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Mesran
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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 561 Documents
Redesain Website Fakultas dan Pengujian User Experience dengan Menggunakan UEQ-S Ridwan Maulana Subekti; Mia Kamayani
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1367

Abstract

The UHAMKA Faculty of Industrial Technology and Informatics website is an information system in obtaining various information about lectures and the faculty. Students can see what information is on the website to make the necessary letters for lecture purposes. The information that appears on the website should make it easier for students and prospective students of the FTII to get the information they want. Students still use WhatsApp groups as a center for lecture and other information. Therefore, it is necessary to redesign the UI / UX website of the FTII UHAMKA with the aim of increasing efficiency and effectiveness in delivering information. This research uses the design thinking method as an approach to website design, problem analysis and needs analysis. The final result of this research is a prototype design of the UHAMKA Faculty of Engineering website with user experience analysis using the User Experience Questionnaire Short version (UEQ-S). The UEQ-S score of the prototype states a pragmatic quality value of 1,250 and a hedonic quality value of 1,167 with an overall value of 1,208.  When compared to the UEQ-S score on the faculty website which gets a pragmatic quality value of 0.569 and a hedonic value of 0.278 with an overall value of 0.424, there is a significant increase in the overall UEQ-S score from the prototype which is 0.784
Aplikasi Pembelajaran Anatomi Organ Dalam Manusia Berbasis Android dengan Teknologi Augmented Reality Lintang Ardi Avdillah; Agus Suhendar
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1368

Abstract

Anatomy is the understanding of the structure of organs in the human body. This research explores the application of Augmented Reality (AR) in the context of teaching and understanding human anatomy. By utilizing devices such as smartphones or tablets, users can experience a more interactive approach to learning anatomy. Digital content, including 3D models and contextual information, can be overlaid on real objects or physical anatomy models through AR displays. The use of AR in anatomy education not only enhances student engagement but also enables a profound visualization experience. Users can directly interact with anatomical structures to gain a better understanding. Previously, students learned through manual textbooks, resulting in less captivating and interactive learning experiences. Hence, an anatomy learning application was developed using AR technology to overcome these challenges.The future of AR in anatomy education promises improvements in interactive content development, the incorporation of up-to-date data into 3D models, and the potential for enhanced remote collaboration through AR. By continuously exploring the potential of this technology, education can achieve a more effective and engaging approach to anatomy learning. This research concludes that facilitating learning by allowing students to recognize visualizations of each organ in the human body in 3D is essential. By continually exploring innovations in AR integration, we can enhance students' understanding of human anatomy structures in unprecedented ways.
Rancang Bangun Aplikasi Augmented Reality Pembelajaran Tata Surya Berbasis Android Septo Distiano Rifky; Selfi Artika
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1373

Abstract

The need for interactive media in learning is increasingly in demand by the public in line with the development of smartphones as a basic necessity in this day and age. Augmented Reality (AR) is a technology that can be used in children's learning process in recognizing the planets in the Solar System. The use of Augmented Reality in the learning process can also handle the problems of current traditional learning media that are less informative. This research aims to help learning by directly visualizing 3D objects of solar system objects, which can cause curiosity in students so that students can start to be more active in learning. The research method used the waterfall method which is divided into several stages including requirements analysis, system design & design, implementation, and testing, and operation & maintenance. This augmented reality interactive learning application uses markerless augmented reality media to interact with users using a camera and is made using Unity and Vuforia software. This research results in implementing an interactive 3D augmented reality learning application for the android-based solar system. With this application, it is expected to improve the quality of learning and can help students learn the solar system better.
Sistem Informasi Pemesanan Menu Makanan dan Minuman pada Kafe Lori Berbasis Web Malik Fajar Siddiq; Murti Retnowo
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1375

Abstract

A cafe is a place that serves drinks and culinary orders. A cafe is also a center of social interaction where people can gather, talk, joke around, or just fill their free time. Ordering is an activity carried out by consumers before purchasing. To achieve customer satisfaction, the company must have a good ordering system. The research method used in this research uses data collection methods, namely observation, interviews and literature study. Currently Lori Cafe is experiencing difficulties in serving orders and is still using records that are not yet computerized or still using a conventional system. Where buyers have to wait too long to order culinary delights, apart from that, waiters also have difficulty recording orders manually using paper. Manually recording orders is less efficient in terms of time. So, to realize consumer satisfaction in culinary orders, a web-based food ordering information system was designed using the Html, CSS, PHP programming language and here I use a database, namely Mysql.
Aplikasi Belajar Mengenal Rumah Adat Di Indonesia Menggunakan Teknologi Augmented Reality Berbasis Android Helmi Fikry Haikal; Joko Aryanto
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1381

Abstract

A traditional house is a cultural heritage in Indonesia that we can get to know and learn about the meaning and function of a traditional house. Knowing or studying a traditional house is the same as studying the cultural heritage of a country, of course Indonesia. This research aims to help learning or introduction to culture or traditional houses in Indonesia by using Augmented Reality Technology and using the markerless method and using the markerbased method which can be used without certain media or objects for markerless, while the markerbased method can use media or image to show a three-dimensional image or plane. With this application, it is hoped that users will be able and easier to learn what is called a traditional house, where the traditional house comes from and the structure of the building and see it in 3 dimensions
Preparing Dual Data Normalization for KNN Classfication in Prediction of Heart Failure Alya Masitha; Muhammad Kunta Biddinika; Herman
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1382

Abstract

Heart failure disease is a serious condition that is significant in affecting both a person's quality of life and health. Therefore, it is important to develop classification methods that can help detect this disease. In this research, a data preprocessing stage is performed before being used to classify heart failure diseases using machine learning models, such as K-NN. Data preprocessing is an effort to simplify data analysis and ensure accurate results, and it is a very essential step in analyzing data to improve the quality of the data used. The dataset used in this research is raw data that has not gone through the preprocessing stage. The dataset consists of 918 data with target attributes of 0 and 1, where a value of 0 indicates a normal condition and a value of 1 indicates a potential heart failure condition. Data preprocessing includes data cleaning, data transformation, and data normalization. The main objective of this research is to carry out the preprocessing stage on data derived from heart failure disease datasets. Based on the comparison between two normalization methods, namely Min-Max and Simple Feature Scale, it is found that the Simple Feature Scale normalization method has the best performance, with an accuracy rate of 85%, while the Min-Max normalization method only reaches 84%.
Evaluasi Kepuasan Pengguna Pada Website CDC Unsri Menggunakan Metode End User Computing Satisfaction (EUCS) Adelia Faradilla; Dwi Rosa Indah; Putri Eka Sevtiyuni
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1383

Abstract

Sriwijaya University Career Development Center has applied information technology through a website that serves to provide information and services regarding character and career development of students and alumni. Based on interviews with several users, it is suspected that there are problems on the website, such as information that is not up to date, the user interface is considered less attractive and makes users feel difficulties and problems in website access speed. For this reason, it is necessary to evaluate user satisfaction to determine the level of user satisfaction on the Unsri CDC website so that it can be used as reference material in improving website quality in the future. In evaluating user satisfaction using the End User Computing Satisfaction (EUCS) method which consists of 5 variables in it including Content, Accuracy, Format, Ease of Use and Timeliness. This study included 150 respondents consisting of students and alumni of Sriwijaya University who had accessed the Unsri CDC website. The results showed that the level of user satisfaction in each variable, namely Content worth 82.6%, Accuracy worth 77.3%, Format worth 76.8%, Ease of Use worth 77.7% and Timeliness worth 76.1%.
Optimalisasi Pelayanan Laundry: Perancangan dan Pengembangan Aplikasi Mobile Android Easy Wash Metta Paramita; Yonky Pernando
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1384

Abstract

The rapid advancements in technology have made it easy to access information, and various applications, including desktop, web, and mobile applications, have become an integral part of everyday life. Android-based smartphones are one of the most widely used devices, and applications are used not only for entertainment but also for business needs. Laundry service businesses are a common type of business, driven by the busy schedules of people, including workers and students. In the current pandemic situation, maintaining clothing hygiene is a priority. However, with the abundance of laundry services available, there is intense competition, and new consumers often struggle to find suitable laundry services. In this context, this research discusses an Android application called Easy Wash, which aims to help consumers find and book laundry services around them with the best quality. The application also allows consumers to track the process and estimate when their clothing will be ready. For laundry service owners, this is an opportunity to enhance their business. In this research, the Waterfall methodology is used in software development. The stages include analysis, design, coding, and testing. Use case diagrams are used to illustrate interactions between actors in the application. Class diagrams illustrate the database structure. Activity and sequence diagrams are used to depict the application flow. The application interface is also designed to meet consumer needs. The result of this research is the Easy Wash application, which can assist consumers in finding and booking laundry services easily and efficiently. The application has the potential to help laundry service owners increase their income, especially during the pandemic. The application is developed using Android Studio with the Java programming language. This abstract summarizes the entire research conducted in the development of the Android-based Easy Wash application
Implementasi Metode TOPSIS dalam Penentuan Sanksi Pelanggaran Siswa di Sekolah Umi Khultsum; Ghofar Taufik
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1393

Abstract

Technology has a tremendous impact on education in terms of obtaining information for both teachers and students in the form of technological system assistance for calculating and analyzing the information obtained as well as student performance reports in computerized form and easily accessible for supervision. This decision support system for determining student violation sanctions is implemented in order to overcome possible problems that occur if there are errors in the form of errors in calculating student violation points which are done manually. This research aims to support the school's decision and help determine appropriate sanctions for students who commit violations. The website-based decision support system that will be developed in this research uses the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) method. In implementing the system creation, a software development method was used, namely the waterfall method. The results of manual calculations and calculations carried out by the decision support system that had been created obtained the same results, namely Erlangga Kurniawan (A5) with a preference value of 0.8371256, Erika Kusumawati (A6) with a preference value of 0.16521256, Dani Syahputra (A3) with a preference value of 0.10663703, Wawan Hidayat (A9) with a preference value of 0.10091779, and Andika Putra (A1) with a preference value of 0.06921825 received heavy sanctions. The Decision Support System using the TOPSIS Method can help schools to determine which students will receive heavy sanctions and light sanctions effectively and efficiently.
Analisis Manajemen Risiko TI Menggunakan Framework COBIT 5 Domain APO12 dan EDM03 Al Fajri; Novriyanto; Nazruddin Safaat H; Muhammad Affandes
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1396

Abstract

PT Perkebunan Nusantara V Pekanbaru is a state-owned enterprise or BUMN, operating in the field of oil palm and rubber plantations located in the city of Pekanbaru, Riau Province, PTPN V has utilized information technology in running the organization and business processes therein, there are risks- risks that will disrupt the application of information technology and even be detrimental to the company, such as the risk of technical specification errors, the risk of errors in self-estimated price calculations (HPS), the risk of errors in the Work Plan and Requirements (RKS) documents and the risk of server failure or network failure. Risk management is an effort for PTPN V as the basis for infrastructure in good risk management governance, the research was carried out with the aim of being able to carry out information technology risk management analysis and provide recommendations to harmonize risk management in information technology processes, using the COBIT 5 framework and appropriate domains, namely the APO12 and EDM03 domains, The data needed in this research is in the form of secondary data and primary data, in the EDM03 domain it is known that the capability value is 4.56, which means the company has reached capability level 5 (optimizing process), in the APO12 domain it is known that the capability value is 4.43, which means The company has achieved capability level 4 (predictable process). Recommendations are given for processes in the APO12 domain as the domain used for risk management, while for the EDM03 domain process as the domain for risk optimization in the procurement and IT sections of PTPN V Pekanbaru