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Contact Name
Syahroni Hidayat
Contact Email
jtim.sekawan@gmail.com
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Journal Mail Official
jtim.sekawan@gmail.com
Editorial Address
Jl. Bandeng No.25, Bintaro, Kec. Ampenan, Kota Mataram, Nusa Tenggara Bar. 83511
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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.
Arjuna Subject : -
Articles 296 Documents
Implementasi Metodologi Prototype dalam Pengembangan Sistem Manajemen Kehadiran Pegawai Perusahaan Berbasis Web Hartanto Situmorang; Muhammad Ihsan Zul
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.559

Abstract

Employee Attendance data has an important function in evaluating productivity and work discipline. The current management of employee attendance data at the CV Baja Diva Manufaktur company requires the administrator to check attendance data from the Excel file generated by the fingerprint machine. This management is done by checking the attendance data of each employee individually. In addition, administrative processes related to permits, warning letters, and overtime are also carried out manually, which requires employees to report directly to the office. This process is time-consuming and prone to data input errors. Therefore, this research aims to develop a system that is more efficient and flexible in managing employee attendance data. The research also revealed that most employees have little to no experience in information technology-based management systems. The methodology applied in this research is the prototype methodology, which was chosen because it can provide a better understanding of user needs and perspectives through continuous feedback during the development process. The implementation of the prototype methodology involved four iterations, where each iteration included the stages of listening to user feedback and complaints, building and refining the prototype, and testing and evaluating the prototype with users. The results of the prototype were then implemented using the CodeIgniter framework. Feedback from users showed that the prototype effectively met users' needs and significantly improved the efficiency of attendance management. The usability testing results using questionnaires from 20 users showed an average satisfaction rate of 95.85%, indicating that this system can be applied in various organizations.
Rancang Bangun Sistem Informasi Monitoring Kinerja Karyawan Berbasis Web dengan Metode Balanced Scorecard pada BPJS Ketenagakerjaan Rizky Azwar Alfandi Simare Mare; Triase Triase
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2024): August
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i2.561

Abstract

With rapid technological advancements, information systems have evolved significantly from mere data processing tools to integrated solutions that support decision-making and strategic management. The implementation of technologies such as cloud computing, big data analytics, and artificial intelligence has further enriched the functions and capabilities of information sys-tems. Additionally, the development of information systems includes more intuitive user inter-faces, mobility, and connectivity that allow quick and easy access to information. In the workplace, one of the problems employees face is performance evaluations that are not objective and transparent. Therefore, companies need to conduct performance appraisals that can motivate employees to achieve rewards for their work. Based on these issues, the development of an em-ployee performance monitoring and reporting information system is needed to help companies manage employee evaluations objectively and transparently. BPJS Ketenagakerjaan, as a provider of social security programs in Indonesia, offers protection against employment risks. BPJS Ketenagakerjaan Kota Medan, in particular, plays an important role in providing social protection to workers and their families, creating a safer work environment, and contributing to national economic stability. Employee performance appraisals are conducted using the Balanced Scorecard (BSC) method based on four perspectives: financial, customer, internal business process, and learning and growth. The software development follows the waterfall method, with system design modeling using Unified Modelling Language (UML). The research results in an employee per-formance monitoring and reporting information system that facilitates companies in managing reporting and performance appraisals because the system implements calculations according to the BSC evaluation method.
Sistem Manajemen Kepegawaian dan Pencatatan Pekerja Migran Indonesia di BP3MI Riau dengan Metode Prototipe MHD Anwar; Muhammad Ihsan Zul
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.564

Abstract

Balai Pelayanan Pelindungan Pekerja Migran Indonesia (BP3MI) Riau, a government agency dedicated to protecting Indonesian migrant workers. The agency faces challenges with its unstructured and inefficient data management system. The use of Microsoft Excel for documenting the data of Indonesian Migrant Workers (PMI) and employees at BP3MI Riau is prone to data entry errors, time inefficiencies, unstructured data, potential damage, limited access, restricted analysis, difficulties in tracking changes, and a high risk of data loss. To address these issues, research was conducted to develop a more effective employee management and PMI data recording system using the prototype method. This method emphasizes user collaboration in understanding system requirements, resulting in practical solutions. The prototype method stages include user requirements gathering, designing input, process, and output needs, followed by rapid UML model design, program code implementation, and finally, testing. The system development results show that users have a very positive impression from the usability testing, achieving a score of 97.76%. This indicates the effectiveness of the prototype. The system significantly improves manual methods, enhancing the efficiency, accuracy, and accessibility of data at BP3MI Riau, and lays the foundation for future advancements with greater integration and automation prospects in BP3MI Riau's operations.
Aplikasi Jadwal Pintar Berbasis Gamifikasi untuk Optimalkan Produktivitas Waktu bagi Mahasiswa Ade Maulana; Ferik Bagas Wardana; Muhammad Iqbal Hanafri; Neng Linda Badratul Laela
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2024): August
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i2.565

Abstract

Time productivity is a significant challenge for students in the digital age, where they often struggle to manage their time effectively, which can impact their academic performance and life balance. This study aims to develop and test a "Gamification-Based Smart Schedule Application" designed to enhance students' time productivity through an engaging and interactive approach. The research method employs an experimental quantitative design, encompassing needs analy-sis, design, development, and evaluation of the application with gamification elements such as leaderboards and Experience Points (XP). The application was tested with 30 students from vari-ous departments at Institut Bina Sarana Global, with data collected through pre-test and post-test questionnaires. A paired t-test was used to analyze the data and compare the mean scores of pre-test and post-test to identify significant differences in time productivity, time management, timely task completion, and student motivation. The results indicate that gamification elements positively contribute to user engagement and adherence to schedules, with significant im-provements in all measured aspects. Statistical analysis shows that the application is effective in helping students optimize their time productivity. Data analysis from the pre-test and post-test of 30 participants reveals an average score increase of 9.4 points (p < 0.05) after using the applica-tion, reflecting its effectiveness in improving time management and timely task completion. The Gamification-Based Smart Schedule Application offers an innovative solution to the time man-agement issues commonly faced by students, and the study highlights the significant potential of using gamification in educational contexts to enhance engagement and learning effectiveness.
Penerapan Jelajah Kampus Virtual dalam Meningkatkan Pengalaman Orientasi Mahasiswa Kelas Karyawan Jakarta Global University Chairil Andri; Risna Oktaviati; Hadi Wijaya
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2024): August
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i2.583

Abstract

New employee class students frequently encounter substantial challenges in attending on-campus orientation sessions, such as time constraints, geographical barriers, and financial burdens. This study investigates the effectiveness of implementing a virtual campus tour application in assisting new employee class students at Jakarta Global University to better acquaint themselves with the campus and prepare for academic life. By leveraging technologies such as 3D mapping, 360-degree panoramic photography, and virtual reality (VR), the virtual campus tour provides an immersive and flexible experience, allowing students to explore various campus facilities at their convenience and from any location. The development method used is Multimedia Development Life Cycle (MDLC), which encompasses needs analysis, conceptualization, design, material collection, assembly, testing, and distribution. The application underwent black box testing to ensure functionality, while student perceptions were assessed through a structured questionnaire. The research results indicate that the majority of respondents, with an average positive rating of 86.3%, agree that virtual campus tours are an innovative solution that should be adopted by universities to overcome the limitations of traditional campus orientation activities.
Pengembangan Sistem Seleksi Proposal Penelitian Berbasis Web Service Menggunakan REST API Daru Prasetyawan; Prihanto Dwi Rahmanto
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.585

Abstract

Web service-based application development has become a vital component of the modern in-formation technology ecosystem. The implementation of web services facilitates interoperability among diverse systems and platforms. REST API (REpresentational State Transfer Application Programming Interface) is one of the most popular architectures for creating efficient and scalable web services. This study examines the implementation of REST API in the development of web service-based applications. The case study focuses on the creation of a Web service-based Research Proposal Selection System. The REST API implementation method in this study adheres to the system development life cycle (SDLC) to ensure that the developed API meets business needs while being efficient, secure, and reliable. The analysis phase is conducted to gather both functional and non-functional REST API requirements. During the design phase, the REST API architecture is designed in detail, including how data will be transferred and processed, and how the API will interact with databases and other systems. Furthermore, in the implementation phase, the REST API is developed, ensuring that each endpoint operates correctly. In developing the Proposal Selection System, the implementation of web services integrates data from various existing sys-tems, including employee, academic, and research data. The system encompasses various features, such as proposal import, proposal mapping, proposal review, proposal assessment, proposal se-lection, and reporting. The research findings indicate that implementing the REST API simplifies the development of web service applications. The test results reveal that the average response time is relatively stable, measuring 31 ms without iterations and 29 ms with five iterations.
Implementasi Metode Waterfall untuk Membuat Antarmuka pada Aplikasi Koperasi Simpan Pinjam Berbasis Mobile I Made Yadi Dharma; I Putu Hariyadi; Ahmat Adil; Heroe Santoso
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.586

Abstract

Current technological developments have penetrated various sectors of human daily activities, almost every human activity is supported by technology that functions to facilitate the completion of work, starting from things that seem trivial to quite complicated work. Therefore, Banjar Tri Parartha residents who have a business unit in the form of a savings and loan cooperative with funds from member contributions, run it by carrying out cooperative principles to help the economic movement of its citizens based on the principle of family. At this time the process of recording, calculating to the reporting process is still done conventionally, so that cooperative administrators are quite busy every time they make an accountability report that is carried out every year. By running the analysis and design process in the application creation stage using the waterfall method. So in the interface design it is adjusted to what is needed by the cooperative. It is hoped that this research can be a reference in making applications as the next stage. By using the application design starting from the recording stage, processing calculations and presenting reports, it is hoped that all stakeholders will find it easier to monitor and obtain cooperative financial information, so that the transparency of cooperative funds can provide certainty for its members.
Perancangan Media Pembelajaran Dasar Desain Grafis Menggunakan Teknologi Augmented Reality Muhammad Siddiq Al Hafizh; Vivianti Vivianti
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.556

Abstract

Learning basic graphic design materials at SMK Negeri 1 Godean is carried out with less conducive classroom conditions because the media used in learning is not appropriate so that students are not motivated to learn and there are some abstract materials that are difficult for students to understand. This research aims to design a learning media for basic graphic design materials using augmented reality technology. The method used in this research is the development method or research and development with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The tools used in this research are Corel Draw X7, Blender 3D, Unity, Vuforia, and Visual Studio Code. The data analysis technique used in this research is quantitative descriptive analysis technique. This research produces a learning media for graphic design materials using augmented reality technology applied to SMK Negeri 1 Godean with the results of feasibility testing, namely the media expert test obtained a score of 92% which was classified in the very feasible category, the material expert test obtained a score of 80% which was classified as feasible, and the small group test obtained a score of 81.52% which was classified as very feasible. The effectiveness test obtained an N-Gain value of 0.8005 with a high category, the percentage value of increasing learning outcomes obtained a value of 80% with a moderate category, and the effectiveness value obtained a value of 80 with an effective category. Thus, it can be concluded that learning media for basic graphic design materials using augmented reality technology is feasible and effective for use in learning so that learning basic graphic design materials at SMK Negeri 1 Godean runs more effectively and can improve student learning outcomes.
Pengembangan Teknologi Metaverse Ekosistem E-Mobility Pada Pameran Teknologi International Berbasis Augmented Reality Noorlela Marcheta; Dewi Yanti Liliana; Agus Setiawan; Ilham Sidiq; Asep Kurniawan
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.563

Abstract

Augmented Reality (AR) can be used as a new technology in organizing virtual and paperless exhibitions to make the products on display more attractive and updated regularly. This can happen because AR is a technology that integrates the virtual and real worlds. AR has been widely used as a medium to assist in providing information in real-time in an interesting, interactive, and educational way. This journal explains the development of AR media and its feasibility as an international promotional media in introducing the E-Mobility Ecosystem. The E-Mobility Ecosystem is a PENTA-branded convertible electric car, one of PNJ's superior technologies. The Hannover Messe'23 exhibition with the theme "Making Indonesia 4.0" requires products to be displayed in digital form (paperless). Thus, an application is needed to support digital promotion. This research aims to develop a Marker-Based AR application as one of the promotional media for E-Mobility Ecosystem products, which consist of charging stations, electric vehicles, and the Center Of Otomo-tive. The output of this research is an application that can show E-Mobility Ecosystem products by displaying a 3D Model when the mobile camera is directed at a card given an Object marker. This research method uses the Multimedia Development Life Cycle (MDLC). This research has been successfully developed and distributed. This is evidenced by user assessment using a Likert scale with a success rate of 87.8% strongly agree.
Pengembangan Mesh Network Sebagai Ekspansi Protokol LoRaWAN di Politeknik Negeri Malang Noprianto Noprianto; Reynaldi Fakhri Pratama; Habibie Ed Dien; Muhammad Hasyim Ratsanjani; Muhammad Afif Hendrawan
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.594

Abstract

In realizing a smart campus, Politeknik Negeri Malang (Polinema) has implemented digital technology in its learning and administrative processes with the goal of improving efficiency, speed, and operational ease. One of the key areas being developed is the Internet of Things (IoT), which is expected to function autonomously to support various campus activities. However, the main challenges in IoT implementation are the limitations in communication range and device power consumption, which cause issues in sensor and actuator data transmission, especially when data cannot be optimally received between nodes. To address these challenges, Polinema is ex-ploring the application of LoRaWAN technology. Although LoRaWAN is effective, it experiences a decline in data transmission quality when the sender and receiver are located in multi-story buildings, which can lead to delays, packet loss, or other disruptions. As a solution, the use of a Mesh Network is proposed to enhance the range and stability of data transmission. This study collected data using RSSI, SNR, and delay parameters in the civil engineering building at Polinema, with sensor data visualized through Grafana. The results show that the system can be well-integrated without conflicts between WiFi and LoRa. The average transmission time was approximately 29 seconds, with no packet loss detected. Additionally, changing the transmission method to confirmed uplink was necessary to maintain data integrity, while adjusting transmis-sion intervals was crucial to avoid scheduling issues. These findings indicate that implementing a Mesh Network as an extension of the LoRaWAN protocol can significantly improve the perfor-mance of IoT systems in Polinema’s indoor environment.