cover
Contact Name
Taufiq Iqbal
Contact Email
taufiq.iqbal@lembagakita.org
Phone
+6285277777449
Journal Mail Official
jtik@lembagakita.org
Editorial Address
Teuku Nyak Arief Street Number: 7b Lamnyong, Banda Aceh City, Aceh Province
Location
,
INDONESIA
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi)
ISSN : -     EISSN : 25801643     DOI : https://doi.org/10.35870/jtik
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi), e-ISSN: 2580-1643 is a free and open-access journal published by the Research Division, KITA Institute, Indonesia. JTIK Journal provides media to publish scientific articles from scholars and experts around the world related to Hardware Products, Software Products, IT Security, Mobile, Storage, Networking, and Review An application service. All published article URLs will have a digital object identifier (DOI).
Articles 14 Documents
Search results for , issue "Vol 5, No 1 (2021): JTIK" : 14 Documents clear
Aplikasi Augmented Reality (AR) dengan Metode Marker Based sebagai Media Pengenalan Hewan Darat pada Anak Usia Dini menggunakan Algoritma Fast Corner Detection (FCD) Syahputra, Adryan; Andryana, Septi; Gunaryati, Aris
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 5, No 1 (2021): JTIK
Publisher : KITA Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v5i1.164

Abstract

Pendidikan pada anak tidak hanya belajar dari buku saja, dengan berkembangnya teknologi pendidikan bisa dilakukan dengan menggunakan peralatan teknologi seperti komputer, smartphone atau gadget. Penggunaan aplikasi Augmented reality bisa dijadikan contoh dalam pembelajaran pada anak usia dini dengan memperkenalkan hewan darat secara 3D. Penelitian ini bertujuan memberikan edukasi khususnya pada anak mengenai pengenalan dari hewan-hewan darat dengan memanfaatkan teknologi augmented reality. Penelitian ini menggunakan metode marker-based tracking dan algoritma fast corner detection. Hasil dari penelitian menghasilkan sebuah aplikasi yang didalamnya berisi pengenalan hewan darat yang terdiri dari hewan anjing, kuda, kanguru, kucing, serigala, gajah, rusa, unta, jerapah, dan sapi. Informasi singkat mengenai masing-masing hewan, yang dirancang semenarik mungkin untuk anak-anak. Aplikasi dapat berjalan pada sistem operasi android.Kata Kunci:Augmented reality, Objek 3D, Marker Based, Fast corner detection.
Rancang Bangun Aplikasi Data Mining pada Penjualan Distro Bloods Berbasis Web menggunakan Algoritma Apriori Muchlis, Muhammad Muttaqin; Fitri, Iskandar; Nuraini, Rini
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 5, No 1 (2021): JTIK
Publisher : KITA Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v5i1.197

Abstract

The design of this data mining application is a computerized system in the field of technology, this proves that technological developments in data processing are increasingly advanced, this can be the basis for the development of data processing systems for sales of bloods based web applications using a priori algorithms, problems in this bloods distribution cannot Minimizing the decline in sales at the Jakarta clothing event in 2019, it is necessary to evaluate the sales data, with market basket analysis or consumer shopping baskets to find out consumer shopping patterns as a reference for the sale strategy of event Jakarta clothing at the end of the year. This analysis uses a priori algorithm with the association rule method, while the SDLC (Software Development Life Cycle) method is used as the basis for developing expert systems. From the results of the study, it was found that sales data for 5 days and 7 items got the highest 100% confidence value from the itemset calculation 1,2,3 which passed the selection so that they became aware of consumer purchasing patterns and rearranged product layouts for promotion and improving the correct sales strategy.Keywords:Applications, Data Mining, Apriori Algorithms, Association Rule Method, SDLC.
Sistem Pendukung Keputusan untuk Menentukan Hasil Bisnis Pujasera Terbaik dimasa Pandemi Covid 19 dengan Metode Fuzzy Tahani dan Simple Additive Weighting (SAW) berbasis Website (Studi Kasus: Pujasera Hangout Salihara) Abdullah, Mohammad Aldinugroho; Fitri, Iskandar; Nathasia, Novi Dian
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 5, No 1 (2021): JTIK
Publisher : KITA Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v5i1.202

Abstract

Pujasera Hangout Salihara is a company engaged in the business of serving food and beverages for the public. During the Covid 19 pandemic, there were many impacts, one of which was in the restaurant business sector. With the Fuzzy database method Tahani model and Simple Additive Weighting are used in determining the destination of the favorite food menu at the food court according to customer desires accurately, quickly, and easily understandable, helping the food court owner and tenant of the food court at the salihara hangout food court in providing food menu recommendations, the most popular drink menu and the highest and lowest rating of each food court in a week or a month. The method of Fuzzy database model Tahani and Simple Additive Weighting are applied in making a decision support system with stages determined by the researcher. The result of the Decision Support System is a system that can assist in making decisions that are carried out accurately and according to the desired goals. In applications that have been built, the results are based on the value of the degree of membership and the truth value of the calculation process in the application. Testing is done by means of the BlackBox testing.Keywords:Decision support system, Fuzzy database method, Tahani model, Simple Additive Weighting, Pujasera.
Algoritma Fisher-Yates sebagai Pengacak Soal pada Game Edukasi: Ruang Geometri Finika, Alma Bryan Fitri; Andryana, Septi; Komalasari, Ratih Titi
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 5, No 1 (2021): JTIK
Publisher : KITA Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v5i1.163

Abstract

The perception of many students that mathematics is known to be difficult has made the experience negative, so that it has a general impact when adjusting to meeting material calculations. One of the basic materials of mathematics is geometry. This material has provided experiences for Elementary School (SD) children at grade 2 (two) to grade 4 (four). So, one solution is to play with Geometry Space. One of the android-based educational games that provides a media for self-adjustment in understanding material from Geometry. This study designed the Fisher-Yates algorithm in an educational game based on android which is named "Ruang Geometri". An algorithm that will help in randomizing the questions on the "Ruang Geometri" quiz. The purpose of this game is to change students' perceptions to be positive about mathematics because it is no longer a scary subject but fun. The results of this study are to recognize flat and space shapes in the form of educational games.Keywords:Mathematic; Educational Game; Fisher-Yates Algorithm.

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