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Jurnal Informatika Global
ISSN : 2302500X     EISSN : 24773786     DOI : -
Core Subject : Science,
Journal of global informatics publish articles on architectures from various perspectives, covering both literary and fieldwork studies. The journal, serving as a forum for the study of informatics, system information, computer system, informatics management, supports focused studies of particular themes & interdisciplinary studies in relation to the subject. It has become a medium of exchange of ideas and research findings from various traditions of learning that have interacted in the scholarly manner as well become an effort to disseminate on computer research to the International community.
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Articles 7 Documents
Search results for , issue "Vol. 14 No. 1" : 7 Documents clear
Sistem Pendukung Keputusan Penentuan Mutu Tanaman Karet (Studi Kasus PT. Hevea MK 1) Evi Yulianti; Dona Marcelina; Muti’a Rahma Aulia
Jurnal Ilmiah Informatika Global Vol. 14 No. 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v14i1.2976

Abstract

Determination of Product Quality of Hevea Brasiliensis (Rubber) at PT. Hevea MK 1 Palembang is very important in improving the quality of service to consumers. PT. Hevea MK 1 Palembang has not maximally utilized Information System Technology in determining the best quality of latex, resulting in a relatively long time in calculating the quality value of latex rubber, the need for Information Systems Technology that can support Decision Making to solve structured and unstructured problems. Based on the problems above, we need a system that can solve the quality problem of Hevea brasiliensis (rubber) sap, with the Decision Support System determining the quality of Hevea Brasiliensis (rubber) sap is expected to help and facilitate the company in choosing the type of superior rubber seeds. This study aims to determine the best quality of latex Hevea Brasiliensis rubber at PT. Hevea MK 1 Palembang uses the promethee method. The output of this application is in the form of an alternative decision with the highestranking value. The Decision Support System was developed using PHP and MySQL programming as a Database Management System (DBMS). System testing resulted in Rank 1, namely A2 with Leaving Flow = 0.583333, Entering Flow = 0, Net Flow = 0.583333 while Rank 2, namely A3 with Leaving Flow = 0.166667, Entering Flow = -0.25, Net Flow = -0 .8333 and Rank 3, namely A1 with Leaving Flow = 0, Entering Flow = 0.5, Net Flow = -0.5
Review Paper Data Mining Klasifikasi Data Mining Agustina Srirahayu; Laras Setya Pribadie
Jurnal Ilmiah Informatika Global Vol. 14 No. 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v14i1.2981

Abstract

The process of combining statistical techniques, mathematical calculations, Artificial Intelligence (AI) and machine learning to extract useful and interrelated information from large amounts of data. Data mining is commonly used to analyze and explore big data to get useful information. There is a lot of information that can be extracted from processing using data mining, such as analyzing consumer purchases or making decisions regarding the production process. Science has often been implemented to solve problems that arise from existing circumstances. In addition to the knowledge needed in order to solve problems or make strategic decisions in dealing with problems that arise, past experience or data that has been obtained at the time of the lights can also be used as a reference for making decisions. Data mining is the process of extracting (mining) information from a set of past data which is then displayed as knowledge to be used in accordance with the desired needs. Research on data mining has been carried out by many researchers to date related to the application of data mining to solve the problems they face, even though the problems are different in type and designation. This paper was written to review existing papers regarding data mining, especially classification. And to get information and map from research that has been done to be used as literature on the author's research plan. Through this review, it is hoped that later you can choose the right method to process data using data mining for the best results.
Penerapan Metode Algoritma Djikstra Dan Klasifikasi Bayesian Sebagai Kecerdasan Buatan Pada Game Bujang Beji Adventure Jodianus; Amak Yunus Ep; Anggri Sartika Wiguna
Jurnal Ilmiah Informatika Global Vol. 14 No. 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v14i1.2982

Abstract

Game is a game that is much favored by children and adults who are used to just fill spare time or even to seek entertainment, games have various types, one of which is the Bujang Beji Adventure game, the Bujang Beji game genre Role Playing Game (RPG), the Bujang Beji game has a weakness in the behavior of the NPCs which is monotonous and easy to beat so that it makes the game feel boring, it takes an intelligence that can make NPCs make their own decisions, in this study artificial intelligence was designed using the djikstra algorithm and bayesian classification, the djikstra algorithm is an algorithm pathfinding is used in the process of determining the shortest route, with this algorithm it is hoped that the NPC can determine the shortest route to players from 11 node points, the use of bayesian classification in the Bujang Beji game as a decision-making system with the output of hitting and shooting actions based on 4 parameters, namely : APP, HP, Distance, MANA, on 15 test results of the djikstra algorithm by changing the starting point and destination point, it was found that the NPC can determine the shortest route between the NPC and the player. And the Bayesian classification test obtained an accuracy rate of 86%.
Rancang Bangun Aplikasi E-Marketplace Wedding Planner Berbasis Android Muhamad Rifaldi; Linda Atika
Jurnal Ilmiah Informatika Global Vol. 14 No. 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v14i1.2983

Abstract

Digital marketing of products can be called an e-marketplace because of the online or virtual meeting between sellers and buyers. The development of e-marketplace information technology has penetrated in various fields, one of which is wedding planners. To increase the digitalization of marketing or e-marketplaces for transactions in the marketing of wedding planner packages, it requires a system that can help entrepreneurs or people who have expertise in the field of wedding planners such as master of ceremonies, wedding organizers, building or aisle rentals, music, catering, and photographers who can carry out the package marketing process. Not only for entrepreneurs or people who have expertise, for the bride and groom also need a place to search and order from various types of wedding planner packages. The container in question is a system that can be used on a mobile basis, especially based on Android because it can make it easier for prospective brides, entrepreneurs, and people who have the expertise to carry out a process of buying and selling products or wedding planner packages. The system was built and designed using the Java programming language with MySQL as the database and firebase as the push notification. The system development methodology used is an iterative model. It is hoped that this research can produce an Android-based wedding planner e-marketplace application, so that the application can facilitate transactions for prospective brides, entrepreneurs, and people who have expertise.
Analisis Kepuasan Learning Management System Universitas XYZ Menggunakan Metode System Usability Scale dan K-Means Muhammad Haviz Irfani; Dewi Sartika
Jurnal Ilmiah Informatika Global Vol. 14 No. 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v14i1.2988

Abstract

The importance of knowing the results of using the LMS (Learning Management System) learning application to determine the overall use value of users each semester. User perceptions were obtained using the SUS (system usability scale) method using a questionnaire that adopted 10 questions distributed to 118 users (students) of the XYZ University Informatics Engineering study program who had used the LMS after 1 semester. The purpose of this study is to determine user perceptions by clustering user satisfaction which has been carried out for 1 semester. Grouping perceptions using the K-Means method with variables (columns) that seem to have the greatest influence on other variables. Other tools use Google Colab in the Python programming language. The number of variables is 10 variables adopted from the questions in the System Usability Scale method. The results of this study provide a total of 3 (three) clusters which will then become the basis for scoring the criteria for the SUS method. The criteria for using the LMS system with cluster 2 have an excellent rating (SUS score of 72.04) and the number of perceptions is 49 people from 118 students. Overall, LMS users provide good value for several modules in the LMS, but the third cluster with the highest number gives the best results from the other clusters.
The Average Value Algorithm from The Distance Matrix for Traveling Salesman Problem Candra Setiawan; Bagus Aditya; Agustina Heryati
Jurnal Ilmiah Informatika Global Vol. 14 No. 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v14i1.3014

Abstract

The Traveling Salesman Problem (TSP) is a popular problem, but until now there is no algorithm that has the same search results as brute force with a fast search time. Many algorithms have been made previously related to solving this problem with the aim of finding the shortest route through a number of nodes to finally return to the initial node. The purpose of this research is to create an algorithm that can optimize the search for the shortest route with a fast search time. The approach taken is to find the average value of the distance matrix and look for routes with links that have values below the average value. Each route that has been passed will be marked and compared so that it can facilitate the search with a shorter processing time. In this paper the best and effective routes are limited to 12 nodes. The results obtained show that the Average Score Algorithm provides a relatively stable processing time from node 4 to node 12. The proposed algorithm has a tendency of decreasing processing capacity with increasing number of nodes.
Pengembangan Ide Bisnis Startup Little Farm: Digital Farming Solution Dengan Penerapan Metode Lean Startup Nazori Suhandi; Hastha Sunardi; Nayaka Al Syahreal Kanaka
Jurnal Ilmiah Informatika Global Vol. 14 No. 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v14i1.3031

Abstract

The Sustainable Development Goals or SDGs are documents containing 17 goals and 169 targets that are valid from 2016 to 2030. Indonesia is one of the countries that attended the general assembly, agreed to the document, and is active in achieving the goals that have been ratified. Of the 17 goals in the SDGs, goal 2 contains eliminating hunger, achieving food security and nutrition, and promoting sustainable agriculture. One way to do this is by gardening, but some people in urban and suburban areas have limited land. The problem of limited land can be overcome by the hydroponic method which uses water as a planting medium. There have been several similar systems that have been developed, but only focus on the monitoring and control functions of hydroponics. Little Farm as a startup developing applications and systems based on the Internet of Things will help people to manage their hydroponics more easily, and can become a new source of income to increase their economic level. The application will be developed using the lean startup method which has 3 flows, namely build, measure, and learn. The process begins with making observations on the Google search engine. Then the observation results become a reference in developing Little Farm. The final form of this research is the Little Farm application prototype. Applications will continue to be developed based on user research and feedback.

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