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Contact Name
Mesran
Contact Email
mesran.skom.mkom@gmail.com
Phone
+6282370070808
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Jalan sisingamangaraja No 338 Medan, Indonesia
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Sumatera utara
INDONESIA
KLIK: Kajian Ilmiah Informatika dan Komputer
ISSN : -     EISSN : 27233898     DOI : -
Core Subject : Science,
Topik utama yang diterbitkan mencakup: 1. Teknik Informatika 2. Sistem Informasi 3. Sistem Pendukung Keputusan 4. Sistem Pakar 5. Kecerdasan Buatan 6. Manajemen Informasi 7. Data Mining 8. Big Data 9. Jaringan Komputer 10. Dan lain-lain (topik lainnya yang berhubungan dengan Teknologi Informati dan komputer)
Articles 28 Documents
Search results for , issue "Vol. 4 No. 5 (2024): April 2024" : 28 Documents clear
Analisis Usability dan Aksesibilitas Desain UI/UX Aplikasi HIMAKOM Universitas Universal Menggunakan System Usability Kaharuddin; Adam, Steffi; Pernando, Yonky
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 5 (2024): April 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i5.1479

Abstract

In the current era of advances in information technology, optimal UI/UX planning is crucial for producing a well-structured information system. A focus on user interface (UI) and user experience (UX) is important in ensuring the effectiveness and suitability of applications to user needs. Therefore, this research aims to analyze the Usability and accessibility aspects of UI/UX design designed with the Neumorphism design style, especially to meet the organizational needs of the Computer Faculty Student Association (HIMAKOM) at Universal University. The user-centered design (UCD) method is used in the application interface design process, with Usability testing using the System Usability Scale (SUS) as an evaluation tool. The research results show that although UI/UX design obtained an average SUS score of 67.4, which indicates a slight level of acceptability, it is still included in the marginal high category. These results indicate that the design requires adjustments to improve the overall user experience. However, in terms of accessibility, the design shows feasibility with an average percentage value of 76, indicating adequate attention to user diversity. In conclusion, although the UI/UX design requires several improvements to increase its Usability level, the design has sufficiently paid attention to the accessibility aspect, so it can be considered feasible and able to meet the needs of the HIMAKOM organization. It is recommended to carry out continuous iteration based on user feedback to improve optimal user experience. Thus, this research can provide important guidance for the development of applications that can best meet user needs and preferences
Implementasi K-Modes Clustering Untuk Pengelompokan Data Bermain Game Pada Mahasiswa Ditinjau Dari Durasi Belajarnya Kustanto, Yoga; Ratna Arumi, Endah; Dimas Sasongko; Ully Artha, Emilya; Agung Prabowo, Nugroho
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 5 (2024): April 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i5.1619

Abstract

The development of the internet has created a new means of entertainment, namely online games. Problems in learning motivation among students can be related to addiction to playing online games. This can be seen from students who often play games both during the lecture process and when they have finished studying. The problem with learning motivation is that there are students who experience a decline in achievement and experience problems with their personality, so this research aims to group students who play games according to the duration of playing games and the duration of studying. This research uses the K-Modes Clustering method to analyze the relationship between game addiction and learning motivation based on the duration spent playing games and studying. Data obtained through an online questionnaire survey of Muhammadiyah University of Magelang students includes information about the time students spend playing games and studying. The results of analysis on 90 student data using the k-modes clustering algorithm obtained good clustering results. The number of clusters produced was 2 clusters with cluster 1 totaling 63 members while cluster 2 had 27 members with a Cost value of 323. The results of clustering on game playing data required determining optimal clusters so this research used the Elbow method which obtained the optimal number of clusters of 6 clusters. with a cost value of 250. Apart from that, the clustering results were analyzed by looking at the distance from each cluster using the Silhouette Score whose value was 0.1531955 and the relationship between variables using a matrix obtained negative results.
SATPOL PP Performance Assessment Using the WASPAS Method in Decision Making Effectiveness Lutfiah, Siti; Priyatna, Bayu; Hananto, April Lia; Novalia, Elfina
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 5 (2024): April 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i5.1739

Abstract

Civil Service Police Unit (SATPOLPP) as one of the government's instruments enforces regional regulations and maintains security and protects the community. Leaders have difficulties when evaluating the performance of their members. Manual performance measurement is very ineffective if carried out randomly or by self-assessment. Performance assessments in local government must follow the procedures or rules applicable in local government regulations. Apart from that, the standard for evaluating honorary staff must be based on assessment criteria. In carrying out the analysis, an effective system is needed that can assess the results of member performance. So a performance assessment decision support system is needed using the Weighted Aggregated Sum Product Assessment (WASPAS) algorithm. The WASPAS method has the ability to solve multi-criteria decision problems which are able to reduce errors and optimize in providing assessments and determining alternative highest and lowest values, speed in data management and provide information output results in the form of reports containing performance assessment ranking results. The weights for each criterion are Absence (20%), Work (40%), Collaboration (10%), Discipline (10%), and Knowledge (20%). The results of manual calculations and the application of the WASPAS method show that the highest alternative value obtained a value of 50.5 to the lowest alternative which obtained a value of 26.5 with the same accuracy. so that the evaluation and sanctions obtained can decide who gets ownership and which members can be recommended to extend the work contract using the criteria for consideration. With this calculation system, it becomes faster and more effective in obtaining performance scores for SATPOLPP members and speeding up the leadership decision-making process.
Penerapan Metode Piotroski F-Score Untuk Sistem Rekomendasi Saham Berbasiskan Website Setiyawanto, Setiyawanto; Rastri Prathivi
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 5 (2024): April 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i5.1759

Abstract

Stock investment is an important aspect in allocating resources in the hope of gaining profits in the future. The Indonesian capital market shows positive growth at the end of 2022, encouraging investors' interest in investing. The problem currently faced by investors is that many investors still have difficulty analyzing the fundamentals of a company because it takes a long time and the complexity of the implementation techniques means that many experience losses when investing. This research aims to develop a stock investment recommendation system by integrating the Piotroski F-Score Method. This method uses nine criteria to assess company performance and provides a score between 0 and 9. Previous research results show that the Piotroski F-Score is effective on stocks with low Book-to-Market (BM) providing a more accurate picture of financial fundamentals. System development uses an Agile Development approach to develop systems because it allows system development faster than other methods and the tools used in system design are UML (Unified Modeling Language). The results of the research are a website-based stock recommendation system to simplify and speed up the time for making investment decisions, and the results of ADRO, ANTM, ESSA, INCO, and ITMG shares achieved the highest score each with a value of 9. The share value that reached the highest value shows that These shares are worth investing in.
Analisis Sentimen Aplikasi Spotify Pada Ulasan Pengguna di Google Play Store Menggunakan Metode Support Vector Machine Wulandari, Cindi; Sunardi, Lukman; Hasbiana, Hasbiana
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 5 (2024): April 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i5.1762

Abstract

The Spotify app makes it easy for users to listen to their favorite songs. Usually the Spotify App is accessed on a smartphone so that it can be played at any time.  Today's digital generation can use technology in the form of music, music can affect human feelings and thoughts. The increasing number of Spotify application users on the Google Play Store, raises a variety of user reviews of the application. These reviews can be in the form of positive or negative comments. Addressing this, it is necessary to conduct sentiment analysis in order to provide a deeper understanding of user perceptions and grouping of user reviews of the Spotify application. Sentiment analysis is a case study of opinions, feelings, and emotions expressed in texs. The number of diverse reviews requires classification of reviews into positive and negative classes using the Support Vector Machine method. The purpose of this research is so that it can be examined to what extent the positive and negative reviews can be used as a reference in building the Spotify application to be even better. Object classification is done based on training data that uses the closest distance or similarity to the object for convenience. Using 5000 relevant review data from December 2023 to January 2024. After the labelling stage is carried out into positive and negative classes, there are 3193 positive and 1347 negative comments. The results of sentiment analysis testing using the Support Vector Machine method resulted in an accuracy of 85%, precision 86%, recall 92% and f1-score 89%.
Perancangan Perangkat Lunak Sistem Parkir Kendaraan Menggunakan Metode Design Thinking Maulana, Arlan; Ahmad Syazili; Muhamad Ariandi
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 5 (2024): April 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i5.1764

Abstract

The first parking system implemented in Indonesia was a manual or traditional parking system. Just like the parking system in Air Kumbang District which still uses a manual parking system. This causes crimes such as motorbike theft and the absence of complete, informative and interactive parking information which is one of the problems with manual parking. Designing a more modern parking system using the Design Thinking method can be used to overcome this problem. Design Thinking is a human-centered approach method. Implementing this design thinking method involves 5 process stages consisting of data collection (emphatize), definition and analysis of the problem (define), solution stage (ideate), creating an interface design (prototype) and testing (testing). This method can be applied to various types of organizations to improve the process of creativity, problem solving, leadership and innovation. Based on research data, it shows that the level of user satisfaction for designing vehicle parking system software with an overall Single Ease Question score from the first user is 6.5 , the second user is 6.6 and the third user is 6.5, with the average of the three Single Ease Question scores being 6.5 on a scale of 1-7. This states that it is accepted by users and easy to understand. By implementing a parking system using the Design Thinking method, it is hoped that it can create a sense of comfort and ensure optimal user safety, so that users can carry out activities efficiently.
Analisis Sentimen Pengguna Terhadap Aplikasi Bing Chat di Google Play Store dengan Metode Naïve Bayes Dimas Cahyo Ramadhan; Faldy Irwiensyah
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 5 (2024): April 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i5.1769

Abstract

The development of technology that occurs at this time is increasingly rapid, so it can be said to be an era of technological revolution where at this time almost all activities in society have used technology. One of the technologies that emerged in the current era of technological development is artificial intelligence(AI) technology. Artificial intelligence refers to the ability of computers to learn, adapt, and make decisions based on data. Currently, there are many artificial intelligence technologies in the form of applications that can be easily downloaded for free on the Google Play Store, one of which is the application resulting from the partnership between Microsoft and OpenAI, namely Bing Chat. The presence of Bing Chat as one of the artificial intelligence applications on the Google Play Store raises various user reviews while using the artificial intelligence technology. Based on this, a method is needed to analyze the various reviews on the Bing Chat application. This research aims to analyze user sentiment reviews of the Bing Chat application on the Google Play Store with the Naïve Bayes method. A total of 2000 user sentiment review data for the Bing Chat application on the Google Play Store in the January to February 2024 timeframe were collected using the web scrapping method. After going through the analysis process, 1877 sentiment data were obtained with 1653 positive sentiment data and 224 negative sentiment data. The evaluation results of this research on the sentiment of the Bing Chat application on the Google Play Store with the Naïve Bayes algorithm method get the results of the accuracy value of 67.16%, precision 93.53%, and recall 67.39%.
Klasifikasi Kecanduan Bermain Game online Pada Remaja Menggunakan Metode Naïve Bayes Classifier Berbasis Website Suci Pania, Tika; Hidayati, Rahmi; Kasliono, Kasliono
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 5 (2024): April 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i5.1782

Abstract

The use of electronic devices such as cellphones, laptops, and others is often found for various reasons, including playing online games. Online games are very popular because they can relieve stress and can be played by various ages, one of which is teenagers aged 10-19 years. However, online games can be detrimental to teenagers. If a teenager plays online games for a long time, that teenager will become dependent on online games. This research creates a system that can help teenagers find out their level of addiction to online games, so that teenagers can overcome their addiction problems. This system classifies addiction to playing online games in teenagers with mild, moderate and severe levels using the Naïve Bayes Classifier method. This system can help teenagers control themselves when playing online games. In determining the level of online game addiction, 5 attributes are used, namely age, gender, place of play, type of game, and length of play. Testing with 150 data and tested with nine comparisons of training data and test data, namely 10:90, 20:80, 30:70, 40:60, 50:50, 60:40, 70:30, 80:20, and 90: 10. Testing is carried out using a confusion matrix to produce accuracy, precision, recall and error rate values. The highest accuracy value is found in comparing training data and test data of 40:60. Accuracy results were 93%, precision was 90%, recall was 89%, and error rate was 6.67%.
Implementasi Question Answering Berbasis Chatbot Telegram Pada Tafsir Al-Jalalain Menggunakan Langchain dan LLM Febrian Rizki Adi Sutiyo; Harahap, Nazruddin Safaat; Surya Agustian; Reski Mai Candra
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 5 (2024): April 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i5.1784

Abstract

Technological developments are very important for efficient, accurate and fast information retrieval. Tafsir Al-Jalalain is one of the famous Tafsir Al-Qur’an, and is used as a source of life guidance for muslims. To get information about tafsir, you can go through information media such as the internet or from experts in Tafsir Al-Qur’an. However, to get information it takes a lot of time to filter the information efficiently, accurately and quickly. This problem requires a system that is able to answer human questions accurately, effectively and quickly. In this research, it is hoped that the implementation of telegram Chatbot-based Question Answering using Langchain and LLM will be a solution for providing information on Tafsir Al-Jalalain that is accurate, effective and fast. The Question Answering system will carry out learning on the Tafsir Al-Jalalain data using a language model, namely the Large Language Model, so that it is expected to be able to provide accurate, effective and fast information. The evaluation results of the research by distributing questionnaires to students majoring in Al-Qur'an and Tafsir Science at UIN SUSKA Riau, as many as seven respondents, obtained a percentage of 84.29%
Penerapan Metode Multi Factor Evaluation Process Dalam Penilaian Kinerja Karyawan Bagian Produksi CNC Muhamad Bayu Aditya Pratama; Tukino; Huda, Baenil; Hilabi, Shofa Shofiah
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 5 (2024): April 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i5.1785

Abstract

Reflecting on the problems that have occurred previously due to the company's lack of managing its human resources properly, causing chaos in the production department. This problem arises because in the company there are too many PKWT (Specified Time Work Agreement) employees working, causing instability in the production line. When PKWT's work period was about to end, many prospective replacement employees resigned during the training stage because they could not stand the pressure of working in hot room temperatures in making wheel rims. This causes the company to have to look for other candidates which will take many time, while production must continue as usual. Of course, this will have a negative impact on the company if it continues in the future. Therefore, good human resource management is needed to ensure that the Company's goals are achieved efficiently and effectively. One of the things that must be done in managing human resources is monitoring and viewing employee performance. Because by knowing the performance of the Company's employees, you can ensure that tasks are carried out to predetermined standards and achieve optimal results. Employee performance assessments are carried out in the CNC section, especially on production results. This assessment aims to assess employee performance objectively and fairly, so that it can be used as an evaluation for decision making such as contract extensions, the appointment of permanent employees, promotions, and others. This performance assessment can certainly really help companies manage their human resources and reduce the impact of company losses in the future. Apart from that, this assessment is very important for a company to ensure the creation of a good quality product. The author uses a computerized system using Python and the Multi Factor Evaluation Process method to evaluate employee performance. The reason the author uses this method is because of its ability to make precise judgments based on predetermined criteria values. The data in this research is CNC production data recorded for one month. By assessing 46 employees based on data on Total Production, OK Goods (according to SOP), and Reject Goods (Not Good). The results of implementing MFEP in this performance assessment produced the highest score of 9.2 while the lowest score was 3.0.

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