cover
Contact Name
Syaiful Zuhri Harahap
Contact Email
syaifulzuhriharahap@gmail.com
Phone
+6285261290813
Journal Mail Official
informatika@ulb.ac.id
Editorial Address
Jl. S.M Raja No. 126 A Km 3.5 Aek Tapa, Rantauprapat, Kabupaten Labuhanbatu, Sumatera Utara, Indonesia
Location
Kab. labuhanbatu,
Sumatera utara
INDONESIA
Informatika
ISSN : 23032863     EISSN : 26151855     DOI : 10.36987
INFORMATIKA : Jurnal Ilmiah Fakultas Sains & Teknologi Universitas Labuhanbatu diterbitkan oleh Universitas Labuhanbatu melalui Lembaga Penelitian dan Pengabdian Masyarakat, dimaksudkan sebagai media pertukaran informasi dan karya ilmiah antara staf pengajar, alumni, mahasiswa dan masyarakat pada umumnya yang terbit tiga kali dalam setahun (Januari-Mei-September), yang mulai awal terbit sejak tahun 2013.
Articles 6 Documents
Search results for , issue "Vol 11, No 2 (2023): INFORMATIKA" : 6 Documents clear
Efektivitas Media Pembelajaran Berbasis Tiktok Pada Mata Pelajaran Informatika Kelas X TKJ Wahyuni, Rahmi; Irsyadunas, Irsyadunas; Alfiriani, Adlia
Jurnal Informatika Vol 11, No 2 (2023): INFORMATIKA
Publisher : Fakultas Sains & Teknologi, Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/informatika.v11i2.4228

Abstract

The rapid development of technology at this time, educators are expected to be able to create interesting and innovative learning media for students. So that it has an impact on student learning outcomes later. One of the learning media that can be utilized is the TikTok application. The TikTok application is an application in the form of short videos that are packaged properly. And the majority of users are millennials and school children. The purpose of this study was to determine the effectiveness of TikTok-based learning media used in informatics class X TKJ at SMK Negeri 2 Padang. The method used is an experiment. By using One Group Pretest-Posttest Design. The sample is determined by simple random sampling technique. For data analysis techniques using the analysis prerequisite test, namely the normality test, hypothesis testing using the paired sample test with a result of 0.000, and the N-Gain test. Based on the results of the N-Gain test in the experimental class, it was obtained at 63,765 or 63.7%. In the interpretation of the N-Gain percentage category if 56-75% is said to be quite effective. So the N-Gain score of 63.7% is said to be quite effective. So that the effectiveness of TikTok-based learning media in class X TKJ informatics subjects at SMK Negeri 2 Padang is quite effective.
Pengembangan Media Pembelajaran Berbasis Android Pada Mata Pelajaran Administrasi Sistem Jaringan Di SMKN 7 Sijunjung Anjelina, Fira; Mary, Thomson; Irsyadunas, Irsyadunas
Jurnal Informatika Vol 11, No 2 (2023): INFORMATIKA
Publisher : Fakultas Sains & Teknologi, Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/informatika.v11i2.4229

Abstract

This “study aims to determine the validity level of valid android-based learning media and to determine the practicality level of practical android-based learning media.  This study uses the Research and Development” “(R&D) method with the development model used, namely the ADDIE development model. The research subjects amounted to 15 people. Data collection techniques using a questionnaire with a Likert scale.The results of this study show that the average value of the media expert validity test is 0.80 and the material validity test is 1.04 with the valid category. The teacher's response practicality test showed a value of 97.77% and for the student's response practicality test showed a value of 94.11% with a very practical category. Conclusions based on assessments and input from material experts and media experts as well as the results of trials in the field of Android-based learning media have been tested for feasibility and can be used” as.
Perancangan Sistem Inventori Berbasis Web Pada PT.Harapan Sukses Jaya Setiawan, Aji; Kristiana, Titin
Jurnal Informatika Vol 11, No 2 (2023): INFORMATIKA
Publisher : Fakultas Sains & Teknologi, Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/informatika.v11i2.3701

Abstract

Sistem Inventory merupakan sistem yang digunakan untuk mengolah dan menyediakan informasi tentang data persediaan barang dalam sebuah perusahaan untuk pengambilan keputusan.Inventory system is a system used to process and provide information about inventory data in a company for decision making
Perancangan Aplikasi Absensi Menggunakan Metode Haversine Berbasis Android pada PT. Rangkai Utama Berjaya Mutaqin, Hafiz; Nurhayati, Nurhayati
Jurnal Informatika Vol 11, No 2 (2023): INFORMATIKA
Publisher : Fakultas Sains & Teknologi, Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/informatika.v11i2.3799

Abstract

Penelitian bertujuan untuk mengetahui: (1) Membangun aplikasi absensi yang dapat menghasilkan data laporan kehadiran yang akurat dan actual; (2) Menerapkan metode haversine formula serta menerapkan location based service guna menghitung jarak pembatas toleransi jarak; dan (3) Mencegah karyawan melakukan kecurangan dan memalsukan kehadiran menggunakan aplikasi pihak ketiga fake gps. Metode Penelitian meliputi: (1) Studi Lapangan; (2) Studi Kepustakaan; dan (3) Metode Pengembangan Aplikasi.Prosedur perancangan aplikasi meliputi: (1) Analisis Kebutuhan; (2) Desain; (3) Implementasi dan Pengujian Unit; (4) Integrasi dan Pengujian Sistem; dan (5) Pengoperasian dan Pemeliharaan. Data diperoleh melalui: (1) Wawancara; dan (2) Pengamatan. Hasil penelitian meliputi: (1) Sistem informasi aplikasi yang dibuat membuat pengguna menjadi disiplin dalam melakukan absensi;(2) HRD perusahaan mendapatkan data rekapitulasi yang aktual dan akurat; dan (3) Metode location based service dan haversine formula dapat diterapkan dalam menghitung jarak titik lokasi pengguna dengan lokasi absensi.
Pengembangan Media Pembelajaran Berbasis Tiktok Pada Mata Pelajaran Informatika Kelas X TKJ Di SMK Negeri 2 Padang Sagita, Widia; Irsyadunas, Irsyadunas; Alfiriani, Adlia
Jurnal Informatika Vol 11, No 2 (2023): INFORMATIKA
Publisher : Fakultas Sains & Teknologi, Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/informatika.v11i2.4227

Abstract

This learning media development research aims to produce learning media products that are valid and practical so that they are suitable for use in informatics learning class X at SMK Negeri 2 Padang. The method used in this research and development (Research and Development). With the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The source of the data in this study was to carry out a feasibility test in the form of validation using a material validation questionnaire carried out by 3 experts namely, 2 class x informatics teachers at SMK Negeri 2 Padang and 1 lecturer from the informatics education study program, 3 media experts namely a lecturer in the informatics education study program. Data analysis was performed using a Likert scale measurement. With 4 answer options (very valid, valid, less valid, invalid). After these measurements, the material validation results were 89%, media expert validation was 91%. From the results of the analysis it can be concluded that the development of TikTok-based learning media is in very valid and practical criteria and can be used in learning activities in class X informatics subjects. TKJ at SMK Negeri 2 Padang.
Analisis Sentimen Ulasan Pengguna Aplikasi pada Google Play Store Menggunakan Algoritma Support Vector Machine Lubis, Sanny Khairani; Dar, Muhammad Halmi; Nasution, Fitri Aini
Jurnal Informatika Vol 11, No 2 (2023): INFORMATIKA
Publisher : Fakultas Sains & Teknologi, Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/informatika.v11i2.5860

Abstract

One of the most popular e-commerce sites in Indonesia is Shopee. As the largest marketplace application in Indonesia, Shopee provides product and service review features to users on the Google Play Store. The review feature is very helpful to find out whether user reviews are positive or negative. Having user reviews will help Shopee improve its services. To identify a very large number of user reviews, it is not possible to do it manually by reading them one by one. This process will take a very long time and is not effective. Therefore, we need a method that is able to identify reviews from users more effectively and efficiently. This research aims to conduct sentiment analysis of user reviews of the Shopee application on the Google Play Store by applying the Support Vector Machine algorithm. The research stages carried out started with dataset collection, dataset labeling, preprocessing, TF-IDF weighting, classification, and evaluation. From the research results, accuracy was 70.88%, precision was 49.49%, recall was 52.55%, and F1-score was 49.84%. From these results, it can be concluded that the performance of the support vector machine algorithm in classifying the sentiment of user reviews of the Shopee application on the Google Play Store is quite good.

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