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Articles 175 Documents
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.
Penerapan Teknologi Near Field Communication (NFC) dalam Aplikasi Sistem Navigasi Pariwisata di Kecamatan Sampolawa Berbasis Android Azlin, Azlin; Asmiddin, Ahmad Maulid; Sabowaka, La Ode Murizal
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.v14i2.2297

Abstract

Sampolawa District is one of the regions in South Buton Regency, Southeast Sulawesi Province, which has diverse tourism potential, including natural tourism, religious tourism, cultural and artistic tourism, and agricultural tourism. However, these tourism destinations are not yet widely known by people from outside the region due to limited information and the relatively remote locations of the tourist sites. This study aims to design and examine the working mechanism of an Android-based tourism navigation system application in Sampolawa District by utilizing Near Field Communication (NFC) technology. The research methods employed include observation, interviews, and literature review. The results show that the developed application is able to facilitate tourists in accessing tourism information and navigation to tourist destinations. Tourists only need to perform a tapping process on an NFC tag at the desired tourist location, after which the system automatically displays information and navigation routes to the site. The NFC technology applied operates in read/write mode. The process of writing tourism code data into the NFC tag uses Amplitude Shift Keying (ASK) modulation, in which the smartphone transmits a modulated carrier signal at 13.56 MHz that is received by the NFC tag and converted into power to store data in the tag’s memory. Meanwhile, the data reading process employs Load Modulation techniques, enabling the tourism code to be read by the smartphone through the activation of the NFC chip and tag memory.
Sistem Monitoring Berbasis IoT untuk Deteksi Intrusi Air dan Kendali Pompa Otomatis pada Perahu Nelayan Hasiri, Ery Muchyar; Suryawan, Mohamad Arif; Musriddin, Musriddin
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.v14i2.2592

Abstract

The high risk of water leakage in fishing boats remains a significant safety concern, particularly when fishermen operate under high waves or heavy rainfall. Accumulated water inside the hull often goes undetected because inspection and drainage processes are still performed manually, resulting in slow response, reduced vessel safety, and a higher potential for sinking. These conditions highlight the need for an automated monitoring mechanism capable of providing real-time information remotely. This study aims to design a prototype monitoring system for fishing boats that can detect water height inside the hull and automatically activate a drainage mechanism based on the Internet of Things (IoT) using an ESP32 microcontroller. The research method includes field observation, interviews, literature studies, hardware and software design, and functional testing of the ADS1115 sensor, water pump, and data transmission via Wi-Fi communication. The system is built using ESP32, ADS1115, a water pump, relay, solar panel as power supply, and an Android-based application for remote monitoring. Experimental results show that the sensor provides stable water-level measurements, the pump activates automatically when the water exceeds the 25% threshold, and monitoring data are transmitted quickly and accurately. The system is considered effective in improving safety and operational efficiency for fishermen in managing water accumulation inside fishing boats.
Efektivitas Media Pembelajaran Berbasis Augmented Reality terhadap Pemahaman dan Minat Belajar Hardware Komputer Siswa SMK Hidayah, Nurul; Dodiman, Dodiman; Elfianita, Nevi
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.v14i2.2557

Abstract

The rapid development of information and communication technology requires the education sector to adopt more innovative and effective learning strategies. At the vocational high school level, learning activities related to computer hardware are still dominated by conventional methods that are less engaging and have not optimally improved students’ understanding. This study aims to design and develop an Augmented Reality (AR)–based learning medium to enhance students’ understanding and interest in computer hardware. A qualitative approach was employed through observation and literature review, supported by the MDLC development model and blacbox testing to ensure functional feasibility of the application. The effectiveness of the media was evaluated using a pretest–posttest design and statistical analysis. The results indicate a significant improvement in students’ understanding, as reflected by an N-Gain score of 89.58% (high category). These findings confirm that AR-based media is effective as an interactive learning tool to improve learning outcomes and student engagement in computer hardware materials.