cover
Contact Name
Fera Damayanti
Contact Email
jurnaljikstra@gmail.com
Phone
+6285262785875
Journal Mail Official
jurnaljikstra@gmail.com
Editorial Address
Jalan Imam Bonjol No 35
Location
Kota medan,
Sumatera utara
INDONESIA
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA)
ISSN : 2715887X     EISSN : 27472485     DOI : https://doi.org/10.35447/jikstra.v6i2
Core Subject : Science,
A journal managed by the Informatics Engineering and Information Systems study program at Universitas Harapan Medan (UNHAR), this journal discusses science in the field of Informatics and information systems, as a forum for expressing research results both conceptually and technically related to informatics. Jikstra is published twice a year, namely in April and October, the first issue in the April 2019 edition. JIkstra in the peer review process uses blind peer review.
Articles 68 Documents
Analisis Penerapan Waspas dan Topsis pada Sistem Pendukung Keputusan dalam Memilih Aset Digital NFT Guna Siregar, Muhammad Ramulia; Lubis, Imran; Budiman, Arief; Budi, Budi
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 6 No. 2 (2024): Edisi Oktober
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v6i2.1039

Abstract

The development of blockchain technology, especially Non-Fungible Tokens (NFT), has created challenges for investors in determining the right investment value. This study aims to develop a decision support system using the Weighted Aggregated Sum Product Assessment (WASPAS) method and the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) to assess NFT as an investment alternative. The research process involves several stages, including problem identification, problem analysis, literature study, data collection, and data analysis. The criteria used in assessing NFT include price, owner/origin, format, rarity, and industry, each with a set weight. After collecting data on various NFTs, a decision matrix is ​​constructed and normalized to reflect the performance of each alternative. The WASPAS and TOPSIS methods are used to assign preference values ​​to each NFT alternative based on their proximity to the positive and negative ideal solutions. The analysis results show that NFT named "Video Clip" (A3) has the highest value with a preference of 0.671, followed by "Song" (A5) with a value of 0.445, and "Book" (A2) with a value of 0.465. Meanwhile, "Selvie Photo" (A4) and "Photo" (A1) have the lowest preferences of 0.196 and 0.189, respectively. This study contributes to NFT investment decision making, by providing a systematic and data-driven approach that can reduce risk and maximize potential profits for investors. The combination of WASPAS and TOPSIS methods offers a comprehensive framework for NFT valuation, so that it can be adopted by investors and NFT platform developers in evaluating the value of digital assets more effectively.
Simulasi Penggunaan Teman Bus Medan Berbasis Animasi 2 Dimensi Amaliy, Soufa; Dafitri, Haida; Wulan, Nur
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 6 No. 2 (2024): Edisi Oktober
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v6i2.1046

Abstract

Facilities and infrastructure are a crucial part of the development and construction of a region or country, one of which is public bus transport, which plays an important role in an efficient transport system. The transition from conventional to digital systems is not always easy for the community, especially in the city of Medan. Surveys have shown that people have difficulty using the Trans Metro Deli digital bus transport system to obtain information about bus routes and schedules, and to make cashless payments that were previously made in cash. To overcome this problem, a simulation video of its use was created based on 2-Dimensional animation using the Motion Graphic method with Adobe Flash CS6. Motion Graphic is a graphic design science that combines various elements such as illustration, typography, photography and animation to create dynamic and audiovisually appealing visuals. The output resulted in the form of a 2-Dimensional animation-based simulation video in the use of Trans Metro Deli bus transport using the Teman Bus application. The results of this research are expected to help the city of Medan face the challenges of transitioning from conventional transport to digital public transport, as well as increase public interest in using the service in the future.
Menganalisa Metode Association Rules Untuk Menentukan Pola Penyakit Komplikasi Pada Pasien Menggunakan Algoritma FP-Gworth Rahmayani, Sabrika; Siregar, Dodi; Khairani, Mufida
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 7 No. 1 (2025): Edisi April
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v7i1.995

Abstract

Coronavirus infection is an acute respiratory. This disease can lead to severe complications, particularly in older individuals or those with chronic illnesses. To understand the patterns of common complications among patients, this study utilizes the FP-Growth algorithm to analyze the relationship between disease histories within a dataset. The algorithm was chosen for its efficiency in processing large-scale data and identifying frequent itemset patterns compared to other algorithms. Using RapidMiner Studio software, this study successfully identified associative rule patterns that serve as references for predicting and preventing disease complications caused virus in the future. The results demonstrate that this method provides fast and accurate outcomes, aiding in decision-making for treatment and prevention strategies.
Implementasi Peerconnection Classifier Pada Jaringan dengan Menerapkan Load Balancing dan Failover Nur, Rahmad; Suriati, Suriati; Syahputri, Nenna Irsa
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 7 No. 1 (2025): Edisi April
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v7i1.1078

Abstract

The internet has become a secondary necessity that supports daily activities such as working, studying, and exchanging information. High-traffic websites can overload servers, degrade performance, or cause system failures. One effective solution is to implement load balancing and failover methods. Load balancing divides the load across multiple servers to prevent overloading, while failover ensures the system stays functional by switching to backups in the event of a failure. This study aims to configure load balancing and failover on wireless networks using mikrotik devices and two internet modems. The test results showed that failover successfully maintained the connection when the main port was disabled, while load balancing increased internet speed by combining the main and backup networks.
Game Edukasi Jenis Bunga Berbasis Android Taqwa, Laksamana; Sarudin, Sarudin; Sundari, Siti
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 7 No. 1 (2025): Edisi April
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v7i1.1114

Abstract

Android-based educational games are increasingly evolving as interactive learning tools. This research aims to design and develop an educational game that introduces various types of roses. The game is developed using Unity and the C# programming language, following the MDLC (Multimedia Development Life Cycle) method, which includes planning, data collection, implementation, and testing stages. The main features of this game include introducing different rose species along with their Latin names and characteristics, as well as interactive games such as quizzes and puzzles to enhance user engagement. Testing was conducted using the black-box method to ensure the game's functionality. Evaluations based on questionnaires indicate that this game is highly effective in improving users' knowledge of rose species. The results of this study are expected to contribute to the development of more engaging and educational technology-based learning media.
Pemanfaatan Animasi Motion Graphic Sebagai Edukasi Tentan Psychological First Aid (PFA) Pada Anak Broken Home Utami, Tri Widya; Khairani, Sumi; Syahputri, Nenna Irsa
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 7 No. 1 (2025): Edisi April
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v7i1.1115

Abstract

Children from Broken Homes are a vulnerable group often experiencing emotional disturbances due to family disharmony, such as divorce or prolonged conflict. The lack of public understanding regarding early psychological intervention for these children can worsen their mental condition. Therefore, an effective and easily understandable educational medium is needed to deliver information about Psychological First Aid (PFA). This study explores the use of motion graphic animation as an educational medium that presents PFA information in a visually engaging and communicative manner. The development process includes psychological concept research, storyboard creation, character design, and animation planning to the audience's characteristics. Evaluation results show that motion graphic animation can enhance the audience’s understanding of the importance of providing early psychological support to children from Broken Homes. The study concludes that motion graphic animation is an effective medium for conveying psychological education in a simple yet meaningful way and can serve as an alternative solution for public awareness and outreach. This data is seen from the results of testing with a questionnaire where from a total of 15 respondents, 40% or 6 people stated that they strongly agree. While 60% or 9 people stated that they agree and no one answered disagree or disagree.
Implementasi Augmented Reality Sebagai Media Edukasi dan Promosi Aceh Tenggara Menggunakan Metode Markerless Barus, Ilfan Daniel; Usman, Ari; Dharmawati, Dharmawati
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 7 No. 1 (2025): Edisi April
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v7i1.1146

Abstract

The growing development of technology has a positive impact on everyone's activities. Like being able to access tons of facilities and information using only a smartphone and internet connection. However, technology also brings a bad impact as well, easily accessing various information on the internet such as western pop content, K-pop and the like causes a shift in the value of love for local traditional culture of the Indonesian people, in this study specifically Southeast Aceh. Collaboration between technology and traditional culture needs to be done so that all kinds of cultural heritage can still be accessed using smartphones anywhere and anytime. This research aims to implement AR technology as an educational and promotional media using the markerless method. Qualitative research methods with a case study approach are used to analyze data obtained through questionnaire statements. There were 23 questionnaire respondents who stated that 65.2% stated that this application helped recognize the Southeast Aceh region and 47.8% of respondents stated that the experience when using the application was very good and 47.8% of respondents stated that the experience when using the application was good. The conclusion of this research is the formation of an android-based augmented reality application using the markerless method that produces innovative, educational solutions, allowing interactive and realistic experiences in increasing understanding of Southeast Aceh culture and expanding the range of information and enriching user experience through multimedia content such as 3D objects in a real environment without the need for markers.
Penerapan Teknik Level-Based Gameplay Game 2D Adventures Of Tim Untuk Platform Android Menggunakan Unity Adytia, Rangga; Faisal, Ilham
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 7 No. 1 (2025): Edisi April
Publisher : Universitas Harapan Medan

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

Abstract

ABSTRACT The goal to be achieved in this final assignment is to design and create a game entitled Adventure that can be run on a smartphone. This is motivated by the high interest of game players. By using this trend the author will create a level-based adventure themed game that challenges the player's interest. Using level-based techniques, the author will create a game that is oriented towards a level system where at each level visuals from various maps will be presented that are challenging, interesting and exciting. This research designs and develops the Adventures of Tim game with level-based gameplay techniques using Unity, with the integration of elements and visual designs that are attractive to casual gamers aged 10–40 years. The development method for making this adventure- themed game was built using the Multimedia Development Life Cycle (MDLC) system development method with six stages, namely: concept, design, material collection, manufacture, testing and distribution. By using the method above, a game platform will be created that will run on Android. This game will be made in Unity and the C# programming language is the script. By making this game, the author also hopes that it will be an aid and reference for further research that applies level-based games in making games.