cover
Contact Name
Muhammad Azmi
Contact Email
muhammad4zmi@gmail.com
Phone
+6281918405331
Journal Mail Official
admin@jurnal.stmiksznw.ac.id
Editorial Address
Jln Raya Mataram- Lb. Lombok KM 49 Desa Anjani Lombok Timur, NTB 83611
Location
Kab. lombok timur,
Nusa tenggara barat
INDONESIA
Jurnal Teknimedia: Teknologi Informasi dan Multimedia
ISSN : 27226263     EISSN : 27226271     DOI : -
JURNAL TEKNIMEDIA : Teknologi Informasi dan Multimedia terbitan berkala ilmiah nasional diterbitkan oleh STMIK Syaikh Zainuddin NW Anjani. Tujuan diterbitkannya Jurnal TEKNIMEDIA adalah untuk memfasilitasi publikasi ilmiah dari hasil penelitian-penelitian di Indonesia serta ikut mendorong peningkatan kualitas dan hasil penelitian untuk akademisi dan peneliti. Jurnal TEKNIMEDIA terbit 2 (dua) kali dalam satu tahun (lima bulan sekali) pada bulan Januari-Mei dan Juni-Desember dengan ruang lingkup bidang ilmu Informatika, Telekomunikasi dan rumpun Komputer Sains.
Articles 156 Documents
PENGEMBANGAN SISTEM PEMESANAN TIKET WAYANG ORANG SRIWEDARI MENGGUNAKAN PAYMENT GATEWAY MIDTRANS Vera Wati; Nisrina Yulia Setyawati; Wartono Wartono
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i2.272

Abstract

ABSTRACT Cultural tourism is one of the travel options that can be chosen by the community. Cultural destinations usually emphasize the arts or culture in an area, like one of the cultural destinations in Surakarta City, namely Wayang Orang Sriwedari. Wayang Orang Sriwedari is a destination with quite high enthusiasm and is currently quite popular among young people. With the current operational conditions, several complaints have emerged, such as the lack of information provided regarding the synopsis of the show to the occurrence of queues in front of the ticket counter. Some people have also started asking how to buy tickets online. To overcome the complaints and problems that occur, a ticket ordering information system for Wayang Orang Sriwedari performances was created using the waterfall method. This system is also integrated with midtrans so that it supports multi-payment payment transactions. System testing was carried out on the payment endpoint connection and the results showed that the integration with the midtrans payment gateway was running well. The results of the functionality test with the black box test also showed that the system could work well and provide the appropriate output. Keywords: Ticket Booking System, Wayang Orang Sriwedari, Midtrans
INOVASI PENGHITUNGAN KENDARAAN PADA MANAJEMEN PARKIR DENGAN SENSOR INFRARED BERBASIS IOT Hanifatus Sa’diyah Widihasaniputri; Wahju Tjahjo Saputro; Hamid Muhammad Jumasa
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i2.280

Abstract

Traffic and parking management are still major issues in urban areas. The average driver spends 7.8 minutes to find a parking space, and 30% of traffic congestion is caused by finding a parking space.This research focuses on designing a system that adopts infrared sensors and IoT to detect the number of vehicles in a smart parking system.The method used is the prototype method. The process starts with activating the device to monitor vehicles entering and leaving the parking area. Next, the detected vehicles will be checked, if the vehicle enters then the system automatically reduces the number of available parking slots. Conversely, if the vehicle exits, the system adds one slot to the number of available parking slots. the results of component testing carried out, found that all components, including infrared sensors, PIR sensors, LCDs, servo motors, and Arduino Uno R3 microcontrollers, have functioned properly. This is supported by the average system response delay test which only reaches 1.50 seconds and is included in the responsive category for smart parking systems
PERBANDINGAN KINERJA ALGORITMA NAIVE BAYES DAN C4.5 DALAM PREDIKSI PENYAKIT JANTUNG Sri Wulandari; Kusrini Kusrini; Hanafi Hanafi
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i2.284

Abstract

Information Technology is a data processing technology and is a variety of ways to produce high-quality information accurately and quickly, relevant to the needs of individuals and businesses. Strategic information about decision making. The development of information technology is one of the most important factors for the progress of time. There are several fields that are important for technological progress and affect the progress of the country, such as the education sector, the economic sector, the health sector, the government sector, and the socio-cultural sector. Basically, technology is developed to promote human work. Currently, technology is a great need for humanity. In fact, technology is used in all aspects of human life. Predicting heart disease accurately is essential to treat heart patients efficiently before a heart attack occurs. This goal can be achieved by using an optimal machine learning model with complete heart disease health data. Therefore, a comparison of the performance of the Naive Bayes algorithm and the C4.5 algorithm in predicting heart disease requires calculation so that the results obtained are more accurate. Before doing the calculation, it is necessary to check the feasibility of the data to be used, then the division of training and testing data. In the study, there were several scenarios for dividing training and testing data using a confusion matrix. This study resulted in a performance comparison of the Naïve Bayes and C4.5 algorithms in predicting heart disease, 6 experimental scenarios were carried out, each algorithm had 3 experiments with varying amounts of training data and testing data. The C4.5 algorithm performed 3 experimental scenarios, in the first experiment the Naïve Bayes algorithm, the first experiment 70:30 produced an accuracy of 83%. In the second experiment 80:20 produced an accuracy of 83%. In the third experiment 90:10 produced an accuracy of 85%. Then the C4.5 algorithm performed 3 experimental scenarios, in the first experiment 70:30 produced an accuracy of 98%. In the second experiment 80:20 produced an accuracy of 100% In the third experiment 90:10 produced an accuracy of 100%.
WA-DILA (WHATSAPP-BASED INTELLIGENT ASSISTANT): CHATBOT UNTUK MENINGKATKAN LAYANAN INFORMASI DI LEMBAGA SERTIFIKASI PROFESI Dani Anggoro; Yasmika Baihaqi; Aulia Tasya Putri. Dh; Nur Rahma Danitta; Muhammad Hidayah Alfino
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i2.285

Abstract

The utilization of information technology has transformed the delivery of public services, including competency certification information services provided by Professional Certification Institutions (LSP). WhatsApp, as one of the most popular instant messaging applications in Indonesia, is commonly used as a primary communication platform. However, the manual information delivery process at LSP Universitas Muhammadiyah Metro has led to several issues, such as delayed responses, overlooked messages, and inconsistent information. This study developed an Artificial Intelligence (AI)-based chatbot integrated with Natural Language Processing (NLP) on the WhatsApp platform, named WA-DILA (WhatsApp-based Intelligent Assistant). The system was developed using the Waterfall model, encompassing stages of requirements analysis, system design, implementation, testing, and maintenance. Node.js and MySQL were utilized in the development, and system functionality was evaluated using black box testing. WA-DILA was successfully implemented and capable of automatically responding to various user inquiries. All features functioned as expected based on testing results. Out of 217 users, 206 provided feedback, with 88% giving positive ratings (scores 4 and 5), indicating a high level of satisfaction with the chatbot service. WA-DILA effectively enhanced the efficiency and quality of information services at the LSP through fast, automated, and consistent responses. This solution demonstrates strong potential for broader implementation in other digital information service contexts, supporting the transformation of public services through the adoption of intelligent technology-based systems.
APLIKASI PEMBELAJARAN INTERAKTIF PENGENALAN PAKAIAN ADAT SULAWESI MENGGUNAKAN AUGMENTED REALITY Ahmad Thariq
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i2.292

Abstract

Indonesia's cultural diversity, especially traditional clothing from Sulawesi, is a heritage that needs to be preserved. Sulawesi has a variety of traditional clothing that reflects the cultural richness and identity of its people. However, a lack of understanding and access to information about traditional clothing often poses a challenge to cultural preservation efforts. The objective of this research is to develop an AR-based learning application that can help users learn about traditional Sulawesi clothing in an interactive manner. The application is designed to allow users to view three-dimensional models of traditional clothing, interact with visual elements, and access educational information about the philosophy and history of the clothing. The development method used in this study is MDLC. The stages include concept development, UI/UX design, material collection, application development, functional testing, and application distribution. Data was collected through literature studies, observations, and trials with users. The research findings indicate that AR-based applications can serve as an effective educational tool, raising public awareness of Sulawesi's cultural heritage to support the preservation of Indonesia's cultural heritage, particularly in Sulawesi. Additionally, these applications can enhance users' understanding of traditional Sulawesi attire in a more engaging and interactive manner compared to conventional methods, thereby fostering greater user involvement and interest in learning about local culture through immersive visual experiences.
PENGEMBANGAN VIDEO EDUALRT SEBAGAI MEDIA PENYULUHAN KESELAMATAN BERKENDARA BAGI PENGEMUDI BUS Dimas Nugroho Putro; Dani Fitria Brilianti; Sugianto Sugianto
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i2.293

Abstract

Traffic accidents involving route buses remain a serious issue in the transport sector. One of the main causes is the low level of understanding among drivers of the principles of safe driving. This research project aims to design and develop educational media in the form of e-learning videos to counsel bus drivers at the Sudiro Tungga Jaya Bus Company on safe driving practices. The Research and Development (R&D) method was employed, using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The videos cover fatigue management, road hazard management and travel management plans. The material and media were validated by experts and the effectiveness was evaluated through a pre-test and post-test with 40 AKAP and AKDP bus drivers. The results showed that the educational video is a feasible and effective counselling tool, significantly increasing drivers' understanding of safe driving practices. The educational video proved to be attention-grabbing, easy to understand and effective in increasing participant involvement in the counselling seminar.
PERANCANGAN GAME EDUKATIF TENSES MATCH-UP BERBASIS INTERAKTIF MENGGUNAKAN SCRATCH DI MAS DARULMUTA’ALLIMIN BLANG BINTANG Salma Wati; Mira Maisura
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i2.298

Abstract

Understanding tenses in English remains a common obstacle for many students, including those at MAS Darul Muta'allimin Blang Bintang. The lack of variety in learning methods leads to low student engagement in understanding these grammatical concepts. This study aims to design an interactive educational game titled Tenses Match-Up based on Scratch, as an interesting and communicative alternative learning medium. The method used is Research and Development (R&D) with the Alessi and Trollip development model which includes the planning, design, and development stages. The game is designed with three main modes, namely Drag the Tense, Sound and Sense, and Pause and Sense, which are adapted to four main types of tenses: simple present, simple past, simple future, and present perfect. Validation was carried out by media experts and material experts to assess visual quality, interactivity, and content suitability. The validation results showed that this media was declared very suitable for use with a suitability percentage of 91.66% and 83.33%, respectively. Although it has not been tested directly on students, these results suggest that the educational game Tenses Match-Up has the potential to support more engaging and effective English learning at the high school level
SISTEM OTOMATISASI RENDERING VIDEO TEMPLATE AFTER EFFECTS BERBASIS WEB DENGAN EXTENDSCRIPT DAN FLASK Ragil Raditya Saputra; Zacky Innova; Epsilona Katiga Capricorna; Bambang Irawan; Ridwan Ramadhan; Muhammad Hafizh Rahman Hakim
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i2.299

Abstract

The process of creating animations or videos in Adobe After Effects typically requires repetitive and time-consuming manual interaction, making it less efficient in digital multimedia workflows. To address this challenge, this study designed a web-based rendering automation system by integrating ExtendScript, After Effects' internal scripting language, and the Flask framework as the backend. The HTML-based interface allows users to input parameters such as text, color, or formatting options, which are then processed by Flask and passed to After Effects via a local subprocess. Beyond integration, we also compared this automation system with manual methods. This system increased work efficiency by up to 67.78% compared to traditional manual methods and supported automated processing based on user input. This system provides a practical and affordable solution for users who want to accelerate the production of visual content from After Effects templates with customizations to text and color, without compromising the flexibility and quality of the final result. This technology integration demonstrates that automating the creative process can be done effectively, stably, and easily accessible via the web if further developed.
IMPLEMENTASI FILE SERVER TERPUSAT MENGGUNAKAN NEXTCLOUD DI SMKN 2 KUTACANE Maila Sundari; Nazaruddin Ahmad
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i2.303

Abstract

This study discusses the implementation of a centralized file server system using Nextcloud at SMKN 2 Kutacane to improve the efficiency and security of internal data management. The system was developed on a local server running Ubuntu Server and the Nextcloud application, which provides internal cloud storage via intranet. The development process followed the ADDIE model, including needs analysis, system design, installation, implementation, and evaluation. Evaluation involved blackbox testing to assess system functionality, along with user observations and questionnaires to explore user perceptions. The results indicate that the system operated as expected, was easy to use, and significantly enhanced digital collaboration within the school. These findings suggest that local cloud technology can be effectively adopted by vocational education institutions to support cost-efficient and controlled digital transformation.
PENGEMBANGAN GAME EDUKASI BAHASA MADURA UNTUK SEKOLAH DASAR MENGGUNAKAN UNITY DENGAN METODE MDLC Rizqi Azizah Amalia; Walidini Syaihul Huda
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i2.306

Abstract

Local languages are an important part of cultural identity, including the Madurese language. However, its use among elementary school students has been declining, partly due to the lack of engaging and modern learning media. To address this issue, this study developed an Android-based educational game called Maduraku as an interactive medium to introduce the Madurese language to students. The development followed the Multimedia Development Life Cycle (MDLC) method using the Unity platform. Testing results showed that all features functioned properly through black-box testing. Validation from subject matter experts indicated a feasibility score of 80% (categorized as feasible), and user testing revealed a satisfaction rate of 87.5% (categorized as very good). In addition, the game proved effective in improving student learning outcomes, with average scores increasing from 64.4 (pre-test) to 85.4 (post-test), and an N-Gain score of 0.59, classified as moderate improvement. Based on these results, Maduraku is considered effective and suitable as an alternative learning medium to support the preservation and promotion of the Madurese language, especially among elementary school students.