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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
Implementasi Agile Software Development dalam Perancangan Sistem Pengelolaan Limbah Sampah Imam Saputra; Pristi Sukmasetya; Ardhin Primadewi
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.v4i3.1379

Abstract

Waste is the residual material from human activities that has no utility; as a result, it can have various negative impacts. However, the issue of waste can be addressed through one method, which is a waste bank. One example of the implementation of a waste bank is in the Karang Hamlet. The waste bank management process at the Cempaka Waste Bank in the Karang Hamlet is still done manually by recording all processes and data in books. This is highly susceptible to errors or mistakes when recording data and requires a significant amount of time for data input and retrieval. To address these issues, the researcher aims to develop a waste management system based on a website to assist and streamline waste bank operations at the Cempaka Waste Bank in the Karang Hamlet. The data collection methods used include observation, interviews, and a literature review, and the software development method utilizes the Agile Software Development method because it is a lightweight and suitable approach for this research. Before testing with potential users, the system is initially tested using black-box testing, and the results show that the system functions properly, and its features work as intended
Sistem Tanda Tangan Digital Internal Divisi TI Menggunakan Metode Rapid Application Development (RAD) Muhamad Alda; Syafhira Ananda Galasca; Nora Asyiqin; Dariana Tanjung
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.v4i3.1461

Abstract

At PT Bank Sumut currently, signing is still done manually to ensure that the document is genuine by the relevant official using a wet pen and requires a procedure that is quite long and easily manipulated which can cause the signature to be considered valid and reduce the credibility of the signature. . With the development of technology, moving from signatures that were previously done manually to more modern methods with technology. A digital signature information system encapsulates a series of processes involving the creation, storage and verification of digital signatures. This technology utilizes a special cryptographic algorithm that produces a digital signature that is unique and difficult to forge. In addition, security integration in this information system provides guarantees for the validity of digital documents and the identities of the parties involved. The system development model that will be used is the Rapid Application Development (RAD) method. Where Rapid Application Development (RAD) is a linear sequential software development process model that emphasizes rapid development cycles using a component-based construction approach. The results of this research are that all stages of creating a digital signature system have been completely carried out, namely the stages in the RAD (Rapid Application Development) method. With an implementation concept that focuses on automation with information technology, the involvement of human labor can be reduced so that an effective and efficient work environment will be created. In this development, we are required to follow and adapt to technological developments so that daily activities and work can be carried out more quickly and efficiently.
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
Analisis Sentimen Pengguna Aplikasi CapCut Pada Ulasan di Play Store Menggunakan Metode Naïve Bayes Meliyawati; Hasan, Firman Noor
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 4 (2024): Februari 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i4.1555

Abstract

There is an increasing interest in sharing experiences displayed in video visualizations, creating a demand for efficient and simple editing tools. CapCut is an all-in-one creative digital platform that enables video editing on browser, desktop and mobile. The CapCut app is one of the most downloaded apps on the Play Store with 500 million downloads and is available for free. CapCut app is perfect for beginner editors as it has a simple interface with various interesting features such as templates that are easy to operate without the need for additional software. However, this cannot guarantee the satisfaction of its users. Various experiences that are felt affect the assessment given by users. Sentiment analysis is important to determine the level of user satisfaction, the results of which can be used as a reference for improving the quality of the application. To find out user reviews of the CapCut application, sentiment analysis is carried out using the Naïve Bayes method with the aim of knowing the number of positive and negative sentiments from user reviews. The data used is taken from the review column available on the Play Store using web scrapping techniques with the help of Google Colab as much as 880 user review data. The data is divided into 60% training data which is 528 reviews and 40% test data which is 352 reviews. The analysis resulted in 30 more negative sentiments than positive sentiments with the number of negative sentiments totaling 455 reviews and the number of positive sentiments totaling 425 reviews. Based on the evaluation using confusion matrix, the accuracy result is 84.09%, precision is 91.91%, and recall is 73.53%.
Analisa Perbandingan Metode Teorema Bayes dan Case Based Reasoning dalam Mendeteksi Penyakit Polymyalgia Rheumatica Intan Putri F; Siti Emalia; Agus Iskandar
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 4 (2024): Februari 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i4.1568

Abstract

This research aims to conduct a comparative analysis between two diagnostic methods, namely Bayes' Theorem and Case Based Reasoning, in detecting Polymyalgia Rheumatica. This disease is known for its symptoms of muscle pain and stiffness in certain parts of the body, so correct diagnosis is very important for effective disease management. The problem at hand is increasing the accuracy and effectiveness of diagnosis, and this research details how both methods are applied. The Bayes Theorem method is used to calculate the probability of the existence of a disease based on the symptoms that appear. Meanwhile, Case Based Reasoning utilizes knowledge from previous cases to determine the diagnosis in new cases. Data collection involves information on Polymyalgia Rheumatica symptoms from a number of patients. The comparative analysis includes evaluation of the accuracy, sensitivity, specificity, and computational time of both methods. It is hoped that the results of this research will provide a deeper understanding of the effectiveness of each method in supporting the diagnosis of Polymyalgia Rheumatica. These findings are expected to make an important contribution to the development of better diagnostic systems, with the potential to improve medical practitioners' ability to identify and manage this disease more efficiently. The results of the analysis using two approaches, namely Bayes' Theorem and Case-Based Reasoning, to assess Polymyalgia Rheumatica, revealed quite striking differences in the level of prediction certainty. Bayes' theorem sets the probability at around 22.1%, while the Case-Based Reasoning approach gives a probability level of up to 52%.
Perancangan UI/UX Point of Sale Berbasis Website Menggunakan Metode Design Thinking Ananta, Falih; Taufik Ridwan; Nono Heryana
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 4 (2024): Februari 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i4.1572

Abstract

In facing increasingly intensive business dynamics, especially in the era of technological advances, Cafe Naluri has taken a progressive initiative by implementing a cashier application system as a strategic step to simplify and increase efficiency in recording financial transactions. Although point of sales applications have become an integral part of their operations, the existence of several obstacles, especially potential slowdowns in the transaction process, is a major concern that may impact customer satisfaction levels. In this context, this research aims to redesign the UI/UX design of the point of sales application, with the main focus on increasing operational efficiency and increasing customer satisfaction at Cafe Naluri. The design thinking method is the main approach, including the stages of empathy, definition, ideation, prototyping and testing, to ensure the resulting solution meets the actual needs of users. This process will be supported by data collection methods, such as observation and interviews, to gain a deeper understanding of user needs and expectations, as well as to identify potential improvements that can be implemented. It is hoped that this redesign will not only address existing weaknesses in the system, but will also simplify all actions carried out in Cafe Naluri's internal processes, including transactional aspects. The updated user interface will be carefully designed to ensure optimal usability, focusing on an intuitive and efficient user experience. Thus, it is hoped that the results of this redesign will have a positive impact in increasing operational efficiency and customer satisfaction levels
Analisis Sentimen Terhadap KPU 2024 Berdasarkan Tweet Media Sosial Twitter Menggunakan Algoritma Naïve Bayes Dion Parisda Ray; Firman Noor Hasan; Ahmad Rizal Dzikrillah
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 4 (2024): Februari 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i4.1587

Abstract

The development of technology is currently very rapid making the dissemination of information faster, the dissemination of information is very easy to get on social media such as Twitter. Twitter social media itself provides features for its users to be able to send and read information in the form of text or video. Elections are a very important moment for the Indonesian people in choosing leaders, in this case the "2024 KPU" as the organizer is expected to be able to run the elections so that they run well. Twitter data collected with the keyword "KPU 2024" obtained a total of 3057 datasets, followed by a cleansing process which produced 715 datasets. The aim of this research is to find out how many positive and negative tweets comments and to indicate the accuracy of the implementation of the Naïve Bayes method. The accuracy results given by the Naïve Bayes algorithm are 67.13% with a precision of 66.04% and a recall of 100.00%. This research was conducted to see public sentiment towards the "2024 KPU" later. Evaluation results in the confusion matrix obtained true positives of 457 and true negatives of 235
Analisis Sentimen Ulasan Aplikasi Digital Korlantas POLRI Menggunakan Naïve Bayes pada Google Play Store Syarif Hidayatulloh Wazir Putra; Dimas Febriawan
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 4 (2024): Februari 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i4.1600

Abstract

Digital Korlantas POLRI is an application released on April 13, 2021 by Korlantas POLRI. This application aims to provide SIM extension services to the public digitally. This application has reached more than 5 million downloads, with 102 thousand reviews and a rating of 3.7. The reviews include a variety of positive and negative coments. Many users complained about the app’s performance. Therefore, sentiment analysis is needed with the aim of utomatically classifying a person’s sentiments into positive and negative groups. This research uses the Naïve Bayes algorithm as a classification method with a dataset of 1500, consisting of 536 positive sentiment data and 964 negative sentiment data. In a data processing process using data division with a ratio of 80:20, resulting in 1200 training data and 300 test data. The final result of this research is to get accuracy, precision and recall values which aim to evaluate how well the Naïve Bayes algorithm performs in the classification process. The values obtained from the evaluation by using data as much as 300 training data, shows an accuracy value of 70.33%, a precision value of 56.34%, and a recall value of 74.77%. The evalution test results show that the Naïve Bayes algorithm is successful in the classification process.
Pengujian Black Box dengan Teknik Equivalence Partitioning pada Aplikasi Monitoring Pemberian Obat Filariasis Berbasis Android Maulana, Mohammad Reza; Eko Budi Susanto; Paminto Agung Christianto
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 4 (2024): Februari 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i4.1603

Abstract

The application of information technology in various sectors, including the health sector, has become a necessity. Dinas Kesehatan (Dinkes) of Pekalongan City uses information technology to support the Pekalongan City Government's vision as a Smart City. One of the main focuses of the Health Department is treating elephantiasis (filariasis). Even though we have implemented a Mass Preventive Medication (Pemberian Obat Pencegahan secara Massal – POPM) program, the mycorrhiza filarial (MF) rate is still above 1%, requiring additional POPM. One of the problems is the monitoring of drug administration by Tenaga Pelaksana Eliminasi (TPE) officers which is not optimal. Therefore, a monitoring mechanism is needed, implemented through an online-based executive dashboard. The data and graphs on the dashboard come from an Android-based recording application installed on the TPE officer's smartphone. Android applications need to be tested to minimize errors or bugs which can be tested using the Black Box method. This research aims to test the system in terms of providing input and output without knowing the details of the code. One technique that can be used in Black Box testing is the Equivalence Partitioning technique, which divides the input into valid and invalid partitions to ensure the results match the test case. The research stages involve determining use cases, criteria, test partitions, creating test data, and test case design. Testing is carried out through test cases that test the login process, inputting drug data, and sending photos as proof of drug consumption. The results show that by testing the seven test cases, the system can be used properly according to the expected scenario. Some recommendations for improvements that are needed are adjustments to the output message to users. In general, the application for monitoring filariasis drug administration has functioned well, under the application design. Evaluation produces recommendations for improvements to improve user experience. This research can become a basis for further development, including thorough testing of the application.
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.