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Muqorobin
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+6285702302019
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ijcis.aas@gmail.com
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http://ijcis.net/index.php/ijcis/about/editorialTeam
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INDONESIA
International Journal of Computer and Information System (IJCIS)
ISSN : -     EISSN : 27459659     DOI : https://doi.org/10.29040/ijcis
The aim of this journal is to publish quality articles dedicated to all aspects of the latest outstanding developments in the field of informatics engineering. Its scope encompasses the applications of (but are not limited to) : 1. Artificial Intelligence 2. Software Engineering 3. System Design Methodology 4. Data mining and Big Data 5. Human and Computer Interaction 6. Mobile Computing 7. Soft Computing 8. Animation 9. Multimedia and Image Processing 10. Parallel/Distributed Computing 11. Machine Learning 12. Computational Lingustics 13. Data Comunication 14. Networking
Articles 199 Documents
Comparison of Classical and Neural Network-Based Models for Sentiment Analysis of Spotify Reviews Asy Syifaur Roisah Rufaida
International Journal of Computer and Information System (IJCIS) Vol 7, No 1 (2026): IJCIS : Vol 7 - Issue 1 - 2026
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijcis.v7i1.268

Abstract

Digital music streaming platforms such as Spotify have transformed how users access and consume music, generating large volumes of user reviews that reflect satisfaction and dissatisfaction with the service. Sentiment analysis of these reviews can provide valuable insights for developers and service providers. Although a number of studies have performed sentiment analysis on Spotify reviews, most of them are limited to comparing only classical algorithms. As a result, there is still a lack of evaluation that compares several classical algorithms and a simple neural-network-based model under the same feature representation and standardized text preprocessing on the same dataset. Therefore, this study aims to: (1) build sentiment classification models for Spotify reviews using classical machine learning algorithms, namely Naive Bayes, Support Vector Machine (SVM), and Logistic Regression; (2) develop and evaluate a Multi-Layer Perceptron (MLP) model using the same TF-IDF feature representation; and (3) compare the performance of all models. The experimental results show that Logistic Regression consistently achieved the best overall performance, with the highest accuracy (87.85%), precision (87.79%), and F1-score (87.65%), slightly outperforming Linear SVM and clearly surpassing Naive Bayes and MLP. Although the MLP model obtained a slightly higher recall than Naive Bayes, its overall performance remained lower than that of Logistic Regression and Linear SVM.
Design and Implementation of Web-Based Point of Sale and Photo Studio Management System Using MVC Architecture Haniel Pratama; Andreas Akar; Alfa Rivales Matal; Abram Pangidoan Tambak; Cahya Evendy
International Journal of Computer and Information System (IJCIS) Vol 7, No 2 (2026): IJCIS : Vol 7 - Issue 2 - 2026
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijcis.v7i2.271

Abstract

Photo studios frequently experience operational challenges in integrating cashier transactions, schedule management for photo sessions, and real-time inventory tracking. Manual recording systems often lead to fatal data losses and schedule conflicts. This research aims to design and implement a web-based Point of Sale and studio management information system named Dthree POS to resolve these operational bottlenecks. The system development utilizes the Prototyping method, allowing iterative design improvements from initial sketches to high-fidelity user interfaces. The application is built upon the Model View Controller architecture using the Laravel framework, which effectively separates business logic from data presentation. The results show that the system successfully integrates the management of physical products with limited stock and service products with unlimited availability. Furthermore, the implementation of pessimistic database locking and atomic transactions effectively prevents race conditions during simultaneous checkout processes. The system also accommodates a dynamic pricing hierarchy for different customer types and automatically converts completed studio bookings into final sales data. In conclusion, Dthree POS provides an empirical and highly reliable solution to digitalize and streamline the entire photo studio business workflow.
Game-Based Learning with Roblox for EFL or ESL Learners: A Systematic Literature Review Tira Nur Fitria
International Journal of Computer and Information System (IJCIS) Vol 7, No 1 (2026): IJCIS : Vol 7 - Issue 1 - 2026
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijcis.v7i1.267

Abstract

This research reviews and synthesizes existing studies on the use of Roblo as a game-based learning platform for English as a Foreign Language (EFL) and English as a Second Language (ESL) learners. This examines how Roblox has been implemented in language learning contexts, what language skills and competencies it supports, and what pedagogical strategies are most commonly applied. This study reviewed and synthesized previous research across different educational contexts. The selected studies gatehered from 2022 to 2025 and examine Roblox’s applications in STEM education, English language learning, higher education, religious studies, and broader skill development. The reviewed studies show that Roblox is a game-based learning platform across diverse educational contexts. Research published between 2022 and 2025 highlights its applications in STEM education, English language learning, higher education, religious studies, and broader skill development. In STEM fields, Roblox has been shown to support engineering, science, mathematics, and financial education through immersive simulations that enhance conceptual understanding, problem-solving, and analytical skills. In language learning, both learners and teachers view Roblox positively for improving vocabulary, reading comprehension, teamwork, and cultural exchange, although grammar accuracy continues to pose challenges. Beyond academic learning, Roblox fosters creativity, collaboration, innovation, and 21st-century skills, while also raising concerns regarding safety, overuse, and accessibility. Its versatility is further reflected in studies on religious education, promotional media, and metaverse schools, demonstrating broad potential across disciplines. Recent research also emphasizes the role of artificial intelligence in Roblox, particularly in enhancing game development, personalization, and learner engagement. Taken together, these studies suggest that Roblox is an effective platform for interactive, gamified, and collaborative learning, though careful pedagogical, technological, and ethical considerations are needed for its optimal implementation.
Manake Media Equipment Rental System with Payment Gateway and Business Process Optimization Fikri Mulya Rachmat; Cholid Mawardi; Yudha Pradana
International Journal of Computer and Information System (IJCIS) Vol 7, No 2 (2026): IJCIS : Vol 7 - Issue 2 - 2026
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijcis.v7i2.269

Abstract

Media equipment rentals are time-sensitive because a single item can only be booked within a specific date range and requires payment confirmation before the unit is prepared. Manual handling through WhatsApp conversations and bank transfers often creates obstacles such as slow confirmation, schedule conflicts, and non-standardized transaction records. This study designs and implements “Manake”, a web-based media equipment rental management system that integrates the Midtrans payment gateway (Snap) and webhooks to synchronize payment status in real time. Development follows the Waterfall model, covering requirements analysis, design, implementation, and testing. The system is built using Laravel 12 (PHP 8.5.2), a Tailwind CSS interface through Vite, and a managed PostgreSQL database on Supabase. Business rules are embedded directly into the system, including a one-day operational buffer before and after the rental period, a reschedule policy limited to one time before pickup with no refunds, percentage-based late-return penalties calculated per order, and minimum damage fees calculated per item. Evaluation is conducted using black-box testing on core scenarios aligned with the business flow (catalog, cart, checkout, payment, invoice, and admin operations). The results show that all main functions run according to specification, and the webhook integration is able to update transaction status automatically through signature validation and event deduplication mechanisms.
Development of A Multimedia-Based English Vocabulary Learning Application Through Short Qur'anic Verses Using a Computer Based Instruction Approach Lahmudin Sipahutar; Nursyah Handayani; Elvin Syahrin
International Journal of Computer and Information System (IJCIS) Vol 7, No 1 (2026): IJCIS : Vol 7 - Issue 1 - 2026
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to develop a multimedia-based English vocabulary learning application through short Qur'anic verses using a Computer-Based Instruction (CBI) approach. The application is designed to assist learners in improving their English vocabulary while simultaneously enhancing their understanding of selected Qur'anic verses. The learning materials are presented through various multimedia elements, including text, images, audio pronunciation, Qur'anic recitation, translations, explanations, quizzes, and progress-tracking features. The development process follows a systematic instructional design approach, integrating vocabulary learning with meaningful Qur'anic contexts to increase learner engagement and comprehension. The application consists of several main modules, namely Materials, Vocabulary, Qur'anic Verses, Quiz, Progress, and Achievements. These modules provide interactive learning experiences that encourage independent learning and continuous assessment. The resulting application offers an innovative learning environment that combines language acquisition, Islamic values, and educational technology. Through the implementation of multimedia and Computer-Based Instruction principles, the application is expected to improve learners’ vocabulary mastery, motivation, and overall learning outcomes. The study contributes to the development of technology-enhanced language learning media that integrates religious content with modern educational approaches.
A Comparative Study on Visual Aesthetic Quality and Originality of Children's Book Illustrations: Midjourney Generation vs. Manual Illustrators Moch Bagoes Pakarti; Tigus Juni Betri
International Journal of Computer and Information System (IJCIS) Vol 7, No 2 (2026): IJCIS : Vol 7 - Issue 2 - 2026
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijcis.v7i2.278

Abstract

The emergence of Generative AI, such as Midjourney, has sparked significant disruption in the children's book publishing industry by offering efficiency and rapid creation of visual works, while simultaneously raising fundamental debates regarding aesthetic quality and authenticity. This study aims to comparatively evaluate the visual aesthetic quality and originality levels between Midjourney-generated illustrations and those created by manual illustrators. Utilizing an explanatory sequential mixed-methods approach, data were collected through a structured evaluation rubric assessed by a panel of 15 experts (visual communication design academics, children's book editors, professional illustrators, and child psychologists). Quantitative data were analyzed using the Mann-Whitney U test, complemented by descriptive qualitative analysis. Findings reveal that Midjourney excels in technical rendering precision and execution speed, yet exhibits critical flaws in character consistency across story pages and narrative emotional expression. Conversely, manual illustrators scored significantly higher in originality, signature visual style, and narrative visual sensitivity appropriate for children's emotional development. This study concludes that AI cannot currently replace the intuitive role of manual illustrators in producing complete, impactful visual narratives for children's books. The findings imply that publishers should position AI merely as an initial ideation tool while underscoring the necessity of preserving the originality and ethical value of human illustrators' workplease write in English. This document gives formatting instructions for authors preparing papers for publication in the IJCIS. The authors must follow the instructions given in the document for the papers to be published. You can use this document as both an instruction set and as a template into which you can type your own text. Abstract should be no longer than 250 words. It gives a brief summary of the content of the paper and point out the main objective, the methods employed, the results obtained and major conclusions.
Design and Implementation of a Cloud- and AI-Based Framework for Managing the Assessment Cycle and Talent Development in the Electric Vehicle Industry Muqorobin Muqorobin; Sumadi Sumadi; Tira Nur Fitria
International Journal of Computer and Information System (IJCIS) Vol 6, No 4 (2025): IJCIS : Vol 6 - Issue 4 - 2025
Publisher : Institut Teknologi Bisnis AAS Indonesia

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Abstract

The rapid growth of the electric vehicle (EV) industry creates an urgent need for scalable, data-driven talent management systems capable of aligning workforce competencies with evolving technological demands. This study proposes and implements a cloud- and artificial intelligence (AI)-based framework for managing the full assessment cycle and talent development processes in EV-related organizations. The framework integrates psychometric and technical assessments, competency profiling, learning path recommendations, and performance analytics into a unified digital platform. Using a design-science approach, the research specifies requirements with industry stakeholders, designs an end-to-end system architecture, and evaluates its feasibility and perceived usefulness through expert review and pilot deployment. Initial findings indicate that the framework enhances visibility of talent pipelines, supports more objective and continuous assessment, and enables personalized upskilling strategies that are better aligned with EV industry competency standards. The proposed framework offers a replicable model for other advanced manufacturing and green technology sectors seeking to accelerate workforce readiness through cloud-native and AI-enabled solutions.
Comparison of Framework and Native Programming Effectiveness in Website Development Among Informatics Engineering Students Haniel Pratama; Andreas Akar; Alfa Rivales Matal; Abram Pangidoan Tambak; Cahya Evendy; Widiatry Widiatry
International Journal of Computer and Information System (IJCIS) Vol 6, No 4 (2025): IJCIS : Vol 6 - Issue 4 - 2025
Publisher : Institut Teknologi Bisnis AAS Indonesia

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Abstract

This study investigates student perceptions regarding the comparative effectiveness of frameworks versus native programming approaches in website development education. The research aims to examine how informatics engineering students perceive the educational value, practical utility, and career relevance of both approaches. Using a quantitative research design, survey data was collected from 18 informatics engineering students at a university in Indonesia. The instrument measured perceptions across ten Likert-scale items (five for native coding and five for frameworks) and included open-ended questions about preferences and educational recommendations. Data analysis was performed using SPSS version 26, including validity testing, reliability analysis, descriptive statistics, and Pearson correlation analysis. Results revealed excellent internal consistency for the native coding perception scale (Cronbach's α = 0.837) and acceptable consistency for the framework scale (α = 0.676). Students strongly valued native coding for building programming foundations (M = 4.06) while appreciating frameworks for documentation quality (M = 4.44) and development efficiency (M = 4.22). Although 77.8% preferred frameworks for practical development, 72.2% recommended beginning with native coding to establish conceptual foundations before progressing to frameworks. A significant negative correlation was found between documentation quality and creativity limitations (r = -0.611). These findings support implementing a sequential learning approach that explicitly connects framework features to their native implementations, balancing theoretical understanding with industry relevance. While the small sample size limits generalizability beyond this context, the findings provide valuable insights for curriculum development in similar Indonesian higher education settings and suggest directions for future research with broader samples.
Game Application as A Tool for Enhancing English Learning: A Development Study Nursyah Handayani; Lahmudin Sipahutar
International Journal of Computer and Information System (IJCIS) Vol 6, No 4 (2025): IJCIS : Vol 6 - Issue 4 - 2025
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijcis.v6i4.264

Abstract

The rapid advancement of digital technology has encouraged educators to explore innovative tools that enhance language learning outcomes. This study reports the development of a mobile-based English learning game application designed to improve vocabulary acquisition, reading comprehension, and learner motivation. Using a design-based research framework, the application was developed through three stages: needs analysis, prototype development, and expert evaluation. Data were collected through questionnaires, user testing, and interviews involving 35 junior high school students and three English teachers. The findings show that the game application significantly increased students’ engagement and supported improvements in targeted language competencies. Expert validation confirmed that the application met pedagogical, technical, and usability standards. This study concludes that interactive game-based applications can serve as effective supplemental tools for English learning. Suggestions for further development and recommendations for classroom implementation are also discussed.