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Contact Name
Andry Fajar Zulkarnain
Contact Email
andry.zulkarnain@ulm.ac.id
Phone
+6281223932020
Journal Mail Official
andry.zulkarnain@ulm.ac.id
Editorial Address
Jl. Brigjen H. Hasan Basry Komp. Kampus ULM Kayu Tangi Banjarmasin, Kalimantan Selatan Phone / Fax: 0511-3304405
Location
Kota banjarmasin,
Kalimantan selatan
INDONESIA
JTIULM (Jurnal Teknologi Informasi Universitas Lambung Mangkurat)
ISSN : 25275399     EISSN : 25282514     DOI : http://dx.doi.org/10.20527
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) is intended as a media for scientific studies on the results of research, thinking and analytical-critical studies regarding research in Systems Engineering, Informatics / Information Technology, Information Management and Information Systems. As part of the spirit of disseminating knowledge from the results of research and thought for service to the wider community and as a reference source for academics in the field of Technology and Information.
Articles 10 Documents
Search results for , issue "Vol. 10 No. 1 (2025)" : 10 Documents clear
Design of Website-Based E-Commerce Information System Using Extreme Programming Method (Case Study: Belv Boutique) Syihan Achmad; Arief Ichwani
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.328

Abstract

The purpose of this research is to provide a REST API-based web service for an online fashion product ordering platform, using butik belv as a case study. The purchase process carried out at butik belv At this time, consumers must visit butik belv directly to complete their purchase because it is currently still processed offline, where payments are still made in cash and buyers must visit the store directly to complete the purchase. Payments and transactions are still paid in cash. In addition, sales transactions are still recorded manually which are prone to errors. This research aims to create a web application that utilizes REST API technology. With the help of this application, users can order products online and pay directly through the website without having to visit the store. In addition, the transaction recording system is automated, thus ensuring that all sales data is recorded accurately, this reduces the possibility of recording errors and simplifies the sales reporting process. Extreme programming is the software development methodology used. It includes design, coding, testing, and planning phases. The system also uses Blackbox testing which is expected the test results show that each functionality works as intended, indicating that the use of web services can increase the speed of the application and streamline the purchasing process and assist buyers in the purchasing process. Butik butik belv anticipates increased operational effectiveness and provides this solution.
Analysis of the KompuLearn Application to Improve Cognitive Skills According to the Growth Mindset Framework Aisyah Nursyahidah; Enjang Ali Nurdin; Enjun Junaeti; Eka Fitrajaya Rahman; Erna Piantari
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.459

Abstract

Informatics education at the vocational high school level continues to face challenges, particularly in students' limited understanding of algorithmic and programming concepts and the prevalence of a fixed mindset. This study aims to enhance students’ cognitive skills and foster a growth mindset by integrating a growth mindset framework into the instructional design of informatics learning. The learning design incorporates the Problem-Based Learning (PBL) model and is supported by a digital mobile application called KompuLearn. The research employed a Research and Development (R&D) methodology using the ADDIE model and a one-group pretest-posttest design. The participants consisted of 30 tenth-grade students from a vocational high school. Results showed an improvement in average scores from 52.6 (pretest) to 76.2 (posttest), with a normalized gain (N-gain) of 51.1%, categorized as moderate. One-way ANOVA analysis revealed a significant difference (p < 0.001) in cognitive gains among students with different mindset tendencies. Moreover, the proportion of students exhibiting growth mindset characteristics increased, as reflected in both the data distribution across learning phases and the questionnaire responses. These findings indicate that integrating a growth mindset framework into informatics learning design—through a PBL approach and digital support—positively contributes to cognitive improvement and mindset development among vocational high school students.
Real-Time K-Means Clustering with Firebase ML Kit: Segmenting Barber Shop Customers by Booking Behavior and Churn Risk Rafie Rafie; Helda Yunita; Amrul Hadiyanoor
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.461

Abstract

This study addresses the challenges of high churn rates and the need for real-time customer behavior analysis in barber shops by developing a K-Means model integrated with Firebase ML Kit. The research analyzes 70,000 booking records from an Android application, focusing on features such as booking frequency, average cancellations, and recency day. The model achieves optimal performance with 5 clusters, validated by a Silhouette Score of 0.58 and a Davies-Bouldin Index of 0.541. Key segments like "Inactive Members" and "High Volume Churners" are successfully identified, enabling targeted business strategies such as reactivation campaigns and priority booking offers. The system is implemented in a mobile application, providing real-time customer segmentation and actionable insights. This approach offers a scalable solution to enhance customer retention and operational efficiency in the barber shop industry
Network Security Analysis with Hybrid Intrusion Detection System, Firewall, and Attacker Log Visualisation Sulthan Alfarisy; Eka Setya Wijaya; Muhammad Fajrian Noor; Muhammad Bahit
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.462

Abstract

The current digital era brings convenience to people in various industries, including access to information that can be obtained from various sources on the Internet. However, the freedom of the Internet has also led to an increase in cybercrime, which has become a serious problem. According to a monitoring report from the National Cyber and Crypto Agency (BSSN), Indonesia experienced a total of around 2.4 billion cyberattack anomalies between January 2021 and August 2022. With so many cases, an effective system is needed to detect, prevent, and monitor computer networks. This research applies a hybrid Intrusion Detection System (IDS) system that uses OSSEC and Suricata, and uses Elastic Stack for log management for server monitoring. The results show that this hybrid IDS system is able to detect all types of attacks tested, including port scanning, brute force, SQL injection, and denial of service (DoS). In addition, this system can also block attack access by utilising firewall features such as Iptables. The detection results of the hybrid IDS were successfully visualised using Elastic Stack, demonstrating the effectiveness of the system in improving computer network security.
Evaluation of User Experience in the Game "Night's Reach" Using the Game Experience Method Questionnaire (GEQ) Sherly Damaiyanti; Andreyan Rizky Baskara; Muhammad Fajrian Noor; Muti'a Maulida
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.463

Abstract

Students from Lambung Mangkurat University developed a game called "Game Night's Reach" aimed at introducing and preserving wetland environments. To assess the game's viability for release, it is crucial to test the UI/UX to gauge its efficiency. This involves understanding how well players interact with the game and their over-all user experience. The testing is conducted through distributing questionnaires to collect gameplay experience data from new users. The method used is the Game Experience Questionnaire (GEQ), which measures the efficiency of user experience by evaluating players' feelings and experiences while playing the game, beyond just usability aspects like efficiency, perspective, and dependency. Based on the questionnaire data, a redesign was performed in the first phase to improve the game, which will be compared in the second phase. The usability evaluation of "Game Night's Reach" using the GEQ method showed the following changes after redesign: Competence, Increased by 0.198 from 0.872 to 1.068. Immersion, Increased by 0.196 from 0.853 to 1.051. Flow, Increased by 0.29from 0.742 to 1.032. Tension, Increased by 0.1 from 0.51 to 0.61. Challenge, Increased by 0.13 from 0.588 to 0.718.Negative affect, Decreased by 0.103 from 0.545 to 0.442. Positive affect, Increased by 0.106 from 0.894 to 1.008.Empathy, Increased by 0.235 from 0.723 to 0.958. Negative feelings, Decreased by 0.072 from 0.482 to 0.41. Behavioural involvement, Increased by 0.388 from 0.59 to 0.978. Positive experience, Increased by 0.168 from 0.89to 1.058. Negative experience, Decreased by 0.078 from 0.501 to 0.423. Tiredness, Decreased by 0.01 from 0.505 to 0.495. Returning to reality, Increased by 0.334 from 0.646 to 0.986.
Quality Analysis of the Digital Library Website of Universitas Lambung Mangkurat with Webqual 4.0 Method and User Experience Questionnaire (UEQ) Nurul Huda; Andreyan Rizky Baskara; Nurul Fathanah Mustamin; Yuslena Sari
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.464

Abstract

The current digital literature resources are widely provided by various libraries, especially those associated with higher education institutions. One such example of a digital library is the Lambung Mangkurat University Digital Library (Digilib ULM). Pre-evaluation results indicate that around 50% of the issues are related to the quality of the website, such as its appearance and functionality. Therefore, this research examines the quality of the ULM Digital Library to identify indicators that match user preferences and require improvement. The Webqual 4.0 method and User Experience Questionnaire are uti- lised for this purpose. The research is quantitative with a descriptive approach. Data is collected through a questionnaire, with 100 respondents sampled from the entire population, consisting of ULM students. Webqual 4.0 comprises three dimensions: usability, information quality, and service interaction. Meanwhile, UEQ consists of six aspects: attractiveness, dependability, efficiency, perspicuity, stimulation, and novelty. The research findings from Webqual 4.0 indicate a service interaction score of 2.75, information quality of 2.68, and usability of 2.45. The usability aspect falls into the low category or does not meet user expectations, while the other aspects fall into the moderate category. The UEQ results show an attractiveness score of 1.130, efficiency of 0.648, and novelty of 0.673, all scoring below the average compared to benchmarks, while other aspects score above average. Based on these results, it is evident that the Digilib ULM website does not meet user expectations and can be considered suboptimal, requiring improvement and enhancement.
Evaluating Recommendation Accuracy in E-Commerce: A Comparison Between Content-Based and Collaborative Filtering Methods Muhammad Fajrian Noor; Sofyar; Siti Aminah
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.465

Abstract

Product recommendation systems play an important role in helping users find products that match their interests and needs on e-commerce platforms. This research aims to compare the effectiveness of two popular methods in recommendation systems, namely Content-Based Filtering and Collaborative Filtering. The research method used is quantitative with data collection through questionnaires which are then analysed using evaluation metrics such as precision, recall, and F1-score to measure the accuracy level of each method. The results show that Content-Based Filtering provides more accurate recommendations than Collaborative Filtering in the context of this research. This finding indicates that product characteristics relevant to user preferences have a more dominant influence in generating appropriate recommendations, compared to other user preferences. This research makes an important contribution to the development of a more effective recommendation system to improve user experience in finding relevant products on e-commerce platforms. Thus, the results of this study can serve as a reference for recommendation system developers in choosing the most suitable method to improve user satisfaction and system performance.
IOT System Design for Motion Detection from Remote Monitoring Camera with Telegram Notification to Mobile Phone M. Auliani Assauri; Helda Yunita; Samsuri; Husnul Ma'ad Junaidi
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.466

Abstract

Crime does make people restless, especially if they have to leave their hometown to travel to a faraway place. Becauseo f this concern, humans have begun to create innovations in the field of security, namely a monitoring system using CCTV (Closed Circuit Television) and NVR (Network Video Recorder) as servers and storage devices. However, it tends to be expensive, therefore a security camera monitoring system was created using a Raspberry Pi device which aims to replace the task of CCTV as a security system in a room. The method used is the Waterfall method, one type of application development model that applies sequential and systematic phases. This security system has a motion detection feature that will immediately take pictures and record what is captured by the surveillance camera, then the system will send a notification to the user's Telegram application. In this study, 3 tests were carried out, namely motion detection testing which resulted in overall data being sent, then the second was telegram bot notification testing which resulted in an average loading time of 18.81 seconds, then the last Google Drive auto backup testing which was able to send the most data of 14 images and 14 videos with a time of 69.39 seconds. After several tests, it can be concluded that using a Raspberry Pi device and a web camera can replace CCTV tasks with additional notification features in the Telegram application and auto backup to Google Drive cloud storage.
Optimising OSPF Routing to Improve LAN Network Performance Muhammad Fajrian Noor; Sofyar
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.467

Abstract

The performance of a Local Area Network (LAN) greatly depends on the efficiency of the routing protocol applied. This study aims to optimize the configuration of the Open Shortest Path First (OSPF) protocol to improve LAN performance. OSPF is a dynamic routing protocol based on a link-state algorithm that calculates the shortest path using Dijkstra’s algorithm. The research method employed is simulation using Cisco Packet Tracer software. The network topology consists of multiple routers and end-devices, divided into three OSPF areas, each configured with specific IDs, subnets, and IP addresses. The configuration process includes setting IP addresses, assigning OSPF areas, and testing connectivity using ping and traceroute commands. The results demonstrate that OSPF successfully establishes full adjacency between routers, synchronizes the Link-State Advertisement (LSA) database, and ensures optimal routing paths across devices. This implementation proves that OSPF enhances efficiency, convergence speed, and network stability. The study contributes to the development of small to medium-scale LAN networks requiring optimal and reliable data traffic management. It also provides practical insight for network engineers in designing scalable and high-performance routing configurations.
Evaluation of Open-Source Application Utilization for Enhancing Learning Quality Ihdalhubbi Maulida; Syahmani; Musyifa Adla
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.468

Abstract

Open-source software serves as a source of software that requires little cost, making this application easy to modify and independently develop. The Computer Education Study Program improves practical learning with the use of Open-source software, aiming to measure the effectiveness of open-source software in the practical learning conducted in the laboratory of the Computer Education Study Program. The effectiveness of open-source software was measured using a research and development method approach to determine that the open-source software can be applied to laboratory-based learning, and a survey approach using Likert scale to evaluate students' understanding of open-source software applications. The open-source software that was measured for effectiveness includes NetBeans for the Basic Programming II course, Visual Studio Code for the Web Programmers I and II Course, MATLAB for the Simulation and Modeling Course, and the use of Linux for the Operating System Course. The data sample consisted of 39 students in the Computer Education Study Program. The effectiveness was assessed in the implementation of open-source practicum learning was assessed by collecting supporting open-source software data, validating open-source software, simulating practicum on software in lecture materials, and conducting practicum material trials in real classroom practicum lectures. Based on the results of the trial, it was found that 85% of the open-source software can be used in lectures, and 80% of students were able to understand how to use the open-source software.

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