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Contact Name
Agus Perdana Windarto
Contact Email
aguspw.amcs@gmail.com
Phone
+6282273233495
Journal Mail Official
agus.perdana@amiktunasbangsa.ac.id
Editorial Address
Sekretariat Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Jln. Jendral Sudirman Blok A No. 1/2/3 Kota Pematang Siantar, Sumatera Utara 21127 Telepon: (0622) 2243 email : jurasikstbtunasbangsa@gmail.com
Location
Kota pematangsiantar,
Sumatera utara
INDONESIA
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika)
ISSN : 25275771     EISSN : 25497839     DOI : 10.30645
Core Subject : Science,
JURASIK adalah jurnal yang diterbitkan oleh LPPM STIKOM Tunas Bangsa Pematangsiantar yang bertujuan untuk mewadahi penelitian di bidang Sistem Informasi dan Teknik Informatika. JURASIK (Jurnal Riset Sistem Informasi dan Teknik Informatika) adalah jurnal ilmiah dalam ilmu komputer dan informasi yang mengandung literatur ilmiah pada studi murni dan penelitian terapan dalam ilmu komputer dan informasi dan ulasan publik pengembangan teori, metode dan ilmu terapan yang berkaitan dengan subjek. Jurnal ini pertama kali mendapat ISSN dengan nomor 2527-5771 pada tahun 2016 untuk terbitan cetak dan mulai 2017 beralih ke terbitan elektronik dengan nomor ISSN 2549-7839. Pengiriman artikel tidak dipungut biaya, kemudian artikel yang diterima akan diterbitkan secara online dan dapat diakses secara gratis. JURASIK (Jurnal Riset Sistem Informasi dan Teknik Informatika) adalah sebuah jurnal peer-review secara online yang diterbitkan bertujuan sebagai sebuah forum penerbitan tingkat nasional di Indonesia bagi para peneliti, profesionaldan praktisi dari industri dalam bidang Ilmu Kecerdasan Buatan. JURASIK (Jurnal Riset Sistem Informasi dan Teknik Informatika) menerbitkan hasil karya asli dari penelitian terunggul dan termaju pada semua topik yang berkaitan dengan ilmu komputer. JURASIK (Jurnal Riset Sistem Informasi dan Teknik Informatika) terbit 1 (satu) nomor dalam setahun. Artikel yang telah dinyatakan diterima akan diterbitkan dalam nomor In-Press sebelum nomor regular terbit. JURASIK (Jurnal Riset Sistem Informasi dan Teknik Informatika) telah terindeks Google Scholar, Garuda, Crossref dan terus akan diupdate mengikuti perkembangan. Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) telah melakukan perubahan jumlah terbitan dari 1 x setahun (Juli) menjadi 2 x setahun (Februari dan Agustus) dan telah melakukan perubahan data administrasi pada laman LIPI dengan url: http://u.lipi.go.id/1480905139. Topik dari jurasik adalah sebagai berikut (namun tidak terbatas pada topik berikut) : Artificial Intelligence, Digital Signal Processing, Human-Computer Interaction, IT Governance, Networking Technology, Optical Communication Technology, New Media Technology, Information Search Engine, Multimedia, Computer Vision, Information System, Business Intelligence, Information Retrieval, Intelligent System, Distributed Computing System, Mobile Processing, Computer Network Security, Natural Language Processing, Business Process, Cognitive Systems, Software Engineering, Programming Methodology and Paradigm, Data Engineering, Information Management, Knowledge-Based Management System, Game Technology.
Articles 462 Documents
Pengembangan Media Pembelajaran 3D Interaktif Untuk Meningkatkan Pemahaman Siswa SMP Terhadap Seni Musik Gamelan Pada Mata Pelajaran Seni Budaya Yudha Adhi Prasetya; Dias Aziz Pramudita
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.964

Abstract

This study aims to develop an Android-based interactive 3D learning media for gamelan music material and to examine its feasibility, usability, and effectiveness. The research employed the Research and Development (R&D) method using the Four-D (4D) model. The participants consisted of subject matter experts, media experts, and 25 seventh-grade students of SMP Negeri 1 Girimarto. The validation results indicated a very feasible category, with scores of 92% and 85.33% from material experts and 94.66% and 93.33% from media experts. Black box testing showed that all application features functioned properly, while the System Usability Scale (SUS) yielded a mean score of 80.60 (Acceptable, Grade A). The pretest and posttest results revealed an improvement in the average score from 78.60 to 92.40, with an N-Gain of 0.67 (moderate category). Therefore, the developed learning media is feasible, easy to use, and effective in improving students’ understanding.
Evaluasi Sistem Informasi Kesejahteraan Sosial Next Generation (SIKS-NG) Dikabupaten Ogan Ilir Menggunakan Metode Nielsen Attributes Of Usability (NAU) H Hanafi; M Megawaty
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.993

Abstract

The Next Generation Social Welfare Information System (SIKS-NG) website is a website developed by the Ministry of Social Affairs of the Republic of Indonesia as an information system to support the management of social welfare data. This website has been implemented in all districts and cities in Indonesia, one of which is in Ogan Ilir Regency, and is used down to the village and sub-district levels in supporting the implementation of social welfare services. This study aims to evaluate the usability level of the SIKS-NG website using the Nielsen Attributes of Usability (NAU) method which consists of five aspects, namely learnability, efficiency, memorability, error, and satisfaction. The study used a quantitative approach by distributing questionnaires to 152 respondents. The results showed that the SIKS-NG website obtained an overall usability score of 3.84 which is included in the good category. The scores for each aspect are learnability of 3.83, efficiency 3.94, memorability 3.94, error 3.65, and satisfaction 3.86. The error aspect is the variable with the lowest score so it needs to be a priority for improvement, especially in increasing system stability, minimizing errors, and clarifying error message information. Overall, the SIKS-NG website has fulfilled the usability aspects well and is suitable for use as a supporter of social welfare data management services at the Ogan Ilir Regency Social Service.
Klasifikasi Jenis Jamur Edible Dan Poisonous dengan Arsitektur Mobilenetv2 Ricky Saputra; Rendra Gustriansyah; Nazori Suhandi
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.984

Abstract

Edible and poisonous mushrooms are difficult to distinguish visually, potentially causing errors in determining their safety for consumption. This study aims to develop a MobileNetV2-based image classification model to distinguish edible and poisonous mushrooms. A quantitative experimental approach with transfer learning was applied to 2,820 images from 47 species, consisting of 25 edible and 22 poisonous species. The dataset was divided into 70% training, 10% validation, and 20% testing data. The research involved image preprocessing, MobileNetV2 architecture design using ImageNet-pretrained weights, model training with Adam optimizer and categorical cross-entropy loss, and evaluation using accuracy, precision, recall, F1-score, and confusion matrix. The model achieved 98% training accuracy, 96% validation accuracy, and 92.2% testing accuracy, with a test loss of 0.271. On the testing data, the edible and poisonous classes achieved F1-scores of 0.93 and 0.91, respectively. These results indicate that MobileNetV2 can effectively classify edible and poisonous mushrooms with good generalization performance. The model can serve as an image-based identification aid but should not be used as the sole basis for determining mushroom safety.
Evaluasi Usability Game Simulasi Orientasi Kampus 3D Dengan Metode Cognitive Walkthrough Enno Elisabeth Eklesia Lerebulan
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.989

Abstract

Campus orientation for new students often faces limitations in time and conventional methods that lack interactivity. This study aims to develop a 3D campus orientation simulation for Universitas Pendidikan Nasional (UNDIKNAS) using the Roblox Studio platform, Luau programming language, and 3D architectural assets modeled in Blender. The development methodology adopts the Digital Game-Based Learning (DGBL) framework by integrating mission-based task scenarios (S-01 to S-06) covering building navigation, administrative procedures, and academic facilities. The usability evaluation was conducted using the Cognitive Walkthrough (CW) method with a UI/UX expert, assessing four key parameters: Goal, Visibility, Mapping, and Feedback Clarity. The evaluation results indicate that the simulation achieved the status of Feasible with Minor Revisions, with scenarios S-02 to S-06 obtaining maximum scores (5/5) across all parameters due to intuitive dynamic beam guidance and responsive branching dialogues. Minor interaction constraints were identified only in scenario S-01 on mobile devices regarding initial touch control inputs. Overall, this 3D interactive simulation proves effective as an engaging digital supplement to support university orientation activities
Implementasi Dynamic Priority Scheduling Dalam Sistem Informasi Penjadwalan Antrian Pasien Pada Klinik The Clinic Beautylosophy Fadli Jeriko; S Samsudin
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.980

Abstract

The Clinic Beautylosophy Medan has not yet implemented a patient queue scheduling system that systematically considers medical priority and urgency, so the current service order still relies on the order of patient arrival or registration. This condition may cause patients who require more urgent attention to receive services later than patients with relatively mild conditions. This study aims to design and develop a web-based patient queue scheduling information system that implements the Dynamic Priority Scheduling method at The Clinic Beautylosophy. The research used a qualitative approach with data collected through interviews, observations, and literature studies, while the system was developed using the Waterfall model. The system automatically calculates patient priority scores based on severity, urgency, pain scale, and waiting time (waiting score). The waiting score gradually increases the priority of patients while they remain in the queue, allowing the service order to be updated dynamically and preventing lower-priority patients from waiting indefinitely. The results of black-box testing showed that all main system functions operated according to the expected scenarios, while effectiveness testing showed that the patient registration and handling process became 80% faster than the previous mechanism. The system is capable of replacing the conventional queuing mechanism with a more responsive approach that considers both patient conditions and waiting time, thereby helping to improve the efficiency and quality of services at The Clinic Beautylosophy.
Pengembangan Platform Pelaporan Kerusakan Fasilitas Umum Berbasis Web dengan Crowdsourcing Validation Dan Priority Scoring Gelar Rahadian Fajar; S Somantri
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.994

Abstract

Public facility damage reporting faces challenges related to data reliability, duplicate reports, and the lack of prioritization mechanisms. This study develops a web-based reporting platform integrating Crowdsourcing Validation and Priority Scoring. The study was conducted in Wangunjaya Village through analysis, design, implementation, testing, and evaluation involving 9 respondents. The system enables users to submit and validate reports and generates priorities based on damage severity, similar reports, and reporting time. Black Box Testing showed that all major functions operated as required. Evaluation showed that 88.9% of respondents successfully submitted reports and understood the validation process, while 88.9% considered the prioritization feature useful for identifying urgent reports. Average user satisfaction reached 4.2 out of 5. These results indicate that the integration of both methods can support report quality and effective prioritization.
Pengembangan Aplikasi Prediksi Keparahan Pasien Hipertensi Dengan Menerapkan Algoritma KNN dan NBC Nurul Abdillah; Niko Akbar; Aulia Rachmawati; Alfita Dewi
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.985

Abstract

Hypertension is a non-communicable disease that requires accurate detection and severity assessment to support decision-making. This study aims to develop a web-based application for predicting the severity of hypertension patients by applying the K-Nearest Neighbor (KNN) and Naïve Bayes Classifier (NBC) algorithms. The dataset consists of 80 records with 17 predictor attributes and 1 class attribute representing the severity of hypertension. The research stages include data preprocessing, implementation of the KNN and NBC algorithms, accuracy testing, selection of the algorithm with the best performance, and development of a web-based prediction application. The results showed that the KNN algorithm achieved an accuracy of 81.25%, while the NBC algorithm achieved an accuracy of 83.75%. Based on the comparison, NBC was selected for implementation in the application because it achieved higher accuracy. The developed application allows users to enter patient data based on the available attributes, after which the system performs classification using NBC to predict the severity of hypertension. The results of this study provide a computerized application that can assist in predicting the severity of hypertension patients quickly and efficiently.
Sistem Informasi Penjualan Barang Berbasis Web Pada Toko Happy Pancing Semarang Titis Merdu Susanti Halawa; Yohana Tri W; S Suprapto
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.976

Abstract

Information technology continues to grow and change. Businesses from all sectors have had to adapt to the changing technology. Some of the biggest changes have been seen in the retail industry. Toko Happy Pancing Semarang specializes in fishing supplies and equipment and still relies on outdated technology for managing sales and product information. This method is slow for sales and manages inaccurate inventories. This also means customers have a hard time finding information about the products. The research focuses on developing an online platform that streamlines sales management and transaction processes through web technology. This system will help Toko Happy Pancing Semarang improve their business and service. Customers will be able to search through product information, send an order, and finish the sale all online. Store management will have the ability to control all product information, manage inventories, and oversee all customer sales and even sales reports. The Waterfall method of software development includes five phases.  Black Box Testing is used to check the functions of the system. This proved that the features of the system fulfilled the restrictions.Information technology continues to grow and change. Businesses from all sectors have had to adapt to the changing technology. Some of the biggest changes have been seen in the retail industry. Toko Happy Pancing Semarang specializes in fishing supplies and equipment and still relies on outdated technology for managing sales and product information. This method is slow for sales and manages inaccurate inventories. This also means customers have a hard time finding information about the products.This system will help Toko Happy Pancing Semarang improve their business and service. Customers will be able to search through product information, send an order, and finish the sale all online. Store management will have the ability to control all product information, manage inventories, and oversee all customer sales and even sales reports.
Pemanfaatan AI Chatbot pada Mahasiswa Universitas Kristen Satya Wacana dengan Technology Acceptance Model (TAM) Ananda Eka Bhakti Nurul Anisa; Yani Rahardja
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.990

Abstract

The development of Artificial Intelligence (AI) has encouraged the use of AI chatbots as learning support tools in higher education. This study aims to analyze the factors influencing the utilization of AI chatbots among students at Satya Wacana Christian University using the Technology Acceptance Model (TAM). This research employed a quantitative approach by collecting data through questionnaires, which were analyzed using the Partial Least Squares Structural Equation Modeling (PLS-SEM) method with SmartPLS software. The results indicate that Perceived Ease of Use has a positive and significant effect on Perceived Usefulness and the Utilization of AI Chatbots, while Perceived Usefulness also has a positive and significant effect on the Utilization of AI Chatbots. These findings suggest that ease of use and perceived usefulness are important factors influencing students' utilization of AI chatbots.
Perancangan Sistem Warehouse Management System Berbasis Web Dengan Metode FIFO di PT. XYZ Graciela Christy Nunuela; R. Wahyudi Darmawan; Raden Hasan
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.981

Abstract

Warehouse management in the finish goods warehouse of PT XYZ still faces challenges in lot number tracking, First In First Out (FIFO) implementation, Sales Order follow-up (TLSO), and recording viscosity inspection results by Quality Control (QC). This study aims to develop a web-based Warehouse Management System (WMS) to support integrated inventory management. The study applies the Design Science Research (DSR) methodology through six stages, while system development adopts Agile with the Scrum approach. The resulting system provides master data management, Sales Order, TLSO, barcode, lot number tracking, FIFO implementation, and viscosity inspection recording. Black Box Testing showed that all tested functions operated validly. The User Acceptance Test (UAT) achieved a score of 518 out of 600, equivalent to 86.33%, indicating good user acceptance of the system.