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Contact Name
Sarida Sirait
Contact Email
saridasrt@gmail.com
Phone
+6281319494217
Journal Mail Official
saridasrt@gmail.com
Editorial Address
Jl. Sriwijya No. 9 C-E Pematangsiantar, Sumatera Utara
Location
Kota pematangsiantar,
Sumatera utara
INDONESIA
Jurnal Tekinkom (Teknik Informasi dan Komputer)
ISSN : 26211556     EISSN : 26213079     DOI : https://doi.org/10.37600/tekinkom
Core Subject : Science,
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.
Articles 60 Documents
Search results for , issue "Vol 7 No 1 (2024)" : 60 Documents clear
ALGORITMA APRIORI MENENTUKAN BEST SELLER DURIAN DI KOTA BATAM Koko Handoko; Pastima Simanjuntak; Erlin Elisa
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1303

Abstract

The city of Batam is a city where immigrants are generally not native, day and night along the streets there are many people selling culinary delights, currently one of the things that is in great demand is durian which has many types such as durian in Bintan, Tanjung Batu, Medan, Padang, Palembang and Malaysia. The people of Batam, like those in general who live in Nongsa, Botania, Batam Center, Batu Aji, Tiban and Bengkong, buy durian from areas such as durian from Sumatra Island because there are many durian sellers on the side of the road day or night, but durian sellers in the Nagoya area generally sell durian from the Bintan, Ujung Batu and Malaysia areas with different prices from durian from Sumatra Island. With this, the author looks for manual results first and will match these results using the a priori algorithm method and assisted by RapidMiner software to ensure that the manual calculations carried out will get the same results using this software. The results of the calculations show that Musangking, Kampung, and 101 durian are the 3 types of durian that are very popular and liked by buyers at KimHui Batam Durian Shop.
ANALISIS SENTIMEN PENGGUNA DOMPET DIGITAL MENGGUNAKAN ALGORITMA MULTIVARIAT BERNOULLI (STUDI KASUS: OVO DAN GOPAY) Nurmida Nainggolan; Benedictus Sarumaha; Jon Rico Lumbanbatu; Siti Aisyah
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1223

Abstract

This research aims to analyze user sentiment towards two leading digital wallets in Indonesia, OVO and GoPay, using the Multivariate Bernoulli algorithm, a member of the Naive Bayes family effective in text classification. Data was collected from 1,070 user reviews through questionnaires distributed on social media and discussion forums, resulting in 915 sentiment data points after data cleaning. The preprocessing process included cleansing, case folding, tokenizing, normalization, filtering, and stemming to prepare the data for sentiment analysis. The study employed the K-Fold Cross Validation technique with 5 folds to test the model and obtain average accuracy, precision, and recall. The results showed that the Multivariate Bernoulli model performed well with an average accuracy of 86.20% for OVO and 83.15% for GoPay, with very high recall values indicating the model's ability to detect positive sentiment. The confusion matrix from each fold demonstrated consistent ability to identify positive cases. This study's findings are expected to provide recommendations for the development of OVO and GoPay digital wallet services based on user sentiment analysis.
RANCANG BANGUN GAME ADVENTURE 3D PENGENALAN ALPHABET PADA ANAK USIA DINI Tegar Mahendra Nur Hidayat; nu Azizah; Cindy Taurusta
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1019

Abstract

This research develops a 3D adventure game application as a learning media to assist TK At-Taqwa students in recognizing and memorizing alphabet letters. Based on the concept that effective education starts at an early age, the application is designed using the Multimedia Development Life Cycle (MDLC) method. The research stages include observation, design, development, and application testing. Results show that the game is effective in enhancing students' ability to recognize and memorize alphabet letters, as evidenced by the User Acceptance Test (UAT) averaging 85.5%, rated "Very Good". With engaging interfaces, supportive background music, and challenging game levels, this application provides a fun and effective learning experience for early childhood education. Thus, the game serves as an effective alternative for alphabet learning in kindergartens, addressing challenges of boring learning methods and student motivation issues.
MEDIA PEMBELAJARAN PENGENALAN HEWAN PURBA BERBASIS AUGMENTED REALITY Adil Sayidil Waro; Ikrimach Ikrimach
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1281

Abstract

Learning media that are often used using printed media such as books or magazines can make the images in them increasingly unclear. By utilizing augmented reality technology, researchers created learning media so that students can find out the origins and forms of ancient animals that can be seen in the images. details by combining the virtual world with the real world and it is hoped that it will make it easier for students to learn and recognize types of ancient animals. This augmented reality-based learning media application for recognizing ancient animals was built using Unity 3D and Vuforia tools. And the augmented reality-based animal learning recognition media application was tested using Blackbox with the results passing the system functional test.
PENENTUAN TINGKAT KINERJA PENDAMPING SOSIAL PROGRAM KELUARGA HARAPAN MENGGUNAKAN METODE K-MEAN CLUSTERING Lidya Rizki Ananda; Mellya Rindhani Aditia; Sri Nadriati
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1334

Abstract

This research aims to optimize the evaluation process of social assistants in the Family Hope Program (PKH) managed by the Social Service of Padang Lawas Regency. Currently, the performance evaluation of PKH social assistants is conducted conventionally, lacking structured data analysis. This study employs the K-Means Clustering method to analyze 2016 performance data of 28 PKH social assistants, identifying patterns and grouping them based on performance. The research framework includes problem identification, solution analysis, literature review, data analysis, K-Means implementation, and clustering validation. Initial random centroid assignment followed by Euclidean Distance calculations iteratively refines the clustering. Results reveal three performance clusters: high-performing (8 assistants), low-performing (2 assistants), and average-performing (18 assistants). These clusters assist in making objective contract renewal recommendations. The study demonstrates K-Means Clustering's efficacy in social performance evaluation, offering insights for strategic decision-making in social services.
PERANCANGAN GAME “TALES OF SARIP TAMBAK OSO” BERBASIS DESKTOP MENGGUNAKAN UNITY Alvito Dian Pratama Putra; Cindy Taurusta; Irwan Alnarus Kautsar
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1183

Abstract

Folklore is a story from the past that has been passed down from generation to generation in a society that serves as a medium to convey the values contained in the life believed by the community. One of the folktales originating from Sidoarjo that contains character education values in the development of the storyline is "Sarip Tambak Oso". However, in modern times and rapid technological developments like today, the folktale "Sarip Tambak Oso" and other folktales are at risk of extinction, because the impact of globalization has an impact on people's preferences, causing folklore to often be marginalized by popular cultural content from various countries. Therefore, it is necessary to design a game with a combined visual novel genre with an action genre entitled "Tales of Sarip Tambak Oso" as an effort to bring back the folklore of "Sarip Tambak Oso". The development of the Folklore Game "Tales of Sarip Tambak Oso" uses the GDLC (Game Development Life Cycle) method. Some tests that have been carried out are Black Box testing with 100% results and user response testing gets an average result of 89.5%, from the results of these percentages can be stated in the category of very good and is expected to be able to arouse public interest in the folklore of Sidoarjo which began to fade by the entry of outside culture.
ANALISIS DATA PENJUALAN DEALER MOTOR BENELLI BRANCH PEKALONGAN MENGGUNAKAN METODE DECISION TREE Ferryan Nur Setyawan; Magdalena Ariance Ineke Pakereng
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1268

Abstract

This research aims to enhance motorcycle sales strategies at PT. Benelli Anugerah Motor Pusaka Branch Pekalongan by utilizing data mining techniques, specifically the ID3 decision tree algorithm, to analyze and classify sales data. Given the increasing prevalence of motorcycles in Indonesia, this study focuses on identifying key factors that influence motorcycle purchases to optimize inventory and boost sales. Data from December 2022 to January 2024, encompassing 82 sales records, were processed using RapidMiner. The ID3 algorithm calculated entropy and information gain to classify motorcycles based on type, color, price, and transaction method (cash or credit). The results indicate that motorcycle type is the most significant factor, followed by color, price, and payment method. The model achieved an accuracy of 76.47%, with a precision of 87.50% and recall of 70.00%. This classification provides valuable insights for the dealer to manage inventory efficiently and anticipate customer preferences, thereby enhancing sales performance. The findings demonstrate the practical application of decision tree algorithms in transforming extensive data into actionable business intelligence.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN TENAGA PENDIDIK TERBAIK MENGGUNAKAN METODE COMPLEX PROPORTIONAL ASSESSMENT Victor Marudut Mulia Siregar; Kalvin Sinaga; Erwin Sirait; Andi Manalu; Arifin Tua Purba
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1258

Abstract

This research aims to develop and implement a decision support system (DSS) using the Complex Proportional Assessment (COPRAS) method for selecting the best educators at Yayasan Pendidikan Bina Usaha Indonesia (YPBUI). The selection of qualified educators is crucial for creating an effective learning environment, yet the current manual process is prone to bias and inaccuracies. This study involves problem identification, determination of evaluation criteria and weights, data collection on educator performance, and the application of the COPRAS method. The results indicate that the developed DSS provides more objective, transparent, and accurate assessments compared to manual methods. The COPRAS method allows for the proportional integration of various evaluation criteria, resulting in more precise final rankings. The utility calculations show that educators TP04 and TP06 occupy the top positions. With the implementation of this system, YPBUI can enhance performance and service quality in education through a better and more efficient evaluation process.
IMPLEMENTASI METODE SPIRAL DALAM PEMBUATAN PERANGKAT PEMBELAJARAN BERBASIS WEB UNTUK PENGAJARAN EFEKTIF Wirhan Fahrozi; Erwin Ginting Erwin Ginting; Deni Adhar; Nidia Enjelita Saragih
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1317

Abstract

This research aims to develop a web-based learning tool using the spiral diagram method, which is designed to increase the effectiveness of the teaching and learning process at Musabbihin Middle School. The background to this research notes that many previous studies only focused on theory without producing applications that could be used in real life. This research adopts data collection methods through field studies and literature studies, and uses a spiral diagram approach which includes the stages of communication, planning, modeling, construction and deployment. The research results show that the resulting application has three types of users, namely teachers, school principals and supervisors, with each having a clear role in managing and evaluating learning tools. These applications enable flexible and independent access to learning materials, assist in time management, and facilitate performance evaluation, ultimately increasing student independence and learning effectiveness.
PENERAPAN SISTEM INFORMASI PELAYANAN MASYARAKAT BERBASIS WEB MENGGUNAKAN METODE RAPID APPLICATION DEVELOPMENT Mochammad Donni Kurniawan; Yunianita Rahmawati; Uce Indahyanti
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1233

Abstract

This research is to design a web-based community service system application (SIMPELMASWEB) which aims to help parties related to the Pogar – Bangil sub-district in providing services so that services become more effective and efficient. The research model used is Rapid Application Development (RAD), there are several stages carried out as follows: (1) Planning a Requirement, (2) Application System Design, (3) Process of developing and collecting feedback, (4) Implementation and completion of the product From the results of this research which have been tested, it shows that the SIMPELMASWEB application can be used according to its function so that it makes it easier for related parties to serve the Pogar community efficiently and effectively.