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 86 Documents
Desain Perancangan Akuarium Berbasis Internet Of Things (Iot) Dody Hidayat; Ramli
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 5 No. 2 (2023): Edisi Oktober
Publisher : Universitas Harapan Medan

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Abstract

An aquarium is a vivarium container, typically featuring at least one transparent side, where aquatic animals and plants are kept. Aquariums are usually made of glass or high-strength acrylic plastic in a cubic shape. Fish are widely kept in aquariums, serving not only as pets but also as a source of livelihood. To ensure that fish live healthily and grow rapidly, water conditions must be maintained through proper care. The most critical factors in fish keeping are monitoring water clarity and aquarium lighting. Continuous lighting can lead to algae growth, which negatively affects water clarity. Additionally, leftover fish feed that is not fully consumed can also cause the water to become turbid or dirty. Therefore, an aquarium system design is required to regulate water filling and draining, alongside a light control design utilizing the Internet of Things (IoT). Based on these issues, the author aims to design an IoT-based aquarium equipped with an ultrasonic sensor as the input and two solenoid water valves as the filling and draining faucets (outputs). These inputs and outputs are controlled via a NodeMCU microcontroller equipped with a Wi-Fi network, which can communicate with a smartphone through the Blynk application
Pengembangan Aplikasi M-Commerce Penjualan Kosmetik Berbasis Android Ramli; Dody Hidayat
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 6 No. 2 (2024): Edisi Oktober
Publisher : Universitas Harapan Medan

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Abstract

The term is synonymous with the beauty of women. When talking about the beauty of it is inseparable from beauty products for women, or better known as cosmetic. Nowadays there are so many beauty cosmetics manufacturer company that offers so much convenience to the woman to keep her looks, well, cosmetic companies inside or outside the country. But not all cosmetics are sold freely in the market, especially cosmetics that come from abroad. Often the cosmetic consumers find it very difficult to buy cosmetics wanted since there is limited access to these cosmetics. For the mobile application aims to simplify cosmetic consumers find and buy cosmetics wanted. This mobile application can also promote cosmetics and shops selling cosmetics with promotional costs much cheaper. So expect to further cosmetic consumers can purchase their favorite cosmetics more easily and also can increase sales of cosmetics stores and cosmetics manufacturers themselves.
Perancangan Sistem Order Penerbitan Iklan Pada Harian Sumut Pos Medan Dody Hidayat; Ramli
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 7 No. 2 (2025): Edisi Oktober
Publisher : Universitas Harapan Medan

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Abstract

This study aims to design an advertising order publishing system at Harian Sumut Pos Medan, which was previously carried out manually. The existing system causes several problems, such as delays in data processing, risk of data loss, and lack of efficiency in recording and retrieving data. The research method used includes observation, interviews, and documentation studies to obtain accurate data regarding the current system. The result of this study is a desktop-based information system design using Visual Basic and MySQL database that is capable of managing advertisement order data, advertisement types, publishing schedules, and payment data in an integrated manner. The designed system improves speed, accuracy, and efficiency in data processing and report generation. This system is expected to assist Harian Sumut Pos Medan in improving the performance of advertisement order management to become more effective, efficient, and computerized.
Aplikasi Pembelajaran Doa Dan Tajwid Pada Madrasah Ibtidaiyah Swasta Sholihin Di Tanjung Morawa, Sumatera Utara Liza Fitriana; David; Sarudin
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 7 No. 2 (2025): Edisi Oktober
Publisher : Universitas Harapan Medan

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Abstract

This study aims to develop a desktop-based digital learning media for daily prayers and tajwid for students of Madrasah Ibtidaiyah Swasta Sholihin in Tanjung Morawa, North Sumatra. The research is motivated by the low learning motivation and difficulties of ele-mentary-level students in understanding tajwid rules and memorizing daily prayers when learning is still dominated by conventional lecture methods and static textbooks. The method used is Research and Development, employing a model that includes needs analy-sis, user interface design, program coding using Visual Basic, and expert validation by material and media specialists. The resulting product is a learning application in .exe format with two main menus, namely the Prayer Menu containing 20 daily prayers and the Tajwid Menu containing basic tajwid rules, each equipped with Arabic text, Latin transliteration, translation, illustrations, and clear audio pronunciation to support the Tahsin method and independent memorization. Validation results show that the content complies with reli-gious principles, the application navigation runs properly, and the visual appearance is con-sidered attractive, thereby increasing student enthusiasm and engagement. Classroom im-plementation indicates that the use of this application creates a more dynamic and interac-tive learning atmosphere, helps improve the quality of Quran recitation, and accelerates the memorization of daily prayers compared to conventional teaching methods
Game Edukasi Kepahlawanan Aman Dimot Berbasis Android Novita Indriani
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 7 No. 2 (2025): Edisi Oktober
Publisher : Universitas Harapan Medan

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Abstract

The rapid development of digital technology has influenced the learning patterns of the younger generation, one of which is the declining interest in local history and heroic values. The lack of interactive history learning media is one of the factors contributing to students' limited understanding of local historical figures, including Aman Dimot as one of the Gayo heroes who fought to defend Indonesian independence in the Takengon region. Therefore, innovation in technology-based learning media is needed to integrate educational and entertainment elements to improve local historical literacy. This study aims to develop an Android-based Aman Dimot Heroic Educational Game as an alternative learning medium to introduce the history of struggles and heroic values to the younger generation. The development method used in this research is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. Application testing was conducted using the black-box testing method to evaluate system functionality and questionnaires involving 20 respondents based on the aspects of functionality, reliability, compatibility, and playability. The testing results showed that all main application functions operated properly based on black-box testing. Furthermore, the software quality evaluation obtained an overall feasibility score of 98.75%, categorized as highly feasible, consisting of functionality at 100%, reliability at 100%, compatibility at 98%, and playability at 97%. In addition, 95% of respondents expressed interest in using the Aman Dimot educational game as a history learning medium. The results indicate that the developed educational game can serve as an effective interactive learning medium to enhance learning interest and introduce local history and Indonesian heroic values to the younger generation.
Model Monitoring IoT Menggunakan Logika Fuzzy Untuk Prediksi Tingkat Kelelahan Mesin Real-Time Muhammad Furqon Siregar; Siti Sarah Harahap
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 8 No. 1 (2026): Edisi April
Publisher : Universitas Harapan Medan

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Abstract

Modern industrial technology development demands high efficiency levels and zero downtime for production machinery. The phenomenon of machine fatigue, which accumulates due to excessive workload without early detection, frequently triggers sudden catastrophic failures. This study aims to propose an intelligent monitoring model based on Internet of Things (IoT) technology integrated with fuzzy logic to detect machine fatigue in real-time. A DS18B20 temperature sensor and an MPU6050 accelerometer vibration sensor are implemented on the physical layer to perform actual data acquisition aligned with ISO 10816-3 standard. These physical parameters are then transmitted to a cloud server via the MQTT protocol, where the Mamdani fuzzy logic method processes the inputs to generate the machine's status. The research results show that this model successfully detects and classifies machine fatigue into Safe, Warning, and Danger statuses with 100% prediction accuracy matching MATLAB simulations, and demonstrates an average transmission latency of 0.86 seconds (well below 1.2 seconds). This system is proven reliable to be integrated as a key decision part of preventive maintenance strategy in modern manufacturing.