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JTIK (Jurnal Teknik Informatika Komputer)
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jtik.kaputama@gmail.com
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INDONESIA
JTIK (Jurnal Teknik Informatika Kaputama)
Published by STMIK Kaputama Binjai
ISSN : 25489704     EISSN : 26860880     DOI : https://doi.org/10.1234/jtik.v4i1
Core Subject : Science,
JTIK (Jurnal Teknik Informatika Kaputama) diterbitkan oleh Program Studi Teknik Informatika Kaputama sebagai media untuk menyalurkan pemahaman tentang aspek-aspek sistem informasi berupa hasil penelitian lapangan, laboratorium dan studi pustaka. Jurnal ini Terbit 2x setahun yaitu bulan januari dan bulan juli, pada JTIK fokus dan mempunyai ruang lingkup pada bidang Teknik Informatika. Seperti Data mining, Keamanan Jaringan dll.
Articles 572 Documents
RANCANGAN PENELITIAN PENGEMBANGAN MODEL OPTIMASI PELAYANAN PUBLIK DARURAT PADA BENCANA BANJIR MENGGUNAKAN PEMROGRAMAN LINIER DALAM KERANGKA SMART CITY Pardede, A M H
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 10 No. 1 (2026): Volume 10, Nomor 1, Januari 2026
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v10i1.1233

Abstract

Recurrent flooding in Aceh, North Sumatra, and West Sumatra reflects the increasingly complex challenges of providing public services in emergency situations. In large-scale floods, service disruptions are triggered not only by the increasing number of victims and the need for assistance, but also by disruptions to the operational capacity of public service facilities, such as hospitals, police, fire departments, and transportation access. These disruptions result in slow responses and low resource utilization efficiency, ultimately increasing the risk of loss of life. This research aims to formulate a mathematical optimization model for emergency public services during floods, taking into account resource limitations and the simultaneous reduction in the capacity of service centers. The model was developed to minimize response times and delays in victim handling, while also providing a conceptual contribution to the development of public service optimization studies and strengthening healthcare resilience within a Smart City framework. The research approach used is fundamental research through linear programming-based mathematical modeling. The emergency public service problem is formulated as a multi-agency optimization model that includes an objective function and various constraints, such as service capacity, victim priorities, resource limitations, and access barriers due to flooding. The analysis is conducted through conceptual simulations on various service capacity reduction scenarios to examine the solution characteristics and theoretical model consistency.
ANALISIS SENTIMEN ULASAN APLIKASI PORTAL PULSA PADA GOOGLE PLAY STORE MENGGUNAKAN METODE MACHINE LEARNING Zalukhu, Sampril Yanus; Bismi, Waeisul; Agustiani, Sarifah
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 10 No. 2 (2026): Artificial Intelligence (AI)
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v10i2.1296

Abstract

Portal Pulsa application is a pulse refilling and bill payment service platform that has a high number of reviews on the Google Play Store. These reviews can be used to determine user perception of application services. This study aims to perform sentiment analysis on Portal Pulsa application user reviews using machine learning methods. The research stages include collecting review data from the Google Play Store, text preprocessing, feature extraction using TF-IDF, and sentiment classification using several machine learning algorithms, namely Naïve Bayes, Linear Support Vector Machine (Linear SVM), Random Forest, K-Nearest Neighbor (KNN), and Decision Tree. Model evaluation was performed using accuracy, precision, recall, and F1-score metrics. The results showed that the Linear SVM algorithm provided the best performance with an accuracy value of 93.24%. These results indicate that Linear SVM is effectively used in classifying the sentiment of Portal Pulsa application user reviews.
PERANCANGAN PROTOTIPE APLIKASI MOBILE LEARNING “SKILLBOOST” UNTUK KETERAMPILAN DIGITAL MENGGUNAKAN PENDEKATAN DESIGN THINKING Prabowo, Irzha Adji; Apriade Voutama
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 10 No. 2 (2026): Artificial Intelligence (AI)
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v10i2.1298

Abstract

Perkembangan teknologi digital yang pesat menuntut peningkatan keterampilan sumber daya manusia, khususnya di bidang IT, namun implementasi e-learning sebagai solusi pembelajaran seringkali terhambat oleh desain antarmuka yang tidak intuitif, navigasi rumit, dan kurangnya personalisasi yang berdampak pada fragmentasi dan efektivitas belajar. Penelitian ini bertujuan untuk merancang prototipe aplikasi mobile learning "SkillBoost" yang berfokus pada peningkatan keterampilan digital dengan antarmuka yang sederhana, terintegrasi, dan berpusat pada pengguna. Metode yang digunakan adalah Design Thinking melalui lima tahapan: Empathize, Define, Ideate, Prototype, dan Test. Pengumpulan data dilakukan melalui studi literatur, observasi data sekunder, dan wawancara pengguna untuk memahami kebutuhan pengguna. Perancangan antarmuka dilakukan dengan memperhatikan prinsip desain minimalis dan integrasi fitur seperti materi pembelajaran, forum diskusi, konsultasi mentor, dan Boost AI. Hasil penelitian berupa prototipe interaktif aplikasi SkillBoost yang telah diuji menggunakan usability testing dengan 10 skenario tugas dan dievaluasi menggunakan System Usability Scale (SUS) yang melibatkan 20 responden mahasiswa aktif. Hasil pengujian menunjukkan rata-rata skor SUS sebesar 85,75 yang termasuk dalam kategori Acceptable, Grade B, dan Adjective Rating Excellent. Hal ini membuktikan bahwa prototipe aplikasi SkillBoost memiliki usabilitas yang sangat baik dan dapat diterima oleh pengguna sebagai solusi pembelajaran keterampilan digital yang efektif.
DESAIN DAN IMPLEMENTASI ANTARMUKA SISTEM BACKOFFICE BERBASIS WEB DENGAN DASHBOARD ROLE-BASED MENGGUNAKAN MODEL PROTOTYPE Rahma Khamila, Alya; Voutama, Apriade
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 10 No. 2 (2026): Artificial Intelligence (AI)
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v10i2.1301

Abstract

A backoffice system is an internal information system used to support various operational activities within an organization. It plays an important role in managing users, monitoring system activities, recording audit logs, and presenting administrative information in a structured manner. Company X requires a web-based backoffice interface that can provide dashboards according to user roles and support several essential modules such as authentication, user management, and operational monitoring. Currently, the company does not yet have a consistent and responsive backoffice interface, which causes administrative tasks and system monitoring to be less efficient. This study aims to design and develop a web-based backoffice interface that is modular, reusable, and easier to maintain based on the identified functional requirements. The research applies a software engineering approach using the System Development Life Cycle (SDLC) with the Prototype model. The development process includes requirement analysis, interface design, implementation using Next.js and React, integration with a dummy backend through REST APIs, and functional testing of the Prototype. The result of this research is a backoffice interface Prototype that includes a login page, navigation structure, role-based dashboard, User Management module, reusable UI components, and interactive data visualization. The developed interface provides a structured system layout and can support more efficient administrative and monitoring activities.
PENDEKATAN ALGORITMA TREE-BASED DAN SHAP UNTUK ANALISIS FAKTOR CHURN PELANGGAN E-COMMERCE Fauziah, Ana; Prasanti Mia Purnama
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 10 No. 2 (2026): Artificial Intelligence (AI)
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v10i2.1307

Abstract

The rapid growth of the e-commerce industry has intensified competition and increased the risk of customer churn, defined as the discontinuation of service usage. This study aims to develop an accurate churn prediction model using four tree-based classifiers—Random Forest, XGBoost, LightGBM, and CatBoost—and to evaluate feature contributions using SHAP (Shapley Additive Explanations). The study employs the E-commerce Customer Churn dataset from Kaggle, consisting of 5,630 observations and 20 behavioral features. All models demonstrate strong performance, achieving accuracy above 95%. XGBoost outperforms the other models, with an accuracy of 97.42% and an F1-score of 0.918, indicating a good balance between precision and recall. SHAP analysis identifies Tenure as the most influential feature, followed by Complain, NumberOfAddress, CashbackAmount, and MaritalStatus_Married. Lower tenure increases churn likelihood, while higher complaint levels significantly raise churn risk. Feature effects vary across individuals due to interactions among variables. These findings highlight the importance of interpretability in supporting accurate and data-driven customer retention strategies in e-commerce.
IMPLEMENTASI DATA MINING PADA PENGARUH BRANDING KOPI TERHADAP LOYALITAS KONSUMEN DI DENPASAR winda patria, ni kadek winda patrianingsih; Astitiani , Ini Luh Putu Surya; Pakpahan, Rahel N
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 10 No. 2 (2026): Artificial Intelligence (AI)
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v10i2.1315

Abstract

The coffee industry is currently growing very rapidly and has become part of people's lifestyles, especially in urban areas such as Denpasar. This condition has driven increased competition between coffee shops, so the right strategy is needed to retain customers, one of which is through branding. Coffee Shop X, as one of the coffee shops, needs to understand the factors that influence customer loyalty. This study aims to analyze the effect of branding on customer loyalty using a data mining approach. Data was collected from 75 respondents with variables including brand awareness, brand image, brand trust, promotion, product quality, and customer experience. The results of processing using the Naïve Bayes algorithm through the Rapid Miner application showed an accuracy level of 97.30%. These results indicate that the model is able to classify customer loyalty very well and can be used as a basis for strategic decision making.
RANCANG BANGUN SISTEM KONTROL AKTUATOR PADA PENGEPRESAN PATARANA BERBASIS MIKROKONTROLER Muzammil, Rivaul; Syah, Muhammad Erfan
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 10 No. 2 (2026): Artificial Intelligence (AI)
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v10i2.1326

Abstract

Patarana, juga dikenal sebagai Pliek U, adalah bumbu khas Aceh yang terbuat dari ampas kelapa yang telah difermentasi dan dijemur hingga kering. Bumbu ini sering digunakan dalam masakan Aceh, terutama dalam hidangan "Gulee Pliek U" atau kuah pliek, serta sebagai bumbu rujak. Minyak patarana merupakan minyak yang dikeluarkan secara alami setelah daging kelapa di fermentasi selama beberapa hari. Minyak patarana yang dihasilkan setelah dilakukan proses penjemuran di bawah sinar matahari disebut dengan minyak brok. Minyak cair dapat diperoleh melalui cara pemerasan, ekstraksi, ataupun destilasi. Penelitian ini bertujuan untuk membangun sebuah rancang bangun sistem kontrol actuator linear pada pengepresan patarana berbasis mikrokontroler. Metode pengepresan dilakukan dengan memasukkan patarana ke dalam prototipe, maka sensor proximity mendeteksi adanya patarana dan push button ditekan. Maka aktuator bekerja untuk mengepres patarana. Selanjutnya sensor ultrasonic mendeteksi jumlah minyak yang ada di wadah penampung dan ditampilkan di LCD dalam jumlah milliliter. Hasil dari penelitian ini minyak yang dihasilkan yaitu 282,34 ml untuk 3 kg Patarana, 621,34 ml untuk 4 Kg patarana dan 827,67 ml untuk 5 kg Patarana.
COMPARATIVE ANALYSIS OF SVM AND IndoBERT FOR SENTIMENT ANALYSIS OF SAPAWARGA APPLICATION REVIEWS: KOMPARASI PERFORMA SUPPORT VECTOR MACHINE DAN INDOBERT DALAM ANALISIS SENTIMEN ULASAN APLIKASI SAPAWARGA Nur Huda, Alifia; Apriade Voutama
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 10 No. 2 (2026): Artificial Intelligence (AI)
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v10i2.1335

Abstract

The development of digital public services such as the Sapawarga application generates a large volume of user reviews, most of which are unstructured, making manual analysis inefficient. In addition, the use of mixed languages, including Sundanese and local slang, increases linguistic complexity that is difficult to handle using conventional methods. This study aims to compare the performance of Support Vector Machine (SVM) and IndoBERT using a dual-pipeline preprocessing approach to preserve data context. The dataset consists of 4,277 reviews classified into positive, negative, and neutral sentiments. The results show that IndoBERT outperforms SVM with an accuracy of 80.02% and an F1-Macro of 0.6517, while SVM achieves an accuracy of 75.82% and an F1-Macro of 0.6161. This advantage is supported by IndoBERT’s ability to understand context through self-attention and subword tokenization. This study supports the development of an automated public opinion monitoring system (Digital Ombudsman) for the Government of West Java to improve the quality of bureaucratic response.
SISTEM INFORMASI TOP UP GAME (STUDI KASUS LOGAM GAMES STORE) Manurung, Immanuel H G; Donets, Felix; Sibero, Alexander F.K. Sibero; Khair, Husnul
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 10 No. 2 (2026): Artificial Intelligence (AI)
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v10i2.1389

Abstract

This study aims to design and develop a web-based information system for game top-up services at Logam Games Store, providing users with a fast and efficient way to purchase digital items. The system was developed using the Waterfall method through the stages of requirement analysis, system design, implementation, and testing. Technologies used include PHP, MySQL, HTML, and payment integration via Midtrans Snap API (Sandbox). The system’s main features include user registration and login, game selection, input of game account data, top-up amount selection, payment processing, and transaction history display. The top-up mechanism is semi-automated, with the admin manually delivering the purchased items via a third-party platform, namely Itemku. The system was tested using Black Box Testing, and results showed that all functions performed as expected based on user needs. This system is expected to offer a practical solution for small-scale game top-up services and has the potential for further development toward full automation.
PERANCANGAN MANAJEMEN BANDWIDTH PADA JARINGAN STARLINK MENGGUNAKAN SIMPLE QUEUE MIKROTIK (STUDI KASUS: CV. BERKAH SIMPLE NETWORK) Dian Syaharani; Rianto, Bayu; Ilyas, Ilyas
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 10 No. 2 (2026): Artificial Intelligence (AI)
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v10i2.1390

Abstract

ABSTRAK Berkah Simple Network memanfaatkan internet satelit Starlink untuk menyediakan layanan di wilayah yang belum terjangkau infrastruktur konvensional. Namun, distribusi bandwidth saat ini masih menggunakan satu ID pelanggan untuk beberapa perangkat sekaligus dalam satu rumah, sehingga konsumsi internet tidak merata dan tidak terkontrol. Penelitian ini menerapkan metode Simple Queue menggunakan MikroTik RouterOS untuk mengoptimalkan alokasi bandwidth Starlink sebesar 100 Mbps secara merata sebesar 4 Mbps per user/ID (1 ID 1 Perangkat). Perancangan sistem mengikuti kerangka kerja Network Development Life Cycle (NDLC) yang meliputi tahapan analisis, desain, simulasi, implementasi, monitoring, dan manajemen. Pengujian bandwidth dilakukan menggunakan Ookla Speedtest. Hasil implementasi menunjukkan bahwa kombinasi autentikasi Hotspot dan konfigurasi Simple Queue berhasil memastikan distribusi bandwidth yang adil, meningkatkan kestabilan koneksi, serta mencegah monopoli penggunaan jaringan oleh pengguna tertentu saat jam sibuk.

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