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coscitech@umri.ac.id
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+6285225539224
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coscitech@umri.ac.id
Editorial Address
Program Studi Teknik Informatika Fakultas Ilmu Komputer Gedung Rektorat Lt. 4, Universitas Muhammadiyah Riau Jl. Tuanku Tambusai, Pekanbaru, Riau
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INDONESIA
Jurnal Computer Science and Information Technology (CoSciTech)
ISSN : 2723567X     EISSN : 27235661     DOI : https://doi.org/10.37859/coscitech
Core Subject : Science,
Jurnal CoSciTech (Computer Science and Information Technology) merupakan jurnal peer-review yang diterbitkan oleh Program Studi Teknik Informatika, Fakultas Ilmu Komputer, Univeritas Muhammadiyah Riau (UMRI) sejak April tahun 2020. Jurnal CoSciTech terdaftar pada PDII LIPI dengan Nomor ISSN 2723-5661 (Online) dan 2723-567X (Cetak). Jurnal CoSciTech berkomitmen menjadi jurnal nasional terbaik untuk publikasi hasil penelitian yang berkualitas dan menjadi rujukan bagi para peneliti. Jurnal CoSciTech menerbitkan paper secara berkala dua kali setahun yaitu pada bulan April dan Oktober. Semua publikasi di jurnal CoSciTech bersifat terbuka yang memungkinkan artikel tersedia secara bebas online tanpa berlangganan.
Articles 358 Documents
Penerapan Algoritma Random Walk Untuk Procedural Map Pada Game “The Last Hope” 2D Muhammad Ijai; Arbansyah, Arbansyah; Suryawan, Sayekhti Harits
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6420

Abstract

Games are activities that aim to provide fun and offer certain rules and challenges, with the aim of creating a dynamic and interesting gaming experience. This research aims to overcome the problem of repetition in making maps in the game "The Last Hope" by applying the Random Walk technique to create maps procedurally. In this research, the Random Walk algorithm was implemented using the C# programming language and created using Unity 2D. The research results show that the use of the Random Walk technique is successful in creating dynamic map variations in each game session, overcoming repetition which causes boredom for players. The implication of this research is increased game replayability, allowing players to enjoy a more interesting and dynamic gaming experience because they will not face the same map every time they start the game. Thus, the use of the Random Walk Algorithm to create procedural maps can make a significant contribution to improving the playing experience of the game "The Last Hope" and similar games in the Roguelike genre.
Optimalisasi Pembobotan Metode MABAC Menggunakan Entropy untuk Pemilihan Penerima BLT Dana Desa Muttakin, Fitriani; Rahmawati, Rahmawati; Safrudin, Muhammad
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6426

Abstract

Improving social welfare through the provision of Direct Cash Assistance for village funds is one of the government's efforts to support the rural economy. In the distribution process of this assistance, precise coordination and analysis are necessary to ensure that each program is targeted accurately without any elements of misappropriation. Direct Cash Assistance for village funds has several criteria that must be met by potential recipients, necessitating a multi-criteria decision support method to determine candidates who meet these criteria at the most appropriate level. In addressing various challenges such as inaccurate targeting and lack of transparency in fund distribution, time-consuming data processes, and the neglect of differences in criteria values can slow down the decision-making for aid recipients. In this research, the use of the Entropy Method for optimizing criteria weighting in problem resolution is significant. The obtained weights are then integrated with the Multi-Attributive Border Approximation area Comparison (MABAC) method, aiming to determine the ranking of aid recipients most suitable. Finally, the ranking results are interpreted as identifying the candidates most fitting to receive direct cash assistance for village funds.
Model game edukasi pembelajaran bahasa arab berbasis android untuk anak-anak Sandy Ilham Hakim Syasri; Nazruddin Safaat H; Muhammad Irsyad; Febi Yanto
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6428

Abstract

In the era of globalization, understanding Arabic is becoming increasingly important, and starting language learning early provides an invaluable competitive advantage. Games as learning media can increase students' motivation and interest in learning. This educational game is designed in an interesting way, such as quiz and puzzle and this game is built based on android with high flexibility allowing children to learn anytime and anywhere, using devices such as smartphones and tablets. With the approach of playing while learning, children are believed to be able to understand Arabic without feeling burdened. The development of this game uses the MDLC (Multimedia Development Life Cycle) method with 6 stages including concept, design, material collecting, assembly, testing, distribution, and testing the effectiveness of the game by running tests using black box and User Acceptance Test (UAT) and using Unity software in building games that can be run on android smartphones. The results of Black box Testing obtained test results from the learning mode function, play mode, settings and all buttons in the game run well without any errors. From the results of UAT testing by giving the game to 13 respondents and getting a score of 90% with a very good category which means that the Android-based Arabic Language Introduction Game is feasible as a new learning media innovation and can increase children's interest.
Perancangan user interface pada game edukasi bahasa arab menggunakan metode design thinking Fajri Fahreza Azeta; Nazruddin Safaat H; Muhammad Irsyad; Febi Yanto
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6432

Abstract

Technology is developing rapidly, providing convenient access to information, and sparking interest in technological developments. The growth of technology influences children's learning. The integration of technology creates new and exciting learning experiences, especially in early childhood education. The use of smartphones as innovative learning media offers interactivity and attraction. In game development, attention to the User Interface (UI) is crucial to ensure a suitable gaming experience that supports the overall game experience. The research methodology used in conducting this research is the "Design Thinking" method, this method uses a process of combining designer thinking and techniques to meet the need to find a way out and look for alternative solutions. Sampling was carried out deliberately from respondents who had criteria that were in accordance with the research. The samples used in this research were children who were introduced to Arabic. After asking questions from respondents consisting of 16 people from general public backgrounds, students and university students representing the results of the System Usability Scale calculation, there were interpretation results of the average SUS Score, namely 76.09375. So the User Interface design prototype of "Arabic Educational Game" is included in the Good scale. Based on the results of the research, it is concluded that the User Interface has completed the design of the Design Thinking method with the Arabic Educational game to make it more interesting and easier to use, so that it can meet needs and provide interesting gaming experience for users.
Perancangan UI/UX Sistem Informasi Penilaian Seminar dan Skripsi Pendekatan Human Centered Design Nirsal, Nirsal; Syafriadi; Nur Afika Firanti
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6484

Abstract

Kebutuhan pengolahan data akademik dengan penyajian yang baik sangat dibutuhkan oleh Program Studi Informatika Universitas Cokroaminoto Palopo. Pada proses seminar dan ujian skripsi pada Program Studi Informatika FTKOM UNCP, pemberian nilai oleh dosen penguji hingga pada proses pengolahan data masih dilakukan secara konvensional, setelah mengetahui masalah makan memberikan solusi yang dibutuhkan oleh user. Tujuan penelitian ini melakukan perancangan UI/UX sistem informasi penilaian seminar dan skripsi. Pada penelitian ini dilakukan perancangan UI/UX sistem informasi penilaian seminar dan skripsi dengan menerapkan tahapan metode Human Centered Design (HCD), yaitu pemahaman dan spesifikasi konteks penggunaan, spesifikasi kebutuhan pengguna, membuat desain solusi, dan evaluasi desain solusi dengan melakukan pengujian usability terhadap rancangan. Hasil pengujian usability effectifiness mendapatkan skor 99,50%, pada learnability mendapatkan skor 94,40%, dan pada pengujian satisfaction (SUS) mendapatkan skor 91%, dari hasil data pengujian tersebut dinyatakan berhasil.
ANALISA KINERJA ALGORITMA MACHINE LEARNING UNTUK PREDIKSI VIRUS HEPATITIS C Gunawan, Rahmad Gunawan; Ilham Pratama, Muhammad
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6513

Abstract

Hepatitis C (HCV) is an RNA virus and one of the blood-borne human pathogens known as Hepatitis C. According to the World Health Organization (WHO), it is estimated that nearly 3% or 120-130 million of the world's population are infected with HCV and 3-4 million new infection cases. Early diagnosis of HCV has not been effective so most of the factors that contribute to the disease are still unclear. This study aims to implement a machine learning algorithm to identify factors that contribute to hepatitis C virus and hepatitis C virus prediction problems by comparing each algorithm to determine the best algorithm for predicting hepatitis C virus in the HCV UCI Machine Learning Repository dataset. Six classification algorithms are proposed: Naive Bayes, Decision Tree, Logistic Regression, K-Nearest Neighbor, Support Vector Machine, and Random Forest. The results show that from the accuracy value of each algorithm, the best algorithm for predicting hepatitis C virus is random forest with an accuracy rate of 98.37% and it was found that the features that contributed the most to the prediction model for HCV-infected and non-HCV patients were AST (Aspartate aminotransferase) and ALP (alkaline phosphatase).
Comparative Analysis of Naïve Bayes and K-NN in Determining Location of Mobile Population Services Riadi, Imam; Yudhana, Anton; M. Rosyidi Djou
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6543

Abstract

Tantangan geografis dan jarak antar desa menjadi kendala dalam pemerataan pelayanan kependudukan dan pencatatan sipil. Hal ini memerlukan intervensi program jemput bola atau layanan keliling. Permasalahannya adalah tidak semua desa dapat terlayani layanan keliling, sehingga perlu dilakukan pemetaan desa-desa yang memenuhi syarat menjadi lokasi layanan keliling. Penelitian ini menjelaskan teknik pembelajaran mesin, khususnya algoritma K-NN dan Naïve Bayes, untuk mengatasi masalah pemilihan lokasi yang memenuhi syarat. Hasil percobaan menunjukkan kedua metode mempunyai tingkat akurasi yang cukup baik, dengan K-NN mencapai tingkat akurasi tertinggi sebesar 97,14% pada dataset yang dinormalisasi dengan metode Normaliasi Min-Max (NMM). Sebaliknya, Naïve Bayes menunjukkan nilai akurasi yang tinggi pada seluruh dataset. Oleh karena itu, penelitian ini merekomendasikan penggunaan algoritma K-NN dengan nilai K=2 untuk menentukan lokasi yang layak menerima layanan kependudukan bergerak.
Sistem Informasi Pendaftaran Dan Pendataan Berbasis Online di MA Ibrahimy Secang Banyuwangi Baijuri, Achmad; Haza Mahendra, Yusril
Computer Science and Information Technology Vol 5 No 1 (2024): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v5i1.5142

Abstract

Abstract The registration stage is a very important first step in the process of entering the MA Ibrahimy Secang School. Currently, the MA Ibrahimy Secang School is still using the manual registration process as usual. Prospective students who wish to register must come directly to the school to collect the registration form and return it after filling it out. In addition, if a report is needed, the admin must check one by one the student data registered in the agenda book and make a report based on that information. To overcome this obstacle, it is necessary to develop an online registration system at the MA Ibrahimy Secang School. This system allows prospective students to register directly and get announcements without having to come to the school to pick up the form. The development of this system uses the waterfall method and involves the use of use case diagrams, class diagrams, and activity diagrams in system modeling. The result of this research is an online registration and data collection application.
Penerapan Metode FP-Growth Dalam Optimalisasi Bisnis Retail Rhayatun Aviqah; Muhammad, Abulwafa; Mandala, Eka Praja Wiyata
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.5487

Abstract

Sales transaction data is something that can be reused for business decision making. However, in this case, the transaction data is not reused for business purposes, and is only used as an archive of sales reports. The FP-Growth algorithm is a level of a priori association algorithm that uses alternative itemset frequencies based on the numbers that most frequently appear in each transaction (frequent itemset) in a group of data. The characteristic of the FP-Growth algorithm is that the structure of the data used is a tree with the name FP-Tree. With the use of FP-Tree, the FP-Growth algorithm can extract frequent Itemsets from FP-Tree. The FP-Growth method is divided into 3 main stages, namely the conditional pattern base generation stage, the FP-Tree conditional generation stage, and the frequent itemsset search stage. With the application of the FP-Growth method in this study, it can be used to see product sales patterns. The results obtained are in the form of 5 interesting rules by entering a min support value of 10% and min confidance 50%, namely if you buy diapers then buy clothes, if you buy a pacifier baby then buy clothes, if you buy hats then buy clothes, if you buy pants you will buy clothes, and if you buy a singlet you will buy clothes. It is hoped that this research can help Aura Moms Baby & Kids Retail owners in utilizing the results of sales transactions so that the results can be utilized appropriately. This is evidenced by the creation of an E-Business system that can manage sales transactions to determine product purchase patterns at Retail Aura Moms, Baby & Kids.
Sistem Absensi Mapel Lintas Minat SMAN 1 Cigombong Menggunakan Face Recognition Berbasis Web Lucia Kharisma, Ivana; Sahira, Sarah; Nurcahya Sumirat, Hana; Fergina, Anggun; Kamdan, Kamdan
Computer Science and Information Technology Vol 5 No 2 (2024): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v5i2.5500

Abstract

SMAN 1 Cigombong is a high school located on Watesjaya Street, Cigombong District, Bogor Regency, West Java, which currently still follows the KURTILAS curriculum. The student attendance system in SMAN 1 Cigombong for the English and German Language Minors is still using a manual attendance book where students sign the attendance form. This method has weaknesses such as the ease of losing or damaging the attendance book, as well as the potential for students to manipulate the attendance records. Therefore, the author proposes the implementation of a face recognition attendance system to assist in the attendance data recording process, simplify attendance tracking for teachers, and facilitate the school's management information system. The development method used for the attendance system is the waterfall method, which involves analysis, design, coding, testing, and support stages. In face recognition, the author utilizes face landmarks to store students' facial data in a database. Meanwhile, in the data collection process, several methods are used, including interviews, observations, and literature reviews.