyable manner.

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