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Contact Name
Syahroni Hidayat
Contact Email
jtim.sekawan@gmail.com
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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 286 Documents
Pengembangan Katalog Interaktif Aksesoris Pernikahan Adat Sumatera Selatan Berbasis Augmented Reality Darlies, Meiyi; Andri, RM Chairil; Utama, Liza; Indasari, Dewi
Jurnal Teknologi Informasi dan Multimedia Vol. 8 No. 1 (2026): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v8i1.893

Abstract

The preservation of local culture faces serious challenges, particularly among younger genera-tions who tend to view traditional clothing merely as ceremonial costumes without understand-ing the cultural values they embody. To address this issue, this study aims to develop a visuali-zation media based on Augmented Reality (AR) in the form of a catalog of South Sumatran wed-ding attire accessories, accompanied by cultural narratives as an educational effort and a means of digitally preserving traditional heritage. The research employs a Design-Based Research (DBR) approach, starting from the collection of cultural data, content development, and AR ap-plication prototyping, to user testing with target participants. Results indicate a 32% increase in cultural understanding, an average usability score of 82.5 (excellent), and positive user responses toward interactivity, 3D visualization, and contextual audio narration. Qualitative analysis re-veals increased interest in local culture and favorable perceptions of AR as an educational me-dium. These findings confirm that the use of a digital catalog and AR is effective as an interactive, informative, and engaging learning tool that supports the preservation of local cultural heritage.
Rancang Bangun Sistem Informasi Pendaftaran Siswa Baru Berbasis Web dengan Metode Waterfall pada TK Pertiwi 14 Romadhoni, Gilang Akbar; Susanto, Susanto; Handayani, Titis
Jurnal Teknologi Informasi dan Multimedia Vol. 8 No. 1 (2026): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v8i1.895

Abstract

The transformation of information technology in the modern era provides significant opportunities to improve the effectiveness of educational administration, particularly in the new student admission process. One form of implementation is a web-based registration system that can automate the online registration flow and minimize data recording errors. Pertiwi 14 Kindergarten currently still uses the conventional registration method through paper forms that require parents to be present in person at the school, potentially causing verification delays, information duplication, and data input errors. This study aims to design and build a web-based new student registration system using the Laravel framework with Laravel Filament support to display a dynamic interface and structured data management. The system development uses the Waterfall model through the stages of needs analysis, design, implementation, testing, and maintenance. Testing results using Black Box Testing show that all system functions run according to specifications without any errors and are able to reduce input errors by up to 100% compared to manual methods. In addition, the registration data verification process is faster with an increase in time efficiency of 70%. The implementation of this system makes a real contribution to improving ease of access, data accuracy, management transparency, and administrative efficiency in the new student admission process at Pertiwi 14 Kindergarten.
Pengembangan Platform Intervensi Status Gizi Ibu Hamil Berbasis Integrasi Case-Based Reasoning dan Teori Dempster–Shafer Nasri, Muhammad Haris; Hammad, Rifqi; Pratama, Gede Yogi
Jurnal Teknologi Informasi dan Multimedia Vol. 8 No. 1 (2026): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v8i1.905

Abstract

Nutritional problems among toddlers and pregnant women remain a major public health issue in Indonesia, necessitating a decision-support system capable of providing rapid and accurate nu-tritional diagnosis and intervention. This study develops an expert system integrating Case-Based Reasoning (CBR) and the Dempster–Shafer theory to diagnose the nutritional status of toddlers and pregnant women. The CBR method is employed to identify solutions for new cases based on similarity to previous cases, while the Dempster–Shafer theory is utilized to handle un-certainty and combine multiple forms of evidence derived from anthropometric, clinical, and health history parameters. The system was tested using 20 cases involving variables such as body weight, height, mid-upper arm circumference (MUAC), hemoglobin level (Hb), gestational age, and dietary intake. The results indicate that the system achieved an accuracy of 90%, an average confidence level of 82.7%, and a diagnostic precision of 88% when compared to expert nutrition-ists’ assessments. Diagnostic discrepancies occurred in only two cases (10%), both of which ex-hibited parameter values near the classification thresholds. These findings demonstrate that the integration of CBR and the Dempster–Shafer theory enhances the reliability of expert systems in generating accurate and measurable nutritional diagnoses despite data uncertainty, and shows strong potential as a decision-support tool for nutritionists in providing faster, more objective, and evidence-based nutritional interventions.
Evaluasi Teknik Prompting pada Large Language Model untuk Otomatisasi Penyusunan Skenario Unit Testing Smart Contract El Farisi, Salman; Marva, Fahlia Athiyya
Jurnal Teknologi Informasi dan Multimedia Vol. 8 No. 1 (2026): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v8i1.912

Abstract

Automated unit testing is essential for ensuring the security and reliability of smart contracts, particularly because their immutable nature prevents post-deployment modifications. However, manually creating test scenarios remains time-consuming, costly, and highly dependent on expert knowledge. A potential solution is to utilize AI technology, particularly Large Language Models (LLMs), to automatically generate test scenarios. This study fills the research gap in leveraging LLM technology in the software testing space by proposing a workflow for automatically gener-ating unit test scenarios for blockchain smart contract code using Large Language Models (LLMs). The proposed workflow consists of two stages: converting Solidity smart contracts into structured Gherkin scenarios and translating those scenarios into executable Hardhat unit test scripts. This study proposes an automated workflow using Large Language Models (LLMs) to address these challenges. The workflow consists of two stages: con-verting Solidity smart con-tracts into structured Gherkin scenarios and trans-lating those scenarios into executable Hardhat unit test scripts. Using the Gemini 2.5 Pro model, the research evaluates three prompting tech-niques such as Chain-of-Thought, Few-Shot, and Role-Based through quantitative analysis based on code coverage metrics, including Statements, Branches, Functions, and Lines. The experimental results show that Role-Based Prompting achieves the highest average coverage (92.02%), fol-lowed by Few-Shot Prompting (89.52%), while Chain-of-Thought produces the lowest coverage (78.79%). Role-Based Prompting also attains the highest Branch coverage, demonstrating superi-or capability in capturing conditional logic within smart contracts.
Perancangan Sistem Rekapitulasi Data Order Menggunakan Bot Otomatis pada Layanan Indihome Aqilah, Syifa; AR, Khairan
Jurnal Teknologi Informasi dan Multimedia Vol. 8 No. 1 (2026): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v8i1.937

Abstract

This study discusses the design of a data order recap system using an automated bot for Indi-Home services from PT Telekomunikasi Indonesia (Telkom). IndiHome is a fiber optic-based communication service that provides home telephone, cable television, and internet facilities. With the growth of customers, the need for an efficient order management system becomes important because manual processes often lead to delays, recording errors, and difficulty in monitoring or-der status in real-time. A Telegram-based automated bot is proposed as a solution to automate the process of recording, reporting, and monitoring order data, thereby improving the speed, ac-curacy, and transparency of order management. The research method used is Research and De-velopment (R&D) with the stages of observation, design, creation, testing, and product validation. The evaluation results from 30 respondents, consisting of 1 team leader, 3 admins, and 26 salespeople, showed that this bot system is very effective and efficient, with a 100% success rate for the 1 team leader and 3 admins, while the trial conducted with the 26 salespeople achieved a 97.71% success rate. This system provides convenience, reduces manual errors, speeds up the follow-up process, and improves team coordination in managing IndiHome orders. Therefore, this recap bot has the potential to become the new standard in order data management.
Perancangan Dan Implementasi Game Interaktif untuk Pembelajaran Digital pada Pelajaran TIK di MTsN 2 Banda Aceh Menggunakan Scracth Ramadhana, Zahwanul; Dewi, Sarini Vita
Jurnal Teknologi Informasi dan Multimedia Vol. 8 No. 1 (2026): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v8i1.944

Abstract

ICT learning currently demands the use of innovative learning media, to increase students' moti-vation and understanding of the material being studied, but at MTsN 2 Banda Aceh, convention-al methods such as lectures still dominate, which reduce students' motivation towards storage device and output device materials. This study aims to design, develop, and implement learning media in the form of scratch-based interactive games as a means of ICT (information and com-munication technology) learning to increase interactivity, learning motivation, and understand-ing of grade VIII students towards storage device and output device materials. Development re-search with a 4D model (Define, Design, Develop, Disseminate) and a mixed methods approach integrates quantitative data from questionnaires and qualitative data from observations and in-terviews. The results of media expert validation reached an average of 91% (strongly agree), while the assessment of 36 students showed an average score of 91% (very good) in the aspects of design, navigation, material understanding, and learning motivation. The Maze Tech game has been proven to be feasible, effective, and fun as an ICT digital learning media that supports inde-pendent and active learning. Furthermore, the Maze Tech game was developed with attention to the characteristics of junior high school students who tend to prefer visual and challenge-based learning. The integration of game elements, such as maze navigation, audio-visual feedback, and evaluative quizzes, provides a contextual and meaningful learning experience. This media also encourages active student involvement in the learning process, so it serves not only as a means of entertainment but also as an effective pedagogical tool. Therefore, the results of this study are ex-pected to contribute to the development of game-based digital learning media and serve as a ref-erence for educators in implementing ICT learning innovations in the madrasah environment.