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Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Mohammad Husni Thamrin Kampus A Universitas Mohammad Husni Thamrin Jl. Raya Pondok Gede No. 23-25, Kramat Jati, Jakarta Timur 13550
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INDONESIA
Jurnal Teknologi Informatika dan Komputer
ISSN : 26569957     EISSN : 26228475     DOI : https://doi.org/10.37012/jtik
Jurnal Teknologi Informatika dan Komputer merupakan salah satu jurnal berbasis Open Journal System (OJS) yang dikelola oleh Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Universitas Mohammad Husni Thamrin (UMHT) yang berisi artikel-artikel dengan topik Teknologi Informasi yang menampung karya ilmiah para dosen Perguruan Tinggi di Indonesia. Diharapkan jurnal ini mampu memberikan motivasi dan kontribusi ilmiah bagi perkembangan ilmu pengetahuan dan teknologi.
Articles 757 Documents
Development of a Scratch-Based Interactive Educational Game (Gesabat) to Enhance Learning Motivation and Mathematical Thinking Speed Among Junior High School Students Dwi Rubiyanto; Nur Fajrie; Eko Darmanto
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 1 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i1.3620

Abstract

This study aims to develop a Scratch MIT-based educational game media called Gesabat on basic integer operations for seventh-grade junior high school students in Pecangaan District, as well as to test its level of validity, practicality, and effectiveness in improving students' learning motivation and thinking speed. The research method used is Research and Development (R&D) with a modified 4-D model (Define, Design, Develop, Disseminate) on a limited dissemination scale. The research subjects consisted of 4 expert validators, mathematics teachers, and 150 seventh-grade students from four junior high schools in Pecangaan District selected using Cluster Random Sampling technique. The expert validation results showed an final average feasibility of 93.8% (Very Feasible) with an Aiken’s V coefficient of 0.92 (Very Valid). In the practicality aspect, the media was declared very practical because it could be operated autonomously in offline mode using Scratch Desktop. The effectiveness test through Paired Samples T-Test on a large-scale field trial (N = 150) showed an increase in the average learning motivation from 23.97 to 29.80 (t = -19,800; p < 0,001) with a Cohen's d effect size of 1.62 (very large effect). Students' cognitive thinking speed parameters also shot up significantly from an average of 25.10 to 32.71 (t = -27,264; p < 0,001) with a Cohen's d effect size of 2.23. These results conclude that the integration of the Scratch-based Gesabat educational game is valid, practical, and significantly effective in optimizing seventh-grade students' affective motivation and numeracy thinking speed.
Clustering of Islamic Religious Education Learning Outcomes Using K-Means and Silhouette Score Samsul Muaripin; Sugiyatno
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 1 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i1.3628

Abstract

Student learning outcomes are an essential indicator for evaluating the effectiveness of the learning process. However, conventional presentation of academic scores often fails to comprehensively describe students' learning characteristics. This study aimed to analyze students' learning outcomes in Islamic Religious Education using the K-Means algorithm and evaluate the clustering quality through the Silhouette Score. A quantitative approach was employed using the Cross Industry Standard Process for Data Mining (CRISP-DM) framework. The dataset consisted of Formative Assessment, Mid-Semester Assessment (STS), and Final Semester Assessment (SAS) scores from 76 fourth- and fifth-grade students of SD Muhammadiyah Ambarbinangun. Data analysis was conducted using Python with the K-Means algorithm, while clustering quality was assessed using the Silhouette Score. The results indicated that the optimal model consisted of two clusters with a Silhouette Score of 0.6894. The clustering process identified a Good Learning Achievement Group comprising 72 students and a Learning Support Group consisting of 4 students. These findings demonstrate that the K-Means algorithm can objectively identify students' learning characteristics. The clustering results can assist schools and teachers in developing adaptive learning strategies, providing targeted academic support for students who require additional assistance, and designing enrichment programs for students with higher learning achievements to improve the quality of learning continuously.
Website-Based Implementation of Convolutional Neural Networks for Real Face and Deepfake Image Detection Dimas Aditya Nugraha; Syariful Alam; Chandra Dewi Lestari
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 1 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i1.3630

Abstract

The development of artificial intelligence increases the risk of facial image manipulation through deepfake technology that is difficult to distinguish visually. This study aims to implement a Convolutional Neural Network (CNN) based on EfficientNetB0 to classify real and deepfake static facial images and integrate the model into a website application. The study follows the CRISP-DM framework using the FaceForencis++ extracted frames dataset from Kaggle, consisting of 60,000 images with 30,000 real images and 30,000 fake images. The data were divided into 70:15:15 ratios for training, validation, and testing, then processed through 224 x 224 pixel resizing, data augmentation, and facial area cropping using OpenCV Haar Cascade during inference. The model achieved 82.50% validation accuracy and 0.3874 validation loss at the 10th epoch. Decision threshold optimization at 0.78 produced 80.99% accuracy, 80.98% macro F1-score, and 78.56% recall for the fake class on the test data. The model was deployed in a Streamlit application, allowing users to upload facial images and receive detection results directly. The results indicate that the combination of EfficientNetB0 and threshold optimization can support preliminary verification of digital facial image authenticity.
Design and Development of the ANTASENA Mobile-Based Emergency Reporting Application Using the Extreme Programming Method Farhan Faturrachman; Imam Maruf Nugroho; Meriska Defriani
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 1 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i1.3632

Abstract

The development of Android technology plays a vital role in handling emergency situations. The Fire and Rescue Department of Purwakarta Regency holds primary responsibility for firefighting, victim rescue, and disaster management, yet incident reporting is still conducted manually via WhatsApp, often resulting in imprecise address information that requires re-confirmation and delays emergency response. This research aims to design and build an Android-based mobile application named ANTASENA as a faster, more accurate emergency reporting solution, developed using the Kotlin programming language and Supabase cloud database, integrated with the Fonnte WhatsApp Gateway, applying the Extreme Programming (XP) method comprising the Planning, Design, Coding, and Testing phases. ANTASENA offers three key features: a digital reporting form with automatic location coordinate detection, integration of real-time disaster data from official sources such as BMKG, InaTews, Magma ESDM, Sipongi KLHK, and InaRiks BNPB, and a community feedback feature powered by the WhatsApp Gateway. Through this implementation, public reporting becomes faster, more efficient, and more accurate, as incident locations are detected automatically without repeated confirmation, so that ANTASENA is expected to accelerate the response of fire and rescue officers while enhancing public literacy and self-reliance in disaster mitigation within their community.
A Convolutional Neural Network Classifies Intestinal Diseases Using Endoscopic Images Gunawan; Muhtar; Lili Ruhyana; Danang Kristioko Legowo; Abdul Firman; Mulyatno; Muhamad Rizki Ramadhan
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 1 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i1.3709

Abstract

Intestinal diseases such as polyps, esophagitis, and ulcerative colitis may lead to serious complications when they are not detected early. Endoscopy provides important visual information for diagnosis; however, manual interpretation still depends on clinical expertise and requires time. This study aimed to develop an automatic intestinal disease classification model based on Convolutional Neural Network (CNN). The study used a Research and Development method consisting of data collection, preprocessing, model training, evaluation, and web interface implementation. The dataset was obtained from Kaggle and consisted of 6,000 endoscopic images categorized into normal, polyps, esophagitis, and ulcerative colitis. Each class contained 1,500 images, divided into approximately 87% training data and 13% testing data. The model was trained for 15 epochs and evaluated using accuracy, loss, confusion matrix, and single-image testing. The results showed stable validation accuracy in the range of 98-99%, while single-image testing produced confidence scores from 99.91% to 100%. This system is recommended as an initial endoscopic image classification aid, with further development involving a random-image class and an examination history database.
Development of an Internet of Things-Based Medical Equipment Asset Tracking System Using ESP32 and GPS NEO-6M Danang Kristioko Legowo; Muhtar; Lili Ruhyana; Gunawan; Abdul Firman; Mulyatno; Adrian Dwichaya
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 1 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i1.3710

Abstract

Medical assets are important components in supporting healthcare operations; therefore, their management requires a fast and integrated tracking system. This study aimed to design and test an Internet of Things-based medical equipment asset tracking system using an ESP32 microcontroller, NEO-6M GPS module, Wi-Fi connection, PHP-MySQL server, and a web-based digital map interface. The research used a Research and Development method involving needs analysis, hardware and software design, prototype implementation, and testing of connectivity, location accuracy, data transmission, database integration, and web interface performance. The results showed that the ESP32 connected to Wi-Fi within 5-10 seconds, transmitted data using HTTP GET every 10 seconds, and achieved outdoor GPS accuracy of approximately +/-3 meters. In indoor conditions or environments obstructed by conductive materials, accuracy decreased to more than 15 meters or the position was not detected. The system successfully stored location data in MySQL and displayed medical equipment markers in real time. This system is feasible as an asset monitoring prototype, with further development recommended for indoor localization, area notifications, and online server deployment.
Design and Development of a Web-Based Smart Waste Bank Using the Waterfall Method at the Sari Asri Waste Bank Muhammad Achidus Syiblih; Muhammad Imron Rosadi
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 1 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i1.3711

Abstract

However, traditional management of the waste banks is faced by various problems such as the lack of integration of the data recording process, inefficient operation service and the absence of real-time transactions monitoring. The current research paper tries to develop a web-based Smart Waste Bank system using Waterfall model to increase the effectiveness of waste bank management in Bank Sampah Sari Asri. The process of the system development included requirement analysis, system design, implementation, testing and maintenance. The designed system includes multi-role users management, waste collection services via Geographic Information System (GIS), MSME marketplace, approvals and real-time data analytics dashboard. The testing of the developed system was performed using Black Box Testing approach to make sure that all system functions work as expected for the user. The findings show that the developed system successfully integrates all mentioned characteristics and performs all required functions as expected according to testing results. Therefore, the use of the developed system increases the effectiveness of data management, makes operation service more efficient, creates transparency in waste bank management and creates additional economic value due to the integration of the MSME marketplace. Thus, the proposed web-based Smart Waste Bank system can be considered as an efficient and integrated waste bank management solution.

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