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Contact Name
Muhammad Rifai Katili
Contact Email
mrifaikatili@ung.ac.id
Phone
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Journal Mail Official
syafri.tuloli@ung.ac.id
Editorial Address
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Kota gorontalo,
Gorontalo
INDONESIA
Jambura Journal of Informatics
ISSN : 2656467X     EISSN : 26854244     DOI : 10.37905/jji
Core Subject : Science,
Jambura Journal of Informatics (JJi) is a peer-reviewed open access journal published by Department of Informatics Engineering, Faculty of Engineering, Universitas Negeri Gorontalo (UNG), Indonesia. The journal is an archival journal serving the scientist and engineer involved in all aspects of computer science, information technology, information systems, software engineering and education of information technology. JJI publishes original research findings and high quality scientific articles that present cutting-edge approaches including methods, techniques, tools, implementations and applications.
Arjuna Subject : -
Articles 87 Documents
Pengembangan Aplikasi Jaringan dan Dokumentasi Informasi Hukum dengan Metode User Centered Design Bouty, Abd Azis; Kadim, Ahmad Azhar; Rijal, Bait Syaiful; Tuloli, Mohamad Syafri; Kaharu, Ramadan
Jambura Journal of Informatics VOL 5, NO 1: APRIL 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i1.17923

Abstract

The JDIH application used by the Regional Secretariat of the Legal Section of Bone Bolango to manage legal information documentation still lacks features in the application. There is no question and answer feature for the public, the function of the search feature is not good, the application user satisfaction survey is not yet available, and the user interface display is not attractive to users. The research objectives are (1) Designing the JDIH Bone Bolango application according to user needs, (2) Applying the User Centered Design method to the JDIH Bone Bolango application, (3) Knowing the user's response to the JDIH Bone Bolango application. The method used is User Centered Design with 4 stages namely specify context of use, specify user and organizational requirements, design solution, and evaluate design of requirements. System testing uses black box testing and sus methods. Data collection techniques using observation and interviews. The results of the study found that the application developed was in accordance with user needs with the calculation results of the SUS method obtaining a result of 84 with an acceptable level, which means that the application can be accepted and used. Aplikasi JDIH yang digunakan oleh Sekretariat Daerah Bagian Hukum Bone Bolango untuk mengelola dokumentasi informasi hukum masih terdapat kekurangan dalam hal fitur dalam aplikasi. Tidak adanya fitur tanya jawab untuk publik, kurang baiknya fungsi dari fitur pencarian, belum tersedianya survey kepuasan pengguna aplikasi, dan tampilan user interface yang kurang menarik bagi pengguna. Tujuan penelitian yakni (1) Merancang aplikasi JDIH Bone Bolango sesuai kebutuhan pengguna, (2) Menerapkan metode User Centered Design pada aplikasi JDIH Bone Bolango, (3) Mengetahui respon pengguna terhadap aplikasi JDIH Bone Bolango. Metode yang digunakan User Centered Design dengan 4 tahapan yaitu specify context of use, specify user and organizational requirement, design solution, dan evaluate design of requirement. Pengujian sistem menggunakan metode black box testing dan SUS. Teknik pengambilan data menggunakan observasi dan wawancara. Hasil penelitian didapatkan bahwa aplikasi yang dikembangkan sudah sesuai dengan kebutuhan pengguna dengan hasil perhitungan metode SUS mendapatkan hasil 84 dengan tingkat acceptable yang berarti aplikasi dapat diterima dan digunakan.
The Scientist Mila: Game Edukasi untuk Simulasi Sistem Pencernaan Azzahra, Warda; Inayah, Seni Siti; Sirojudin, Agus Rian; Junaeti, Enjun
Jambura Journal of Informatics VOL 5, NO 1: APRIL 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i1.17509

Abstract

Nowadays, learning media are increasingly being developed in various forms by various parties with the aim of being a tool increasing students' understanding of learning. One type of media that can be implemented in learning is games. The use of games in the learning process has the potential to improve children's learning process. The purpose of this research is to develop learning media that can present interactive visualizations of human digestive system material in elementary school (SD). This study is a development research that uses the DDD-E model (Decide, Design, Develop, Evaluate). The reason for using this model is that, in this study, the development of novel visual games will be carried out where each time developing or adding features will be evaluated. The results showed that the developed media can be used as a learning medium for elementary school students on the subject of the human digestive system. The total percentage of the average value given by subject matter experts was 100%, media experts was 97.5%, and psychology experts was 87.5%. Therefore, the average overall score was 95%, with a very good category. Dewasa ini, media pembelajaran semakin banyak dikembangkan dalam berbagai bentuk oleh berbagai pihak dengan tujuan sebagai alat bantu peningkat pemahaman belajar siswa. Salah satu media yang dapat diimplementasikan dalam pembelajaran adalah game. Penggunaan game dalam proses pembelajaran dinilai berpotensi dalam meningkatkan proses belajar anak-anak. Tujuan penelitian ini adalah mengembangkan media pembelajaran yang dapat menyajikan visualisasi interaktif materi sistem pencernaan manusia di sekolah dasar (SD). Penelitian ini merupakan penelitian pengembangan yang menggunakan model DDD-E (Decide, Design, Develop, Evaluate). Alasan digunakannya model ini karena dalam penelitian ini akan dilaksanakan pengembangan game visual novel dimana setiap kali melakukan pengembangan atau penambahan fitur akan diadakan evaluasi. Hasil penelitian menunjukkan bahwa media yang dikembangkan dapat digunakan sebagai media pembelajaran siswa SD pada mata pelajaran sistem pencernaan manusia. Dimana persentase total nilai rata-rata yang diberikan ahli pelajaran sebesar 100%, ahli media sebesar 97,5%, dan ahli psikologi sebesar 87,5%. Jadi rata-rata skor keseluruhan adalah 95% dengan kategori Sangat Baik.
Perancangan UI/UX Web e-Commerce ‘Hallo Coffee' Menggunakan Metode User Centered Design Dinata, Putri Zukhruf; Urwah, Mushfani Ainul; Rahmawan, Mochammad Reza; Junaeti, Enjun
Jambura Journal of Informatics VOL 5, NO 1: APRIL 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i1.17511

Abstract

Currently, many startup coffee shop entrepreneurs still require a platform to promote sales. In addition, some existing platforms are still in the general scope, not specifically for coffee shop sales. This research aims to design a user interface for a menu ordering application in a café, as well as an online café reservation on a website platform. This application can later be used by coffee shop owners to assist with the sales process. The method used in this research was a user-centered design (UCD). The result of this research is a prototype of Hallo Coffee website user interface design. Based on the expert validation test, it was concluded that the user interface design of the Hallo Coffee website that has been produced is attractive and easy for users to understand. Saat ini masih banyak pengusaha coffee shop rintisan yang masih membutuhkan platform untuk mempromosikan penjualannya. Selain itu di beberapa platform yang sudah ada, masih dalam lingkup secara umum tidak khusus untuk penjualan di sebuah coffee shop saja. Penelitian ini bertujuan untuk merancang sebuah desain user interface untuk aplikasi pemesanan menu di sebuah kafe sekaligus reservasi kafe secara online pada platform website. Aplikasi ini nantinya dapat digunakan oleh pemilik coffee shop untuk membantu proses penjualannya. Metode yang digunakan dalam penelitian ini adalah User Centered Design (UCD). Hasil dari penelitian ini yaitu berupa prototype desain user interface website Hallo Coffee. Berdasarkan uji validasi ahli disimpulkan bahwa desain user interface website Hallo Coffee yang telah dihasilkan, dikemas dengan menarik dan mudah dimengerti oleh user.
Implementasi Augmented Reality Berbasis Android sebagai Media Pembelajaran Matematika Dimensi Tiga Mardian, Zurni; Defit, Sarjon; Sumijan, Sumijan
Jambura Journal of Informatics VOL 5, NO 1: APRIL 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i1.19361

Abstract

Technology has an important role in education, namely, facilitating teacher-student interaction in teaching and learning activities. This is realized by applying technology to learning media. The limitation of space building props in learning high school mathematics on the topic of the Third Dimension requires teacher innovation to develop interactive learning media that can be used at any time. The use of Augmented Reality (AR)-based interactive media with Marker-based Tracking techniques is designed to help students visualize 3D objects well. 3D objects were created using the 3Ds Max software. This research produced a product in the form of an AR Distance in Space application that runs on Android. An AR camera is used to detect markers and display cubes, pyramids, and beam objects. The black-box test results show that the application is as planned and can run normally. This means that the AR Distance in Space applications is categorized as Very Good or receives a positive response from users. This application can be used as an interactive learning media that can facilitate students' understanding of the topic of the Third Dimension and increase student motivation in learning mathematics. Teknologi memiliki peranan penting dalam pendidikan, yaitu memfasilitasi interaksi guru dan murid dalam kegiatan belajar mengajar. Ini diwujudkan dengan menerapkan teknologi dalam media pembelajaran. Keterbatasan alat peraga bangun ruang dalam pembelajaran Matematika SMA topik Dimensi Tiga memerlukan inovasi guru untuk mengembangkan sebuah media pembelajaran interaktif yang dapat digunakan di setiap waktu. Penggunaan media interaktif berbasis Augmented Reality (AR) dengan teknik Marker-based Tracking dirancang untuk membantu siswa memvisualisasikan objek 3D dengan baik. Objek 3D dibuat dengan software 3Ds Max. Pembuatan marker menggunakan Vuforia SDK dan pada Unity dilakukan pengaturan antarmuka dari aplikasi untuk diterapkan pada Android. Penelitian ini menghasilkan produk berupa aplikasi AR Jarak dalam Ruang yang berjalan pada Android. Penggunaan kamera AR digunakan untuk mendeteksi marker dan menampilkan objek kubus, limas, dan balok. Hasil pengujian Black-box menunjukkan bahwa aplikasi telah sesuai yang direncanakan dan dapat berjalan normal. Ini berarti aplikasi AR Jarak dalam Ruang terkategori Sangat Baik atau mendapat respon positif dari pengguna. Aplikasi ini dapat digunakan sebagai media pembelajaran interaktif yang dapat memudahkan siswa dalam memahami topik Dimensi Tiga dan untuk meningkatkan motivasi siswa dalam pembelajaran Matematika.
Effectiveness of 3D Animation Using Google Sketchup and Lumion as Tourist Attraction Information Media Amali, Lanto Ningrayati; Sulistio, Rian; Zakaria, Alfian; Dwinanto, Arif
Jambura Journal of Informatics VOL 5, NO 2: OCTOBER 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i2.22161

Abstract

3D animation is easy to describe for presenting visual information attractively and realistically, making it an ideal choice for attraction promotion but more difficult to work with. This study aimed to develop 3D animated videos and test their effectiveness as an information medium for promoting tourist attractions. The research method used was the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collection, assembly, testing, and distribution. Designing and creating 3D objects using Google SketchUp, rendering them in animation using Lumion, and editing animated videos using Adobe Premiere Pro CC. The results of the feasibility test by media experts show that 95% of the categories are feasible regarding animation quality and appearance. The feasibility test of 35 people as respondents from the community showed that, in terms of aspects of the display, quality, speed, brightness, time duration, and selection of viewing angles, 90% were found to be in very appropriate categories. These results indicate that 3D animated videos developed using Sketchup and Lumion are worthy of use as information media to promote tourist attractions.
Penerapan Firewall di Router OS Mikrotik Pada Aplikasi E-Rapor Hairun, Aditya Nugraha; Katili, Muhammad Rifai; Takdir, Rahman; Tuloli, Mohammad Syafri
Jambura Journal of Informatics VOL 5, NO 2: OCTOBER 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i2.20415

Abstract

The e-Rapor is an additional app/tool for teachers and educational units to report student learning outcomes to submit to students' parents or guardians. However, the apps remain to show weakness in the application at SMA Negeri 1 Gorontalo, particularly about network security where Denial of Service (DoS) attacks, which will cause an increase in resources on the server, thereby increasing the load on the e-Rapor. This research aimed to apply a firewall on the Mikrotik OS Router to anticipate DoS attacks. The development process employed the Network Development Life Cycle (NDLC) method, a process approach in data communication that describes the initial and final cycles of building a computer network. This research result indicates that the firewall in the quarantine router OS mikrotik can do IP address to DoS on e-Rapor in 80-90% of applications. Aplikasi e-Rapor merupakan opsi alat bantu bagi guru dan satuan pendidikan melakukan pelaporan hasil belajar peserta didik untuk disampaikan kepada orang tua atau wali murid. Namun dalam penerapannya di SMA Negeri 1 Gorontalo aplikasi e-Rapor masih terdapat kekurangan yakni pada keamanan jaringan yaitu serangan berupa Denial of Service (DoS) yang akan menyebabkan bertambahnya resource pada server sehingga meningkatkan beban terhadap server aplikasi e-Rapor. Penelitian ini bertujuan untuk melakukan penerapan firewall yang terdapat di router OS Mikrotik guna mengantisipasi serangan DoS. Proses pengembangan menggunakan metode Network Development Life Cycle (NDLC). NDLC adalah salah satu pendekatan proses dalam komunikasi data yang menggambarkan siklus yang awal dan akhirnya dalam membangun sebuah jaringan komputer. Hasil penelitian ini menunjukkan bahwa firewall yang terdapat pada Router OS Mikrotik dapat melakukan karantina terhadap IP address yang melakukan DoS pada aplikasi e-Rapor sebesar 80-90%.
Artificial Intelligence in Road Traffic Accident Prediction Siswanto, Joko; Syaban, Alfath Satria Negara; Hariani, Hariani
Jambura Journal of Informatics VOL 5, NO 2: OCTOBER 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i2.22037

Abstract

The rapid development of AI shows its power and great development potential in practical engineering applications. Critical issues and potential solutions can reduce road traffic accidents and application of AI in road accident prediction. The published use of AI for road accident prediction is reviewed, presented, and represented as the main objective. The methods are collecting article data, quotations, presentation, and representation. The article data collection was obtained from 671 conference and journal articles in 2019-2023, but the suitability of articles that can be used is 69. Quotation produces a grouping of approaches, models, predictions, and benefits. The presentation showed that most approaches used were machine learning, the most used model was random forest, the prediction was mostly about severity, and the most benefit was about number reduction. Representation produces road accidents and related factors into factors in road accident predictions using artificial intelligence, so strategies and anticipation can be made to overcome them to improve road safety. AI in road accident prediction plays an important role in building predictive models with the hope that road accidents can be identified early, risk factors can be reduced, and effective preventive measures can be taken to improve road safety.
Evaluation of the Successful Implementation of the SIAK using the HOT-Fit Model Hadjaratie, Lillyan; Toolingo, Nurhayati; Dwinanto, Arif
Jambura Journal of Informatics VOL 6, N0 1: APRIL 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v6i1.24687

Abstract

This study investigates the human, organizational, and technological aspects of successfully implementing the Population Administration Information System (SIAK) in Bone Bolango District, Gorontalo. This study adopted PLS-SEM to test the hypothesis model of the influence of the three aspects on the benefits obtained by users in using SIAK. The hypothesis model was tested on 122 respondents, including staff at the Population and Civil Registry Office of Bone Bolango Regency and SIAK operators at each village office in Bone Bolango Regency. The data has been validated using a measurement model to determine internal consistency reliability and convergent validity with Smart PLS. The results showed that system quality, information quality, and organizational structure positively affected SIAK's success. Meanwhile, system usage and user satisfaction still need to be improved. Human factors, such as user expertise and motivation, also significantly influenced the success of SIAK implementation. This study provides recommendations to improve the quality of user training, improve information technology infrastructure, and adjust the organizational structure to support SIAK implementation better. The findings of this study can serve as input for other local governments in optimizing SIAK implementation in their respective implementing units.
Pendekatan Rational Unified Process Dalam Pengembangan Sistem Informasi Berbasis Web Mobile Hadjaratie, Lillyan; Daud, Adi Junaidi Rahman; Polin, Muchlis; Dwinanto, Arif; Dai, Roviana H.; Pakaya, Nikmasari; Padiku, Indhitya R.
Jambura Journal of Informatics VOL 5, NO 2: OCTOBER 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i2.21469

Abstract

The Adolescent Information and Counseling Center Program (PIK-R) is BKKBN's flagship program that provides information and counseling services to adolescents about family life planning. In supporting the implementation of the PIK-R program, a recording and reporting process is needed for each of its activities. This is still an obstacle for Family Planning Extension Officers (PKB) or Family Planning Field Officers (PLKB) at the sub-district level, especially in monthly updating data. This research aims to develop a mobile web-based application system that can facilitate the data collection process quickly and precisely. For system development, the Rational Unified Process (RUP) method consists of the main stages: inception, elaboration, construction, and transition. At the testing stage, the black box testing method is used. The results showed that the application system could facilitate recording, reporting, and ranking PIK-R. Program Pusat Informasi dan Konseling Remaja (PIK-R) merupakan program unggulan BKKBN yang berfokus pada pemberian informasi dan pelayanan konseling pada remaja terkait perencanaan kehidupan berkeluarga. Dalam menunjang pelaksanaan program PIK-R dibutuhkan proses pencatatan dan pelaporan pada setiap kegiatannya. Hal ini yang masih menjadi kendala oleh Penyuluh Keluarga Berencana (PKB) atau Petugas Lapangan Keluarga Berencana (PLKB) yang ada pada tingkat kecamatan terutama dalam proses pembaharuan data setiap bulan. Penelitian ini bertujuan untuk mengembangkan sistem aplikasi berbasis web mobile yang dapat memfasilitasi proses pendataan secara cepat dan tepat. Untuk pengembangan sistem digunakan metode Rational Unified Process (RUP) yang terdiri atas tahapan utama, yaitu: inception, elaboration, construction, dan transition. Pada tahap pengujian digunakan metode blackbox testing. Hasil penelitian menunjukkan sistem aplikasi yang dikembangkan dapat mempermudah proses pencatatan dan pelaporan serta pemeringkatan PIK-R.
Analisis Sentimen Komentar YouTube terhadap Pemindahan Ibu Kota Negara Menggunakan Metode Naïve Bayes Huwaida, Shafira Faira; Kusumawati, Rosita; Isnaini, Bayutama
Jambura Journal of Informatics VOL 6, N0 1: APRIL 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v6i1.24718

Abstract

Pemindahan Ibu Kota Indonesia berupa pembangunan IKN Nusantara di Kabupaten Penajam Paser Utara, Kalimantan Timur dimulai pada pertengahan Maret 2022 dengan target pemindahan bertahap mulai tahun 2024 hingga 2045. Hal tersebut mengundang berbagai reaksi dari masyarakat hingga meramaikan media sosial termasuk YouTube. Penelitian ini menggunakan  algoritma  naïve bayes dengan dan tanpa teknik SMOTE untuk mengetahui sentimen pengguna YouTube tentang pemindahan ibu kota negara. Data yang digunakan berupa komentar dari video yang ada di YouTube. Terpilih tiga video teratas berdasarkan kriteria relevansi dengan keyword dan jumlah komentar. Tahapan pre-processing data meliputi drop duplicates, case folding, tokenizing, cleaning, stemming, convert slangword, removal stopword, dan drop missing value. Pelabelan data teks terbagi menjadi 3 kelas sentimen yaitu Positif, Netral, dan Negatif menggunakan bantuan kamus vader lexicon. Pembagian data train dan test dilakukan mengggunakan tiga perbandingan, yaitu 70%:30%, 80%:20%, dan 90%:10%. Hasil penelitian menunjukkan bahwa performa terbaik diperoleh dari penerapan SMOTE naive bayes pada perbandingan data train 90% dengan data test 10%. Model SMOTE naïve bayes mampu memberikan nilai balanced accuracy 76,01%, AUC Score 0,8711, dan G-mean 0,8089.