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Contact Name
Darwis Robinson Manalu
Contact Email
manaludarwis@gmail.com
Phone
+628126496001
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manaludarwis@gmail.com
Editorial Address
Jalan Hang Tuah No 8 Medan, Sumatera Utara Indonesia
Location
Kota medan,
Sumatera utara
INDONESIA
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi
ISSN : 24427861     EISSN : 26143143     DOI : https://doi.org/10.46880/mtk
Core Subject : Science,
JURNAL METHODIKA diterbitkan oleh Program Studi Teknik Informatika dan Program Studi Sistem Informasi Fakultas Ilmu Komputer Universitas Methodist Indonesia Medan sebagai media untuk mempublikasikan hasil penelitian dan pemikiran kalangan Akademisi, Peneliti dan Praktisi bidang Teknik Informatika dan Sistem Informasi. Jurnal ini mempublikasikan artikel yang berhubungan dengan bidang ilmu komputer, teknik informatika dan sistem informasi.
Articles 271 Documents
KLASIFIKASI SENTIMEN MASYARAKAT TERHADAP AKSI 17+8 DI MEDIA SOSIAL MENGGUNAKAN LSTM DAN BERT Sonia Roselina Correia; Sumarlin; Dewi Anggraini
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 12 No. 2 (2026): Volume 12 Nomor 2 Tahun 2026
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v12i2.6096

Abstract

This study aims to compare the performance of Long Short-Term Memory (LSTM) and Bidirectional Encoder Representations from Transformers (BERT) models in classifying public sentiment on platform X (Twitter) regarding the "17+8 Tuntutan Rakyat" movement. The dataset consists of 1,000 Indonesian tweets collected between August and September 2025, with a subset of 200 data evaluated using a 5-Fold Cross Validation scheme. The average evaluation results show that the LSTM model achieved an accuracy of 0.6900, whereas BERT achieved 0.5400. However, per-class metric analysis reveals that LSTM suffered from severe majority-class bias by predicting all instances as neutral (F1-score of 0.0000 for both positive and negative classes), whereas BERT demonstrated discrimination capability on minority classes (negative recall of 26.83% and positive recall of 14.29%). This research is limited by a small evaluation subset size and the absence of class imbalance handling techniques, which implies the crucial need for GPU acceleration and resampling methods in future social media text sentiment analysis studies.
SISTEM PELAPORAN PERBAIKAN DATA ALUMNI BERBASIS MOBILE WEB PADA UNIVERSITAS ARYASATYA DEO MURI Lepri Veronika Nino; Erna Rosani Nubatonis; Heni
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 12 No. 2 (2026): Volume 12 Nomor 2 Tahun 2026
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v12i2.6106

Abstract

Accurate and up-to-date alumni data is an important aspect in supporting academic reporting and information management in higher education. However, the alumni data improvement process at Aryasatya Deo Muri University is still done manually so it is less efficient, takes longer time, and makes it difficult for alumni to submit and monitor the status of data improvement. This study aims to design and build a mobile web-based Alumni Data Improvement Reporting System to facilitate alumni, academic departments, and PDDIKTI operators in the process of submitting, verifying, and monitoring data improvement. The system was developed using the Waterfall method which includes needs analysis, design, implementation, testing, and maintenance, by utilizing PHP, MySQL, and Bootstrap technology. System testing was carried out using the Black Box method and user evaluation through questionnaires to 57 alumni respondents selected using the Slovin formula. The results showed that all system functions ran according to needs, while the results of the user evaluation obtained a satisfaction level of 80.79% with the Strongly Agree category, which indicates that the system is easy to use and able to support the alumni data improvement process effectively. The main contribution of this research is the availability of a system that integrates supporting document upload features, verification and validation processes, and real-time monitoring of application status, thereby increasing the efficiency of alumni data management and supporting the provision of more accurate, up-to-date, and well-documented data.
IMPLEMENTASI AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN TEKNIK DASAR PADA CABANG OLAHRAGA SHORINJI KEMPO Putri Sezilia Kos; Remerta Noni Na’atonis; Skolastika Siba Igon
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 12 No. 2 (2026): Volume 12 Nomor 2 Tahun 2026
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v12i2.6110

Abstract

This study aimed to develop an Augmented Reality (AR) application as a learning tool for basic Shorinji Kempo techniques, helping kenshi (practitioners) understand and practice these techniques in a more interactive manner. The study employed the Research and Development (R&D) method using the ADDIE model, which comprises the stages of Analysis, Design, Development, Implementation, and Evaluation. The application was developed using Unity 3D and the Vuforia SDK, while testing involved 17 respondents selected from a population of 18 kenshi using Slovin's formula. Evaluation was conducted through Black Box testing to verify application functionality and a Likert-scale questionnaire to assess the application's suitability. The results demonstrated that the application performed well on Android devices, all functions operated as intended, and it achieved a suitability rating of 83.34%, placing it in the "Highly Suitable" category. The findings indicate that the Augmented Reality application is suitable for use as a learning tool for basic Shorinji Kempo techniques and can serve as a supporting resource for both dojo training and independent study
IMPLEMENTASI SISTEM SKIRINING AUTISM SPECTRUM DISORDER BERBASIS WEB MENGGUNAKAN SUPPORT VECTOR MACHINE YANG DI OPTIMALKAN DENGAN HYPERPARAMETER TUNING Adam Galuh Bhakti; Brestina Gultom
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 12 No. 2 (2026): Volume 12 Nomor 2 Tahun 2026
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v12i2.6149

Abstract

Autism Spectrum Disorder (ASD) is a neurodevelopmental disorder that affects communication, social interaction, and behavior in children. Early detection of ASD is crucial because early intervention has been proven to improve children's adaptive abilities. However, the screening process in Indonesia is still conducted conventionally through observation and interviews, which require considerable time and are highly subjective. This study aims to implement a prototype web-based ASD screening system using a Support Vector Machine (SVM) optimized through feature selection and hyperparameter tuning. The dataset used is the Autism Child Screening Data (n=292) with 22 initial variables covering demographic data and Q-CHAT-10 screening results. The class distribution is relatively balanced, with 151 Normal (51.7%) and 141 Autism (48.3%) samples. The research stages include data preprocessing, feature selection using four methods (correlation, Mutual Information, ANOVA F-score, and Permutation Importance), hyperparameter tuning with GridSearchCV 10-fold cross-validation, model training, evaluation, and web-based system implementation using Streamlit. The results show that the SVM model with the RBF kernel, parameters C=10.0, gamma=0.01, and class weight {0:1.0, 1:3.0}, achieved an accuracy of 94.83%, a precision of 100% for the Normal class and 90.32% for the Autism class, a recall of 90% for Normal and 100% for Autism, an F1-score of 0.95 for both classes, and an ROC-AUC of 0.9940. The model is implemented in a web prototype that can be used as an early screening aid for healthcare professionals. This research contributes to the development of a machine learning-based decision support system integrated with clinical knowledge through the Q-CHAT-10 cut-off post-processing rule.
EVALUASI SISTEM PEMERINTAHAN BERBASIS ELEKTRONIK (SPBE) DOMAIN LAYANAN PUBLIK PADA DINAS PARIWISATA KABUPATEN KUPANG Kresensia B. Hewen; Tri Ana Setyarini; Meliana O. Meo
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 12 No. 2 (2026): Volume 12 Nomor 2 Tahun 2026
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v12i2.6150

Abstract

The implementation of the Electronic-Based Government System (SPBE) has become an important strategy for improving the quality, efficiency, transparency, and accountability of public services in Indonesia. However, the effectiveness of SPBE implementation depends on the maturity of its governance and the integration of digital services across government institutions. This study aims to evaluate the implementation of the SPBE public service domain at the Kupang Regency Tourism Office based on the SPBE maturity assessment framework. A mixed-methods approach was employed by integrating quantitative and qualitative data. Quantitative data were collected through a 24-item questionnaire distributed to 66 respondents consisting of government employees, tourists, and tourism business actors, while qualitative data were obtained through interviews, observations, and documentation to support and explain the quantitative findings. The quantitative data were analyzed using a five-point Likert scale, whereas qualitative data were analyzed descriptively through data reduction, data presentation, and conclusion drawing. The results indicate that the SPBE public service domain achieved an index score of 3.17 (63.40%), categorized as Fair and corresponding to Maturity Level 3 (Defined). The highest score was achieved in electronic government administration services, while public complaint services, system interoperability, and service integration obtained the lowest scores. These findings suggest that SPBE implementation has been established but has not yet been fully integrated across the public service process. Therefore, strengthening system interoperability, improving electronic complaint services, and enhancing service integration are recommended as priority strategies to improve the quality, effectiveness, and sustainability of digital public services at the Kupang Regency Tourism Office.
IMPLEMENTASI AUGMENTED REALITY SEBAGAI MEDIA VISUALISASI STRATEGI LATIHAN SEPAK BOLA PADA KLUB LOKAL AS RAEMANA Nadio Rodriques Gili Raga; Dewi Anggraini; Yohanis Malelak
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 12 No. 2 (2026): Volume 12 Nomor 2 Tahun 2026
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v12i2.6196

Abstract

The development of Augmented Reality (AR) technology provides significant opportunities to improve the quality of sports training, particularly in soccer, through more interactive and realistic strategy visualization. This study aims to design and develop an AR application as a visualization medium for soccer training strategies at the local AS Raemana soccer club, which faces limitations in strategy delivery through conventional methods such as whiteboards and verbal instructions, making it difficult for players to understand formations and game patterns in attacking and defensive situations. This study employed the Research and Development (R&D) method consisting of assessment, needs assessment, front-end analysis, design, development, implementation, and evaluation stages. The application was developed using Unity Engine and Vuforia SDK for Android, with key features including formation selection, strategy selection, marker scanning, and real-time 3D object visualization. Functional testing results showed that all application features operated according to the design and were declared valid. Based on a questionnaire administered to 21 respondents consisting of coaches and players of AS Raemana, all aspects received positive responses, with the percentage of respondents selecting “Strongly Agree” ranging from 61.9% to 100%, while the remaining respondents selected “Agree.” These results indicate that the application can help coaches deliver strategies more clearly and assist players in understanding formations, positions, movements, and game strategies in both attacking and defensive situations. This study contributes an interactive and innovative AR-based training medium that has the potential to support the improvement of tactical understanding and training quality in local soccer clubs.
ANALISIS DAN REDESAIN PROSES BISNIS PEMBELIAN BERBASIS BPM PADA TOKO RITEL EMAS Riyan Ainur Rahman; Nur Aeni Hidayah; Maulana Asykari Muhammad
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 12 No. 2 (2026): Volume 12 Nomor 2 Tahun 2026
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v12i2.6201

Abstract

The purchasing business process at Toko Emas Asia Ceger still experiences operational inefficiencies caused by sequential activities after invoice generation, resulting in waiting time during inventory updates and delayed inventory recording. This study aims to analyze the existing purchasing business process (AS-IS) and develop a redesigned business process model (TO-BE). A qualitative approach was employed through three days of non-participant observation and semi-structured interviews involving three operational staff representing the Sales, Finance, and Inventory divisions. The analysis integrated Business Process Model and Notation (BPMN) 2.0, Value Added Analysis (VAA), Root Cause Analysis (RCA) using a Fishbone Diagram, and Business Process Redesign (BPR). The findings indicate that the main source of inefficiency is the sequential dependency between payment, product delivery, and inventory updates. Based on process-based estimation, the proposed TO-BE model introduces a parallel gateway after invoice generation, reducing estimated waiting time in the Inventory Division from approximately 8 minutes to 2 minutes (75%) and overall process lead time from approximately 28 minutes to 22 minutes (21%). This study contributes an integrated BPMN–VAA–RCA–BPR evaluation framework for analyzing purchasing business processes in local gold retail and provides a TO-BE business process model as a basis for process improvement.
PREDIKSI PENJUALAN OBAT PADA PEDAGANG BESAR FARMASI MENGGUNAKAN METODE PERBANDINGAN EKSPONENSIAL (MPE) Fransiskus Masan; Sumarlin; Heni
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 12 No. 2 (2026): Volume 12 Nomor 2 Tahun 2026
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v12i2.6217

Abstract

Mathio Jaya Pharma is a pharmaceutical distribution company that plays an important role in maintaining drug inventory to meet customer demand. Inappropriate inventory management can lead to overstocking, which increases the risk of product expiration, or stock shortages that may disrupt customer service. This study aims to predict drug sales as a basis for inventory procurement planning for the following period. The methods used in this study are the Entropy Method to determine objective criterion weights based on data variation and the Exponential Comparison Method to generate drug sales predictions. The data used consist of drug sales records from January 1 to December 31, 2025, with inventory, price, and total sales as the evaluation criteria. The weights obtained from the Entropy Method are used as input for the MPE calculation to produce sales predictions for the next period. The results indicate that the system is capable of generating drug sales predictions and providing inventory status information categorized as safe or critical. Based on the prediction results, Paracetamol, Dexa, and Caviplex are classified as safe because the available stock is sufficient to meet future demand, while Amoxicillin is categorized as critical and requires additional procurement. Accuracy testing using the Mean Absolute Percentage Error (MAPE) produced values of 74.51% for Paracetamol, 58.33% for Caviplex, 47.51% for Dexa, and 33.33% for Amoxicillin. The findings indicate that the combination of the Entropy Method and the Exponential Comparison Method can assist the company in predicting future drug sales and support more effective and efficient decision-making in inventory management.
IMPLEMENTASI AUGMENTED REALITY (AR) SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF DALAM VISUALISASI PROYEK INFRASTRUKTUR JEMBATAN Kanisius Dominggus Mua; Yohanis Malelak; Hasibun Asikin
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 12 No. 2 (2026): Volume 12 Nomor 2 Tahun 2026
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v12i2.6222

Abstract

This study aims to develop an interactive learning medium based on Augmented Reality (AR) that is capable of visualizing bridge structures clearly, realistically, and comprehensively for students of SMKS Sanjaya Bajawa, as well as evaluating its effectiveness as a learning medium. The research employed the Research and Development (R&D) method using the Lee & Owens model, which consists of the stages of Assessment/Analysis, Needs Assessment, Front-End Analysis, Design, Development, Implementation, and Evaluation. The application was developed using Unity 3D, Vuforia SDK, and Blender to create a three-dimensional bridge model that can be displayed through Augmented Reality technology on Android devices. The results of the study indicate that the ARJembatan application was successfully developed and that all major features functioned properly based on Black Box Testing. The results of the User Acceptance Testing (UAT), involving 10 eleventh-grade students of SMKS Sanjaya Bajawa, showed that the majority of respondents provided positive evaluations of the application. As many as 90% of respondents stated that the application was beneficial as a learning medium, 90% considered the application menu easy to use, and 90% found the implementation of Augmented Reality technology in the application engaging and attractive. Furthermore, the interactive 3D visualization helped students understand bridge structures and components more clearly compared to conventional learning media.
ANALISIS PHISHING PADA PESAN WHATSAPP MENGGUNAKAN LSTM Alison Dejesus; Petrus Katemba; Ernarosani Nubatonis
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 12 No. 2 (2026): Volume 12 Nomor 2 Tahun 2026
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v12i2.6268

Abstract

Phishing messages on instant messaging applications such as WhatsApp pose a cybersecurity threat, particularly through social engineering techniques, making automated detection of Indonesian-language phishing messages important. This study aims to develop a phishing detection system for Indonesian-language WhatsApp messages using the Long Short-Term Memory (LSTM) model. The dataset consisted of 1,162 messages, comprising 817 non-phishing and 345 phishing messages, which were processed through cleaning, case folding, normalization, tokenization, stopword removal, stemming using Sastrawi, sequencing, and padding before model training. The LSTM model was trained using 5 epochs, a batch size of 32, a learning rate of 0.001, and the Adam optimizer, and evaluation using a confusion matrix achieved an accuracy of 88.0%, precision of 72.50%, recall of 96.67%, and F1-score of 82.86%. These results indicate that the model can support the initial identification of potentially phishing messages, particularly due to its high recall in detecting phishing messages, although the imbalanced class distribution remains a limitation that may affect classification performance.