cover
Contact Name
Mesran
Contact Email
mesran.skom.mkom@gmail.com
Phone
+6282161108110
Journal Mail Official
jurnal.json@gmail.com
Editorial Address
STMIK Budi Darma Jln. Sisingamangaraja No. 338 Telp 061-7875998
Location
Kota medan,
Sumatera utara
INDONESIA
Jurnal Sistem Komputer dan Informatika (JSON)
ISSN : -     EISSN : 2685998X     DOI : https://dx.doi.org/10.30865/json.v1i3.2092
The Jurnal Sistem Komputer dan Informatika (JSON) is a journal to managed of STMIK Budi Darma, for aims to serve as a medium of information and exchange of scientific articles between practitioners and observers of science in computer. Focus and Scope Jurnal Sistem Komputer dan Informatika (JSON) journal: Embedded System Microcontroller Artificial Neural Networks Decision Support System Computer System Informatics Computer Science Artificial Intelligence Expert System Information System, Management Informatics Data Mining Cryptography Model and Simulation Computer Network Computation Image Processing etc (related to informatics and computer science)
Articles 755 Documents
Perancangan Aplikasi Game Maze Escape Dengan Menerapkan Algoritma Greedy Untuk Pencarian Jalur Terpendek Nanda Sopianto; Mesran Mesran
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 3 No. 2 (2021): Desember 2021
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v3i2.3585

Abstract

In modern times games that require extensive space and spend a lot of resources such as the maze game are starting to disappear. But the development of technology made games such as maze escape develop in the form of computer simulations. The purpose of this study is to design a game that can be played to fill free time and eliminate boredom and simultaneously train the player's brain. To determine the most optimal route, the route that has the shortest distance is using the Greedy algorithm approach. The Greedy algorithm is an algorithm that solves problems step by step and is one method in optimization problems. The approach used in the Greedy algorithm is to make a choice that looks to provide the best gain, namely by making a choice of local optimum at each step and is expected to get a global optimum solution.
Penerapan Algoritma Simplified Memory Bounded A* Pada Permainan Hangman Indonesia Muhammad Yusuf Batubara; Mesran Mesran; Yasir Hasan
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 3 No. 2 (2021): Desember 2021
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v3i2.3586

Abstract

Learning Games are additional tools or facilities used to entertain and add insight to users. The use of learning games or education games is very suitable for children, teenagers and parents even at all ages. This educational game is very easy to reach and use because it is already in everyone's grasp, Hangman Game Mobile is a word game that aims to guess what the questioners mean by guessing the letters one by one so that they are arranged into a word. The Hangman game used to be only made from a piece of paper or on the blackboard in front of the students and asked the answer one by one to the students (students) so that with this activity there was a hangman game. Hangman game based on Android smartphone from several components that can be run inside the application such as letters, actors, hanging poles, ropes, answer columns. This research resulted in a Hangman game application aimed at Learning which was applied on an Android samartpone device and to be developed at a later date.
Analisa Perancangan Sistem Pengelolaan Data UMKM berdasarkan Business Intelligence Development Model Framework Ardhin Primadewi; Tuessi Ari Purnomo; Dimas Sasongko
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 3 No. 2 (2021): Desember 2021
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v3i2.3587

Abstract

Increasing data and information needs for Micro, Small and Medium Enterprises (MSMEs) is the basis for MSME actors to expand. The data and information needed are in the form of strategic data from the collective results of similar SMEs in a certain scope to determine market conditions objectively. This research analyzes in-depth using the BIDM Framework which helps planning long-term system development that is not limited only as a data repository and report reporting, but also to predictive analytics, data mining, trend analysis, data visualization, dynamic reports and others. The BIDM framework focuses more on the BI-based system development plan instead of BI implementation by taking into account 6 characteristics. The results of the BIDM Framework Analysis are adjusted to the conditions of MSMEs in Magelang disstrict is then prioritized using value chain analysis. The final result is a system menu design recommendation and database design that pays attention to entities and attributes that match the needs of business intelligence analysis.
Pengembangan Sistem Informasi Pengelolaan Keuangan Bagi Usaha Mikro Kecil dan Menengah (UMKM) Ivan Faizal; Indra Nanda; Deny Ariestiandy; Tia Ernawati
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 3 No. 2 (2021): Desember 2021
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v3i2.3590

Abstract

Accounting plays an important role in the progress of MSMEs. However, so far, there are still many MSMEs who do not understand the importance of accounting implemented in financial reports, even though this is very beneficial for the business development of MSME actors. The development of an Accounting Information System for MSMEs is considered feasible and important to do because the accounting information system will add value to the MSME actors. This study focuses on the development of a financial management information system for MSMEs which was built by applying the Extreme Programming (XP) method. This financial management information system for MSMEs has been successfully developed with features for managing account data, managing general journals, displaying ledgers and trial balances. The features in this system can help MSME actors in recording and managing finances. Based on black box testing, the resulting system is in accordance with user needs with a functionality test value of 100%.
Pengembangan Sistem Pelayanan Publik Melalui Sistem Administrasi Kependudukan Menggunakan Metode Extreme Programming Juli Budi Satya; Lilik Suhery; Alfry Aristo Jansen Sinlae; Uliyatunisa Uliyatunisa
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 3 No. 2 (2021): Desember 2021
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v3i2.3592

Abstract

Population administration is a public service system for the community in providing services regarding population needs. The problem that often occurs is related to data storage. Files sent by the public to take care of administration in the form of hard copies are vulnerable to loss and damage if they are not stored and archived properly. In addition, the public cannot monitor the extent to which the files they submit, whether their files are appropriate or not or complete or not. This study aims to develop a public service system through a population administration system using the development of an extreme programming (XP) system. XP is used because it is able to develop systems with needs that change very quickly. The population administration system that is managed is the administration related to births, deaths and changing of domiciles. The system was developed web-based, so that it can be used anywhere and anytime. In addition, the system developed is equipped with file monitoring facilities, so that the public can easily find out from the files or data submitted. The resulting application is in the good category, because based on usability testing shows an average value of 88% in the good category, so the application is feasible to use and as needed.
Komparasi Metode Decision Tree, KNN, dan SVM Untuk Menentukan Jurusan Di SMK Novendra Adisaputra Sinaga; Ramadani Ramadani; Khoirunsyah Dalimunthe; Muhamad Sayid Amir Ali Lubis; Rika Rosnelly
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 3 No. 2 (2021): Desember 2021
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v3i2.3598

Abstract

The selection of majors for prospective vocational students is the first step in determining the next career. The determination of the major aims so that students can be directed in receiving lessons based on the ability and talent of students and of course when they have graduated have the skills to get a job if they do not continue their studies. Siti Banun Sigambal Private Vocational School is located in Labuhanbatu Rantau Prapat. In realizing one of the missions of SMK, namely Realizing quality learning in Vocational High School, SMK Siti Banun in determining the Department by conducting tests. In classifying data mining techniques can be used, among others Decision Tree, K-Nearest Neighbors (KNN) and Support Vector Machine (SVM). This research was conducted to compare the performance of Decision Tree, KNN and SVM algorithms in determining majors. Of the 245-test data used obtained SVM has an accuracy value of 89%, precision 87% while KNN has an accuracy value of 84%, precision 81% and Decision Tree has an accuracy value of 78% and precision of 75%.
Identifikasi Ujaran Kebencian Multilabel Pada Teks Twitter Berbahasa Indonesia Menggunakan Convolution Neural Network Aditya Perwira Joan Dwitama; Syarif Hidayat
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 3 No. 2 (2021): Desember 2021
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v3i2.3610

Abstract

There has been a significant increase in communication activities between internet users in online media due to the increase in social media users. For instance, Twitter users may send messages via their tweets. However, tweets can also contain negative meanings. Therefore, it deserves special attention as it has the potential to contain hate speech. Even the government deems it necessary to publish regulations to deal with hate speech cases such as the Information and Electronic Transactions Law (ITE Law) issued in 2018 Article 28 paragraph 2 of the Hate Speech. Machine Learning (ML) is one of the techniques that can be used in identifying patterns. There are various types of data that ML can be applied to, including text (known as Text Analytic). Previous research has used the Support Vector Machine (SVM) method to identify hate speech on Twitter text with more than one label (multilabel). The purpose of this study was to identify hate speech on Twitter with a label of more than one (multilabel) via Convolutional Neural Network (CNN). The study obtained the best CNN model with an accuracy of 98.76% from the multi-label dataset on hate speech in Indonesian texts
Pemanfaatan Framework Codeigniter Dalam Pembuatan Sistem Informasi Bimbel Bahasa Inggris Berbasis Web Weiskhy Steven Dharmawan; Ardiyansyah Ardiyansyah
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 3 No. 2 (2021): Desember 2021
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v3i2.3611

Abstract

The Pontianak English Village Tutoring Center is one of the institutions engaged in English education. The system applied still uses book media for recapitulation or report presentation. The problem that becomes an obstacle for the English village is that the admin who processes the data often makes mistakes and delays in recording and making reports. Therefore, this study describes the creation of a web-based English tutoring information system using the Codeigniter framework in assisting the required information system. In addition, in this study the author uses a descriptive method and the waterfall model. This information system consists of three users, namely: admin, student, and owner. Where the admin can manage all menu data consisting of registration confirmation, student payments, schedule input, classes. Students register, pay, and re-register. While the owner sees the report data that has been inputted. This web-based tutoring information system is expected to help Pontianak English Village in recording all existing activities and students who want to register do not need to bother coming to the place, only using mobile phones can register and make payment transactions using the website
Penerapan Algoritma Ascent Hill Climbing Pada Game Edukasi Penyusunan Deretan Angka Puzzle-8 Mike Febri Mayang Sari
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 3 No. 2 (2021): Desember 2021
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v3i2.3612

Abstract

Number preparation using Puzzle 8 is a game that is very popular with children at this time, this educational game has very broad benefits for improving memory and thinking patterns. The 8 Puzzle Game Algorithm must have a clear step-by-step process in order to achieve a goal in the Search system. Logic Game 8 puzzles using the Ascent Hill Climbing Algorithm are often used in artificial intelligence. The problem that occurs in the research, the lack of understanding of children to find a suitable algorithm to arrange the 8 Puzzle game according to the principle of how an algorithm works. The game of compiling 8 puzzles must follow the rules that have been determined in order to obtain the correct algorithm so as to produce an arrangement that is in accordance with the initial data. The benefit of this research is that it provides a solution to complete the game of 8 puzzles according to the rules of the Ascent Hill Climbing Search Algorithm so as to produce a solution in the search method. Based on the search process, the final result of the puzzle game is in the correct position of 8 squares according to the initial rule, so the search is stopped and produces a goal.
Aplikasi Sistem Pencarian Sukarelawan Menggunakan Metode Simple Additive Weighting (SAW) Pada Kementerian Kesehatan RI Berbasis Mobile Devie Alifa Paramitha; Muhammad Farhan Ilhamdi; Muhammad Farhan; Fajar Masya
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 3 No. 2 (2021): Desember 2021
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v3i2.3614

Abstract

With a rapid growth in technology nowadays, helping information dissemination. But, in affect of covid-19 pandemic resulting in the lack of place for skill development for the next generation. Volunteering is one of the popular social activites in Indonesia. As such, the information dissemination about the social activities just limited on “mouth to mouth”. Therefore, Re-L1 designed to spread information easily from event holders to volunteers. In this case, especially for Indonesian Ministry of Health. This application is based on android for the volunteer to register. Also, the business process is analyzed using PIECES methodology and is designed using Rapid Application Development (RAD) methodology. This application also supported with decision support system methodology, Simple Additive Weighting (SAW) in order to produce an optimal volunteer and fit the requirement that Ministry of Health needs. This research resulting an application that helping Ministy of Health on opening a volunteer reqruitment for the social activities.

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