Jurnal Tekinkom (Teknik Informasi dan Komputer)
Jurnal TEKINKOM merupakan jurnal yang dimaksudkan sebagai media terbitan kajian ilmiah hasil penelitian, pemikiran dan kajian analisis-kritis mengenai isu Ilmu - ilmu komputer dan sistem informasi, seperti : Pemrograman Jaringan, Jaringan Komputer, Teknik Komputer, Ilmu Komputer/Informatika, Sistem Informasi, dan Multi Disiplin Penunjang Domain Penelitian Komputasi, Sistem dan Teknologi Informasi dan Komunikasi, dan lain-lain yang terkait. Artikel ilmiah dimaksud berupa kajian teori (theoritical review) dan kajian empiris dari ilmu terkait, yang dapat dipertanggungjawabkan serta disebarluaskan secara nasional maupun internasional.
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IMPLEMENTASI REST API PADA APLIKASI E-BIN PENGELOLAAN SAMPAH BERBASIS WEB DAN MOBILE
Prasetiyo, Thio;
Aji, Adam Sekti
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v6i2.1020
Waste is a rather serious issue. One of the main factors is the lack of awareness in society regarding proper waste management and disposal, as well as a lack of concern for environmental cleanliness, which results in an increasing accumulation of waste that can lead to environmental pollution and diseases affecting public health. Therefore, this research was conducted to provide an alternative solution for the community, enabling people to easily manage and dispose of waste properly and instill the habit of waste separation. This was achieved through the design and development of a web and mobile-based waste management application called E-Bin for the residents of Ciwaru village. The research was carried out using the waterfall method, which involved data collection and system design based on existing systems. The application was successfully built and resulted in two systems a web system for administrators and a mobile application that is easily accessible to the community. The application was developed using Android Studio with Java as the programming language, MySQL as the database server, and Visual Studio Code as a supporting tool. It has been tested using black-box testing, demonstrating that the application functions well and is suitable for use.
UJI KEAMANAN WPA2 DENGAN WI-FI DEAUTHER MENGGUNAKAN AEROWPA
Ruswanti, Diyah;
Susilo, Dahlan
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v6i2.776
Almost every home has a Wi-Fi (Wireless Fidelity) internet connection, and it is normal practice to safeguard internet access to prevent unauthorized use and to make sure that internet usage does not exceed costs. Using WPA (Wi-Fi Protected Access) protection is one method of securing internet access over Wi-Fi. However, some people are still attempting to crack WPA2 in order to obtain unrestricted, free, and unauthorized access to the internet. The purpose of this study is to identify the ways in which AeroWPA can be utilized to mitigate the problem of obtaining WiFi access without a password. AeroWPA and Wi-Fi Deauther are used in the keamanan access control procedure, with the Router Nirkabel Totolink N300RT serving as the subject of the investigation in order to identify any kind of anomaly. The study's findings indicate that the process of changing a password in an AeroWPA script is hindered by password cracking, which causes a connected phone to freeze twice. Additionally, SSID security is compromised by using a password that is obtained from a logged-in user and the script itself employs Social Engineering.
PENGGUNAAN METODE TOPSIS DALAM SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN JENIS USAHA WISATA DI LABUHAN BATU
Simamora, Rikardo Lasroha;
Munthe, Ibnu Rasyid;
Sihombing, Volvo
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v6i2.962
The development of the tourism sector is an important focus in driving local economic growth. In this context, choosing the right type of tourism business is a strategic step in maximizing regional potential. This study aims to investigate the use of the TOPSIS (Technique for Order of Preference by Similarity to Ideal Solution) Method in the development of a Decision Support System (DSS) for selecting types of tourism businesses in Labuhan Batu. The initial stage of the research involved analyzing the criteria for selecting the type of tourism business which included aspects of market potential, sustainability, social impact, and infrastructure. The ranking results provide a guide in selecting the type of tourism business that has the highest potential to develop in Labuhan Batu. Sensitivity analysis of changes in criteria weight provides further insight into the effect of weight on alternative rankings. The use of computer technology in this study allows the development of an interactive Decision Support System capable of providing recommendations based on the results of TOPSIS calculations. The conclusion from this study is that the TOPSIS method can be an effective tool in assisting decision makers in choosing the type of tourism business that is in accordance with the characteristics of the Labuhan Batu area.
EFEKTIVITAS PENGGUNAAN APLIKASI PENDAFTARAN DAN PEMBELAJARAN BAHASA INGGRIS BERBASIS ANDROID DI EFS
Muhadzdzib, Muhammad Syafiq;
Rahmawati, Yunianita;
Busono, Suhendro
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v6i2.987
The development of software technology is currently very fast and significant, especially in information systems, and one of them is the development of learning application technologies for mobile devices. In time, application technologies can also be learned through mobile phones. Android is an operating system that supports learning from mobile applications. English For Skill (EFS) is one of the English learning courses in Kediri. Almost a dozen or even hundreds of students do English to learn skills and are fluent in English, but the learning system used in the institution still uses a paper text system and the reason is that there are many books scattered and useless books. So we need a learning and registration app that is accessible to students anytime, anywhere. Based on this, this study aims to create an Android based registration and learning application for English For Skill institutions. This registration and learning application uses the software development lifecycle methodology. The steps in this methodology include analysis, design, implementation, testing and maintenance. The resulting registration and learning application should make it easier for institutions to implement the registration and learning systems that have been implemented.
AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN KOMPONEN ELEKTRONIKA DASAR BERBASIS ANDROID
Kustrianugraha, Afri Fajar;
Wibowo, Adityo Permana
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v6i2.1073
Technological advances in the field of electronics require students and teachers to understand and recognize components related to electronics. Currently, explanations and learning materials for electronic components still rely on books or exercise modules which are basically difficult to understand. As a result, students feel bored and ultimately fail to achieve the expected competencies. The purpose of this research is to create and build a mobile application for Android, which aims to design an Android-based application that utilizes Augmented Reality to introduce basic electronic components using a marker-based tracking method. This makes learning the introduction of electronic components more interesting. This research uses several tools such as Unity, Blender, Vuforia, and ARToolkit. The research methodology used is MDLC (Multimedia Development Life Cycle), and for the testing method using black box testing shows the features in the application are free from errors, and Usability testing using a questionnaire with 95% ease of use and 90% usability aspects. This application can be classified as having undergone testing within the "Good" category, despite the presence of certain aspects limitations in marker tracking distance. Thus, the test results show that this application is feasible for further development and can facilitate students in learning the basics of electronic components through a three-dimensional model.
PENGEMBANGAN APLIKASI AUGMENTED REALITY GAMELAN JAWA MENGGUNAKAN METODE MULTIMEDIA DEVELOPMENT LIFE CYCLE
Ardiansyah, Yusuf;
Sutarman, Sutarman
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v6i2.1023
Javanese Gamelan is a traditional Indonesian musical instrument rich in history and culture. However, many people need to become more familiar with Javanese Gamelan musical instruments and help them understand how to play them. This research aims to increase the general public's interest in studying gamelan by applying augmented reality technology to Android mobile devices. The application is designed to display 3D objects and information about each Javanese gamelan instrument that can be sounded or played. The system design uses the Multimedia Development Life Cycle (MDLC) method. It is implemented using the Marker Tracking method or pattern recognition and marker detection to virtually display 3D models of Javanese Gamelan musical instruments on Android devices. The evaluation was carried out to measure the effectiveness of the application in introducing and educating users about Javanese Gamelan musical instruments. Hopefully, this application for introducing Javanese Gamelan using AR technology can increase people's understanding and appreciation of Javanese Gamelan musical instruments. Apart from that, it is also hoped that this application can become a means of education and promotion of Javanese Gamelan music culture to the younger generation and the wider community.
SISTEM PAKAR REKOMENDASI JURUSAN MENGGUNAKAN METODE FORWARD CHAINING
Erika Anjani Putri;
Ade Eviyanti;
Hindarto Hindarto
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v6i2.1071
SMK Antartika 2 Sidoarjo provides instruction in seven different areas of competence. With so many choices of majors, it causes several problems in choosing majors, including not in accordance with interests, or not knowing their interests and potential. Expert Systems are one part of artificial intelligence that is created to help make decisions in solving problems like experts. The Forward chaining method provides conclusions that begin by using rules that relate facts. The Department Recommendation Expert System using the Forward chaining method that was built runs well. This system is designed to assist new SMK students in determining the majors to be taken according to the talent interests of new students by providing department recommendations, based on the results of testing department recommendations in the system with the same results of determining the majors of interest resulting in a percentage of 90%. Based on black box testing that has been carried out on this system in accordance with what was expected by 40 respondents, the percentage of department recommendations was 89.33%, and ease of access was 93.33%. The expert system is made based on a website that can be accessed online and can be used at any time.
PERBANDINGAN ALGORITMA C5.0 DAN K-MEANS CLUSTERING UNTUK MEMPREDIKSI KEPUASAN MAHASISWA TERHADAP KINERJA DOSEN UNIVERSITAS PRIMA INDONESIA
Jefri Syah Putra Laoli;
Sadarman Zebua;
Novanius Lahagu;
Delima Sitanggang;
Evta Indra
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v6i2.938
Data mining is an attempt to dig up valuable and useful information on very large databases. Data mining is an operation that uses certain techniques or methods to look for a pattern or different form in a selected data. The technique used in this study is using data mining with the C5.0 and K-Means methods. The purpose of this study was to determine student satisfaction by using and comparing the accuracy of the C5.0 and K-Means clustering algorithms in predicting student satisfaction on lecturer performance at Universita Prima Indonesia, Faculty of Science and Technology. The results of research using the C5.0 Algorithm method where the accuracy value obtained is 90.90% (Very Satisfied) while the accuracy value is 9.10% (Not Satisfied). The K-Means Clustering method gives quite good results in classifying data, more than 75% of respondents feel (Very Satisfied) while less than 25% feel (Not Satisfied) from the teaching given by lecturers at Universitas Prima Indonesia.
TRANSFORMASI FINANCIAL TECHNOLOGY PADA PENGELOLAAN PRODUK HASIL EKONOMI KREATIF UNTUK MENINGKATKAN EKONOMI MASYARAKAT DI DESA WISATA PARDOMUAN MOTUNG
William Liang;
Novendra Adisaputra Sinaga;
Erikson Damanik
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v6i2.982
The urgency of this research is to build a technology-based financial system that is used by the creative economy community in Pardomuan Motung Village in managing their products. The system built is a form of transformation from a conventional financial management model to a technology-based one. The results of this research have had a big influence on the economic conditions of the business world in Pardomuan Motung because since the Covid-19 pandemic until post-pandemic there have been major changes in financial and business governance in Indonesia from traditional to modern. continue to innovate. So, if the governance and financial system of the creative economy community in Pardomuan Motung Village does not transform, then the businesses they are involved in will find it difficult to develop and compete. The aim of this research is to create a technology-based financial system for managing creative economic products to improve the community economy in the Pardomuan Motung Tourism Village. The system to be built includes financial technology that allows users to carry out financial processing, recording systems and various financial transactions online. The result of this research is a design for an accounting recording system that will be used as a medium for recording all accounting transactions and will produce complete and accurate financial information.
SISTEM INFORMASI PELAYANAN PASIEN DISABILITAS (SIMPADI) BERBASIS ELECTRONIC MEDICAL RECORD (EMR)
Vera Alviani;
Nurkhalik Wahdanial Asbara
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v6i2.978
Penelitian ini bertujuan untuk memanfaatkan Sistem Informasi pada Puskesmas Baruga yang meliputi Pendaftaran pasien disabilitas, rekam medis pasien disabiltas, pelayanan pasien disabilitas, antrian, dan pelaporan. Salah satu fenomena yang terkait dengan pelayanan pasien disabilitas adalah keterbatasan informasi yaitu pasien disabilitas mungkin menghadapi keterbatasan dalam memperoleh informasi Kesehatan dan memahami kondisi mereka karena keterbatasan fisik atau mental, oleh karena itu penting untuk menyediakan informasi Kesehatan dalam format yang mudah dipahami bagi mereka. Dengan adanya system informasi, kesehatan bagi pasien disabilitas dapat ditingkatkan, mempercepat respons dan pelayanan yang berkualitas, serta membantu memenuhi kebutuhan pasien secara lebih baik dan terintegrasi. Urgensi dari penelitian ini adalah bagaimana mengembangkan suatu system informasi yang berguna untuk tenaga Kesehatan dan juga pasien disabilitas sehingga dapat menyelesaikan suatu permasalahan yang ada. Pelayanan Petugas dan dokter dapat melakukan proses pelayanan dimanapun jika terjadi masalah di puskesmas, dan data pasien disabilitas aman dari gangguan fisik karena sistem ini sudah terkoneksi dengan sistem informasi. Metode yang digunakan adalah electronical medical record, dimana metode ini digunakan untuk merekam, menyimpan, dan membagikan informasi medis secara elektronik.