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INDONESIA
Jurnal Teknologi Informasi dan Multimedia
ISSN : 27152529     EISSN : 26849151     DOI : https://doi.org/10.35746/jtim.v2i1
Core Subject : Science,
Cakupan dan ruang lingkup JTIM terdiri dari Databases System, Data Mining/Web Mining, Datawarehouse, Artificial Integelence, Business Integelence, Cloud & Grid Computing, Decision Support System, Human Computer & Interaction, Mobile Computing & Application, E-System, Machine Learning, Deep Learning, Information Retrievel (IR), Computer Network & Security, Multimedia System, Sistem Informasi, Sistem Informasi Geografis (GIS), Sistem Informasi Akuntansi, Database Security, Network Security, Fuzzy Logic, Expert System, Image Processing, Computer Graphic, Computer Vision, Semantic Web, Animation dan lainnya yang serumpun dengan Teknologi Informasi dan Multimedia.
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Articles 20 Documents
Search results for , issue "Vol. 7 No. 4 (2025): November" : 20 Documents clear
Perencanaan Pengembangan Sistem Informasi Penjadwalan Kuliah Praktikum di STMIK AMIKOM Yogyakarta Kurniawan, Hendra; Aji, Tristanto Ari
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.778

Abstract

Practicum course scheduling is a complex task in higher education institutions as it involves multiple parameters such as lecturer availability, room capacity, and time slots. This process poses a significant challenge for laboratory administrators in ensuring that scheduling conflicts are avoided and that all resources are utilized optimally. This study implements a Genetic Algorithm (GA) to optimize the practicum course scheduling process at STMIK AMIKOM Yogyakarta, which has since been renamed Universitas Amikom Yogyakarta. The methodological stages include population initialization, fitness evaluation, selection using the Roulette Wheel Selection method, crossover using One Point Crossover, and mutation using Targeted Mutation. The results demonstrate that the genetic algorithm successfully produces optimal solutions by eliminating lecturer and room conflicts, while also maximizing equitable time utilization. During the iteration phase, the algorithm generated a conflict-free practicum schedule with a maximum fitness value of 167. The process terminated at the first generation after identifying two optimal chromosomes out of ten. These findings confirm that the genetic algorithm is effective in solving practicum scheduling problems and can be applied to minimize schedule clashes and improve operational efficiency in academic environments.
Rancang Bangun Media Pembelajaran Komik Digital Pada Mata Pelajaran Desain Grafis Percetakan Berbasis Metode Interaktif Di SMKN 5 Telkom Banda Aceh Trisnawati, Suci Ning; Maisura, Mira
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.792

Abstract

The advancement of digital technology demands innovative and engaging learning media, especially in vocational education. This study aims to design an interactive digital comic for the Printing Graphic Design subject at SMKN 5 Telkom Banda Aceh, in response to the limited use of interactive media in classrooms. The research uses a Research and Development (R&D) approach with the ADDIE development model, limited to the development and expert validation stages. The media was built using Scratch, a platform that allows integration of animations, navigation, sound, and interactivity into a single learning tool, offering a contextual and dynamic experience. Validation by two media experts and two subject experts yielded average scores of 92.5% and 96.5%, respectively, categorized as “Strongly Agree,” indicating the media’s high feasibility. The study’s novelty lies in the use of Scratch—a platform rarely applied in vocational learning—for developing interactive comics. Compared to other tools that are mostly static or focused on passive visual design, Scratch provides greater flexibility in programming logic and user interaction, enhancing student engagement. The expected educational impact includes increased motivation, improved conceptual understanding, and strengthened digital literacy among vocational students. However, this study is limited to expert validation and does not include classroom implementation, so its effectiveness in real learning settings remains untested. Future research is recommended to evaluate the media’s impact on learning outcomes through classroom trials and explore the potential integration of technologies like Augmented Reality to further enhance interactivity and learning experiences.
Perancangan Aplikasi Pemantauan Aktivitas Fisik Mobile Berbasis User-Centered Design Jati, Purbo Pangestu Satria; Susanto, Susanto; Handayani, Titis
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.811

Abstract

Physical activity monitoring is an important aspect of maintaining health and fitness. With increasing awareness of the importance of a healthy lifestyle, many people are trying to be more physically active. Although many health apps offer physical activity monitoring features, not all apps are designed with user comfort and needs in mind. This study aims to design and evaluate a prototype of a mobile-based health app user interface that emphasizes comfort in physical activity monitoring, using a User-Centered Design (UCD) approach. This approach places the user at the center of the entire design process, ensuring that the design aligns with users' actual preferences and needs. The research methodology includes stages of understanding the user context, identifying user needs, designing the interface (wireframes and user flow), and evaluating the design through A/B testing conducted internally or preliminarily, without involving external respondents. The results of the study indicate that design version B is superior to version A in terms of ease of use and user engagement, as evidenced by a 67.86% increase in interaction and a 71.43% increase in feature usage, based on quantitative metrics such as task completion count and average interaction time measured through internal task scenario simulations. Version B features a more modern appearance and simple, clear navigation. These findings underscore the importance of applying UCD principles in the development of effective and efficient health application interfaces. A better design can encourage user engagement in monitoring physical activity. The application, once designed, not only meets current user needs but also has a strong foundation for future development requirements.
Pengembangan Back-end pada Aplikasi Smart Nutrition Berbasis Node.js dan Hapi dengan Integrasi Google Cloud Platform Ridho, Lalu Kurnia Muhammad; Jarir, Jarir; Juliansyah, Akbar
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.812

Abstract

Advances in digital technology drive the need for smart and integrated nutrition monitoring systems, but developers often focus only on features without considering architectural design. This research aims to develop and implement a RESTful API on the Google Cloud Platform (GCP) backend for the Smart Nutrition App, which has the ability to support daily fruit consumption tracking powered by machine learning. The methodology used is based on the Software Development Life Cycle (SDLC) model, including requirements analysis, cloud-native system design, modular API development using Node.js and Hapi.js, functional testing in Postman, and stress testing in K6 to 4000 virtual users. The results show that the RESTful API can sustain a load of up to 1000 virtual users with 0% error rate, but performance degrades very sharply above this level, to the point where the error rate is 100% at 4000 users. These findings indicate the need for infrastructure optimization to support the demands of real applications. The result of this research is that the system meets the functional requirements and performs well at small scale but requires infrastructure improvements such as load balancing and auto-scaling for scaled environments. The main contribution of this research is to present a scalable and modular backend framework for Smart Nutrition App as a future reference when developing similar systems.
Markerless Tracking Based on User Defined Targets to Enhance User Experience in Android-Based Furniture Visualization Applications Wijaya, Indra; Supriyanto, Supriyanto
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.813

Abstract

Furniture is essential for daily activities and enhances the aesthetic appeal of various environments, including residences, commercial establishments, and cafes. Traditionally, furniture retailers display their products through catalogs or brochures. However, such media often fail to provide a comprehensive view of the furniture, hindering prospective buyers from evaluating items from all angles or determining their suitability for a specific room. This study proposes developing an Android application for interior layout design. It addresses these challenges by employing Augmented Reality technology in conjunction with a Markerless User Defined Target technique. The utilization of markerless user-defined targets is particularly advantageous, as it eliminates the requirement for predefined physical markers. This simplifies the process for the user and offers greater flexibility compared to conventional marker-based approaches, representing a key novelty of this work. The resultant software features a product catalog and comprehensive product information. It also allows users to view 3D augmented reality items, as well as scale, rotate, and manipulate these objects within their environment. Two individuals verified the system's operation through functional testing employing the Blackbox methodology. Usability testing, using the System Usability Scale, yielded above-average ratings, categorizing the software as "acceptable." Further examinations of viewing distance and angle indicated that camera quality influences augmented reality range, with AR objects remaining visible at angles ranging from 90° to 40°. These evaluations indicate that the Markerless User Defined Target method is effective and suitable for AR-based interior furniture layout planning.
Development of Waste Fee Management System for Village-Owned Enterprise Using Agile Approach Isnaeni, Fadila Aura; Putro, Aditya Dwi; Lisda, Lisda
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.822

Abstract

In the era of digital development, effective public services are essential, one of which is in West Mejasem Village through the Spirit Mejabar Village-Owned Enterprise (BUMDes). This research focuses on developing a website-based system that makes it easier for BUMDes administrators to manage waste fees and increase transaction transparency. The system development method uses the agile process, which allows development to be done flexibly and iteratively. The phases in this research include problem identification, literature study, planning, design, development, release, and system review. This system was built using the PHP programming language, Laravel framework, and MySQL as a database. System testing was conducted using the black-box testing method, which resulted in a success value of 97.76%, indicating that the features on the system run well. In addition, the questionnaire results given to users showed a satisfaction level of 90.67%, which scored "Very Good" on a Likert scale. The result of this research is a website that facilitates BUMDes administrators in managing waste fees more efficiently, increases transparency in data management, and is a platform that introduces BUMDes and its services to the community. This system can be an effective solution for managing waste fees in West Mejasem Village and can be implemented.
Enhancing Governance: Evaluating E-Government Service Quality and Recommendations for Improvement in Suket Kepuharjo Sub-District Husin, Husin; Hakim, Lukman; Huda, Choirul
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.835

Abstract

This study evaluates the quality of e-government services in Suket Kepuharjo Sub-District using the E-GOVQUAL framework and the Importance Performance Analysis (IPA) approach. The framework includes six dimensions: ease of use, trust, functionality, reliability, content, and citizen support. Data were collected through a structured questionnaire distributed to 37 respondents, with all variables meeting validity and reliability thresholds. The results showed a mean performance score of 3.45, slightly higher than the mean importance score of 3.42, resulting in an overall average gap of +0.014. Attributes with strong performance included secure data storage (gap = +0.29), clear website structure (gap = +0.08), and help page availability (gap = +0.19). However, several critical weaknesses were identified in Quadrant I, such as user ability to navigate the website (gap = -0.38), service responsiveness (gap = -0.25), information accuracy (gap = -0.25), and application compatibility across devices (gap = -0.15). These findings indicate that while e-government services moderately meet user expectations, there remains significant room for improvement, especially in usability, responsiveness, and information reliability. The integration of E-GOVQUAL and IPA offers a comprehensive and user-centred framework to guide systematic enhancements in digital public services.
Pengembangan Aplikasi Geoheritage Berbasis Web di Desa Mengeruda, Kabupaten Ngada, Nusa Tenggara Timur Menggunakan Metode Scrum Fitriani, Nurul; Rosika, Herliana; Albar, Moh. Ali
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.848

Abstract

Mengeruda Village, located in the Soa Basin, Ngada Regency, East Nusa Tenggara, possesses rich geological and local cultural potential that has not yet been optimally documented or published. This study aims to develop a web-based geoheritage application in Mengeruda Village, Ngada Regency, East Nusa Tenggara, as a medium for digital preservation and education. The development of the system was implemented using the Scrum methodology, which is divided into three phases: pre-game (needs analysis and planning), game (system development), and post-game (system testing). The primary features provided by the system consist of a cultural map, interactive 3D objects, photo and video galleries, and article content related to geoarchaeology, sociocultural aspects, and cultural sites. These features function as interactive learning media, comprehensive documentation of cultural heritage, and spatial representation of Mengeruda’s geoheritage and cultural assets. Additionally, the system is equipped with supporting features such as a news section and a profile page containing information about the village, the website, and the development team. Technically, the system was built using Tailwind CSS for a responsive interface, Leaflet.js for interactive mapping, and Express (Node.js) for the back-end. Functional testing was conducted using the Black Box Testing method with the Equivalence Partitioning technique, consisting of 16 test scenarios on the website for the admin actor. All scenarios were successfully executed with Passed status and met the defined specifications, indicating that the system has optimally fulfilled its functional aspects. Usability test using the System Usability Scale (SUS) was conducted with 40 respondents and resulted in a score of 77.625, which, according to Bangor (2009), falls within the Good and Acceptable categories. These results indicate that the developed system is suitable for use as a digital platform to support the promotion, preservation, and utilization of geoheritage and local culture by both the community and academic institutions.
Pengembangan Media Pembelajaran Interaktif Berbasis Augmented Reality untuk Klasifikasi Hewan Vertebrata dan Invertebrata Menggunakan Metode GDLC Hidayahtullah, Muhammad Iqbal; Sugiyanto, Sigit; Pinandita, Tito; Hakim, Dimara Kusuma
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.849

Abstract

This study introduces an innovative Augmented Reality (AR)-based learning media for teaching ani-mal classification, specifically visualizing vertebrates and invertebrates in interactive three-dimensional form. Developed using Unity 3D and Vuforia with the Game Development Life Cy-cle (GDLC) waterfall model, the application offers an engaging learning experience through mark-er-based scanning that displays 3D animal objects, instructional materials, and evaluative quizzes. The novelty of this research lies in the integration of 3D visualization and interactive learning that enables students to explore and test their understanding in real time. Functional testing using the Black Box method confirmed that all features operated correctly, while field trials involving 20 students from SD Negeri Karanggintung 04 showed a high satisfaction rate of 88.75% (strongly agree category). Fur-thermore, post-test results demonstrated a significant improvement compared to pre-test scores, with students’ performance increasing from the 2–3 range to 4–5. With its visual and interactive approach, this AR-based learning media effectively enhances student comprehension and engagement, offering a promising and innovative solution for biology education at the elementary level.
Rancang Bangun Aplikasi Manajemen Lembaga Pendidikan Al-Qur’an Metode Tartila Berbasis Mobile dengan Model Waterfall Sa'diyah, Rokhiyatus; Rosadi, Muhammad Imron
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.863

Abstract

The management of Al-Qur'an educational institutions, particularly Al-Qur'an Education Parks (TPQ), still faces various obstacles in the administrative process, such as the lack of integration in recording student data, inefficient management of study schedules, and difficulties in monitoring teacher performance on a regular basis. These problems cause the administrative process to be slow and inaccurate. This study aims to design and develop a mobile-based management application for Al-Qur'an educational institutions that implement the Tartila Method in Sukorejo Dis-trict, using the Waterfall development model. Data collection was carried out through observa-tion, interviews, and literature studies to obtain comprehensive user requirements. The system was developed using Flutter as the user interface, Dart as the programming language, Laravel for the backend, and MySQL as the database. The system design utilized UML, ERD, and interface prototypes through Figma. Testing was conducted using Blackbox Testing and the System Usability Scale (SUS). The test results showed that all system features functioned properly according to user needs. The SUS score of 71.6 falls into the Good (acceptable) category, indicating that the application is easy to use and accepted by users. Thus, the developed system is considered effective in improving administrative efficiency, facilitating the monitoring of santri development, and supporting digital transformation in Tartila Method-based Al-Qur'an educational institu-tions..

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