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Contact Name
Akim Manaor Hara Pardede
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lppm-kaputama@kaputama.ac.id
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LPPM STMIK KAPUTAMA : jln veteran no 4A-9A Binjai, 20714 Sumatera Utara
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INDONESIA
Jurnal Informatika Kaputama (JIK)
Published by STMIK Kaputama Binjai
ISSN : 25489739     EISSN : 26855240     DOI : https://doi.org/10.59697/jik
Jurnal Informatika Kaputama adalah jurnal resmi STMIK kaputama dalam bentuk bunga rampai untuk menyajikan tulisan ilmiah berbagai disiplin ilmu pengetahuan yang ada hubungan atau keterikatan dengan ilmu komputer berupa hasil penelitian lapangan atau laboratorium maupun studi pustaka. Adapun fokus dan ruang lingkup jurnal adalah sebagai berikut 1. Clustering and Classification 2. Document Mining and Text Mining 3. Spatial Data Mining, 4. Multi-Agent Systems, 5. Bayesian Networks and Probabilistic Reasoning, 6. Computational Intelligence, 7. Soft Computing, 8. Database Management and Information Retrieval, 9. Computer Vision Pattern Recognition, 10. Genetic Algorithm, Machine Learning, 11. Neural Networks and Applications, 12. Optimization and Decision Making, 13. Self-Organizing Systems, 14. Fuzzy Logic, 15. Decision Support and Expert System 16. Business Intelligence, 17. Data Mining Application 18. Intelligence System, 19. Web and mobile Intelligence 20. Dan lain-lain
Articles 386 Documents
PERBANDINGAN MULTI FACTOR BOBOT EVALUASI PROCESS DAN SIMPLE MULTI ATTRIBUTE RATING TECHNIQUE DALAM PEMBUDIDAYAAN BIBIT BUNCIS Muhammad Hari Ramadhan; Yusfrizal Yusfrizal
Jurnal Informatika Kaputama (JIK) Vol 4, No 1 (2020): VOLUME 4 NOMOR 1, EDISI JANUARI 2020
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/jik.v4i1.227

Abstract

To increase bean production, bean seedlings have an important role in its cultivation. The use of superior seeds is one of the factors that influence the productivity of chickpea farmers. The presence of bean seeds at any time causes farmers to plant on time. Problems that often arise in the process of selecting bean seed systems include farmers needing a long time in determining the type of bean seeds because they have to choose manually with the criteria needed to determine the type of bean seeds desired and farmers also have not used a scientific way to choose the type bean seeds so that sometimes the results obtained are not as expected. Then it is necessary to develop a computer application as an alternative decision making that is used quickly and accurately. One of them is the Decision Support application that helps users to determine the decision quickly, precisely and accurately. This system is designed with the Multi Factor Bobot Evaluasi Process method which aims to determine decisions subjectively and intuitively by considering several factors that affect alternatives. Therefore the Decision Support application with the Multi Factor Bobot Evaluasi Process method and SMART can be to alternative for the decision maker to determine the bean seeds.
PENERAPAN INTERNET OF THINGS PADA SISTEM KONTROL PENERANGAN RUMAH BERBASIS WEB APPLICATION MENGGUNAKAN METODE LOGIKA FUZZY Eko Lesmana; Nurhayati Nurhayati
Jurnal Informatika Kaputama (JIK) Vol 4, No 1 (2020): VOLUME 4 NOMOR 1, EDISI JANUARI 2020
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/jik.v4i1.225

Abstract

The need for electrical energy in everyday life is so important, improper and uncontrolled use can result in waste. Efforts to create energy-efficient homes need to start from simple things such as the use of lights, often forgetting to turn off the light switch when going out of the house or problems, especially in setting the brightness of the house lights, fuzzy logic provides an alternative solution. Fuzzy logic is a smart method that is appropriate for mapping a parameter input space into an output space for the brightness adjustment action of a lamp to light dimly, medium and bright. Efforts that can be made to deal with the problems above certainly require an intelligent control system with smart methods such as fuzzy logic and can be controlled remotely in order to overcome the existing problems. One concept that is popular right now is the Internet of Things (IoT), the development of IoT is a concept that aims to expand the benefits of internet connectivity that is connected continuously. IoT has capabilities such as data sharing, remote control, and so on. In building a control system by applying the IoT concept, a platform that supports that concept is also needed, NodeMCU a microcontroller which is equipped with a wifi module for microcontroller communication to the internet, so that the microcontroller can be used to apply the IoT concept in controlling home lights remotely, such as turning on the remote and turn off and adjust the brightness of the home lights with the fuzzy logic method intelligence.
PEMANFAATAN DUA METODE CLUSTERING DAN ASSOCIATION RULE TERHADAP PRESTASI BELAJAR BERDASARKAN NILAI MATA PELAJARAN SISWA Yuyun Arnia; Yani Maulita; Relita Buaton
Jurnal Informatika Kaputama (JIK) Vol 4, No 1 (2020): VOLUME 4 NOMOR 1, EDISI JANUARI 2020
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/jik.v4i1.228

Abstract

Data mining is a series of processes to extract new information from a pile of data. Student learning achievements are the results obtained by students after undergoing the learning process. There are quite a lot of data on student achievement in SMK Taman Siswa Binjai. But the student data has not been utilized to the maximum, making it difficult for the School to monitor the progress of students in the school. Therefore, it is necessary to create a system to find out the implementation of Data Mining based on the K-Means Clustering Method and to know the centroid distance between 1 group and other groups and to know the implementation of Data Mining based on Apriori Algorithm and to know the Support and Confidence of student learning achievement towards eye scores study, discipline, and majors. With this system can provide benefits to the school to be able to provide knowledge about student achievement while attending teaching and learning activities and to students to be able to know their learning achievements are good what needs to be improved again and can improve it again. By implementing k-means and a priori data mining of student achievement data in 2016 - 2018, there were 604 data, and from 100 data produced 3 clusters, where 1 48 data clusters, 2 24 data clusters, 3 28 data clusters, and with the algorithm a priori produce 16 rules that are formed and get the best rule, if someone has a good enough course value (70.00 - 76.99) and has enough discipline, then most likely will be in the Department of Motorcycle Engineering with a supporting value of 9% and 88% certainty value.
RANCANG BANGUN APLIKASI AGROBISNIS MARKETPLACE BERBASIS LOKAL “AGRITION” AGRICULTURE SOLUTION Ade Hendini; Yuza Fahrul Mujtahid
Jurnal Informatika Kaputama (JIK) Vol 4, No 1 (2020): VOLUME 4 NOMOR 1, EDISI JANUARI 2020
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/jik.v4i1.201

Abstract

Food needs are very important, but how about if there is a food is difficult to find in the local market. Problems arise because of difficulties in finding stalls or other markets that have food or agricultural products to be sought. By looking back at the development of various types of marketplaces in this era, it would be very helpful to create a locally-based marketplace, which only displays food products in the surrounding area, so that it can provide opportunities for local farmers to market their products. "AGRITION" WEB-BASED AGRICULTURE SOLUTION is a web application in the form of a marketplace that is designed to facilitate consumers in finding products or locations of food or farm stalls in Pontianak according to the needs of Sellers and Buyers. By using the PHP programming language and MySQL database. The researcher designed the design using ERD (Entity Relationship Diagram) and LRS (Logical Record Structure) along with components such as entities, attributes and their relationships.
PERANCANGAN SISTEM PENDETEKSI BERITA HOAX MENGGUNAKAN ALGORITMA LEVENSHTEIN DISTANCE BERBASIS PHP Aprillianda Pasaribu; Marto Sihombing; Relita Buaton
Jurnal Informatika Kaputama (JIK) Vol 4, No 1 (2020): VOLUME 4 NOMOR 1, EDISI JANUARI 2020
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/jik.v4i1.229

Abstract

In the 4.0 era where the Internet is an important part of life today, information can be easily accessed anytime, anywhere. But not all information distributed through the internet is in the form of facts. Data presented by the Ministry of Communication and Information based on a survey conducted in 2018 said that as many as 800,000 sites in Indonesia indicated that non-fact or hoax news spreaders were indicated. As a result of hoax news generated is very dangerous because it attacks the minds of the human subconscious, so it is needed a system that can detect hoax news. In this study used a database containing hoax news documents. The algorithm applied is the TF-IDF algorithm to measure the weight of a word in a hoax document and combined with the Levenshtein Distance (LD) algorithm to measure the distance between words in a document. The application of the Levenshtein Distance Method in the Hoax Detection System has several stages that begin with the pre-processing of the word (prepocessing text) followed by the TF-IDF calculation phase and then the minimum distance calculation between words using the Levenshtein Distance algorithm. The result of a limit of 0.1 on 40 documents that have been classified as test data has high Precision, Recall and Accuracy values, namely Precision 1; Recall 0.71; and Accuracy 80%.
EKSTRAKSI CITRA PADA PROSES KEAMANAN KRIPTOGRAFI MEMANFAATKAN ALGORITMA SECURE HASH (SHA) Achmad Fauzi
Jurnal Informatika Kaputama (JIK) Vol 4, No 1 (2020): VOLUME 4 NOMOR 1, EDISI JANUARI 2020
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/jik.v4i1.222

Abstract

The development of increasingly sophisticated information and communication technology is inseparable from the growing importance of long distance communication. Current information exchange is not only in the form of text, but can also be in the form of images. All that can be done using an internet connection. With this internet connection, you can connect with many people. Cryptography aims to prevent images from being seen by unauthorized persons so that information stored on a computer is safe or sent through an internet connection. And can protect the confidentiality of the image from various threats that arise. SHA-256 is one of the hashing functions that is safe enough to be used to transform a byte of data into a hash string. The system built has been able to implement the SHA 256 algorithm which can change the original image file in the form of unknown files and encrypted images that cannot be known, unless read using an application that has been built. the image when encrypted and reused when decrypted with as many as 45 characters and may be in the form of numbers or letters. The SHA 256 process when encrypted is only one cycle, can be played with decryption.
PENGEMBANGAN PERMAINAN EDUKASI UNTUK PENYULUHAN KESEHATAN JAJANAN PADA ANAK SEKOLAH DASAR BERBASIS MOBILE Deni Risdiansyah; Agung Sasongko; Rada Claudya Verera
Jurnal Informatika Kaputama (JIK) Vol 4, No 1 (2020): VOLUME 4 NOMOR 1, EDISI JANUARI 2020
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/jik.v4i1.216

Abstract

Snack is one of the food or fast food that is often encountered and liked one of them by the children. This is because the habit of snack that is very inherent, especially in elementary school children. Nutrition education should be given as early as possible by spreading messages, and information. One application of information may be a media game application. With the application of this game is expected to spread the message / information for elementary school children aged 6-12 years can better understand about the importance in choosing snacks. This game application is made using Construct 2 application with multimedia based software development method. Data collected from the questionnaire of 100 respondents in the can in 3 categories of questions with the calculation using Likert scale formula. The results of the questionnaire is the category to 1 with the application display get 88.6% Very good, the second category with the goal of getting 90.58% application is very good and in the 3rd category with ease of application get 86.25% very good.
Implementasi Logika Fuzzy Mamdani pada Penentuan Beasiswa Peningkatan Prestasi Akademik musanni fauziah siregar
Jurnal Informatika Kaputama (JIK) Vol 4, No 2 (2020): Volume 4, Nomor 2 Juli 2020
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/jik.v4i2.301

Abstract

Scholarships are financial assistance provided to individuals intended to be used for the sake of continuing education taken. Scholarships can be given by government agencies, companies via foundations. The awarding of scholarships can be categorized as free-giving only with work ties after the completion of education. In mathematics and computer science, algorithms are sequences or steps for counting or for solving problems written by a sequence. Related, programming programming sequence or steps to solve computer programming problems. Scholarship for increasing academic achievement or abbreviated as PPA is a scholarship program from the Ministry of Research and Higher Education (Kemenrisetdikti) aimed at D3, D4, or S1 students who support education for at least 2 semesters and is specifically intended for students with pretending students whose parents can help to learn about education. In general, fuzzy systems are very suitable for penalties based on systems that address problematic problems using a mathematical model. For example, the input values and system parameters are less accurate or unclear, it is difficult to change the mathematical model. The resulting system is a unit consisting of components or elements that together provide a source of information, material, or energy to achieve a goal. This term is often used to describe a set of entities that are used, in which a mathematical model can be made.
RANCANG BANGUN APLIKASI PENJUALAN DAN PEMBELIAN BERBASIS WEB PADA TOKO SOLIDERS SHOP GALING KABUPATEN SAMBAS ardiyansyah ardiyansyah; muhamad syarif; yudi kurniawan
Jurnal Informatika Kaputama (JIK) Vol 4, No 2 (2020): Volume 4, Nomor 2 Juli 2020
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/jik.v4i2.307

Abstract

Toko Soliders Shop Galing Kabupaten Sambas merupakan suatu perusahaan yang bergerak di bidang perdagangan diantaranya penjualan alat tulis kantor. Selama ini Toko Soliders Shop Galing Kabupaten Sambas masih menggunakan sistem yang manual dalam operasional penjualan dan pembelian. Pencatatan laporan, pencatatan data barang, jumlah dan harga barang, data supplier, data pelanggan, data transaksi pembelian serta data transaksi penjualan masih menggunakan tulisan tangan yaitu dengan catatan buku atau nota. Aplikasi penjualan dan pembelian alat tulis kantor berbasis web ini menjadi solusi untuk mencegah permasalahan yang ada pada perusahaan sehingga transaksi penjualan dan pembelian dapat lebih efektif dan efisien. Aplikasi penjualan dan pembelian berbasis web pada Toko Soliders Shop Galing Kabupaten Sambas, dapat mengelola data barang, data supplier, data pelanggan, dan data jenis barang beserta data transaksi penjualan dan pembelian. Dan keluarannya antara lain laporan laba rugi, laporan pembelian, laporan penjualan, dan laporan persediaan. Dengan adanya aplikasi berbasis web penjualan dan pembelian pada Toko Soliders Shop Galing Kabupaten Sambas ini diharapkan dapat mengelolah data lebih efektif dan efisien serta sistem pembelian dan penjualan yang sekarang lebih kondusif dibanding dengan sistem yang terdahulu.
MENGHITUNG PENCARIAN RUTE TERDEKAT PADA OBJEK WISATA MENGGUNAKAN ALGORITMA A-STAR ( STUDI KASUS : KECAMATAN NYALINDUNG sari yanti
Jurnal Informatika Kaputama (JIK) Vol 4, No 2 (2020): Volume 4, Nomor 2 Juli 2020
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/jik.v4i2.289

Abstract

ABSTRACK The search for the shortest path becomes a tourist attraction that is in great demand by tourists who have never visited a tourist attraction in Nyalindung District. At this time information about tourism has spread on the internet but no one has made a special article about the shortest path to travel in Nyalindung District.Therefore, the authors make a special case study of the search for the closest route to attractions in the district of Nyalindung. The goal is to find an alternative route with the shortest search path from the initial location to the final location. This study uses qualitative, data collection based on Google Maps and direct monitoring. To solve the problem of finding the shortest path using the A-Star Algorithm. The A-Star algorithm is used to find the shortest path of two paths (alternative routes). The shortest path search results use the A-Star Algorithm to make it easier for tourists and find find tourist locations by saving search time. Keywords: A-Star Algorithm, Google Maps, Shortest Path, Travel, heuristik

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