cover
Contact Name
Dian Anggraini
Contact Email
dian.anggraini@upi.edu
Phone
+6285316735767
Journal Mail Official
seict@upi.edu
Editorial Address
Jl. Raya Cibiru KM 15, Cibiru Wetan, Bandung, Jawa Barat 40625
Location
Kota bandung,
Jawa barat
INDONESIA
Journal of Software Engineering, Information and Communication Technology
ISSN : 27741656     EISSN : 27741699     DOI : https://doi.org/10.17509/seict
The Journal of Software Engineering, Information and Communication Technology promotes research in the broad field of science and technology (including such disciplines as Agriculture, Environmental Science, etc.) with particular respect to Indonesia, but not limited to authorship or topical coverage within the region. Contributions are expected from senior researchers, project managers, research administrators and PhD students at advanced stages of their research, representing both public organizations and private industry. Equally, the journal if intended for scholars and students, reseachers working at research organizations and government agencies, and also for enterprises undertaking applied R&D to lead innovations. The editorial contents and elements that comprise the journal include: Theoretical articles Empirical studies Practice-oriented papers Case studies Review of papers, books, and resources. As far as the criteria for evaluating and accepting submissions is concerned, a rigorous review process will be used. Submitted papers will, prior to the formal review, be screened so as to ensure their suitability and adequacy to the journal. In addition, an initial quality control will be performed, so as to ensure matters such as language, style of references and others, comply with the journals style. Focus And Scope Software engineering Information technology Data Science AI/ML Cloud Computing, Big Data and Social Computing Image Processing Applied Informatics Database Technologies and Applications Digital Information Computation and Retrieval Information Security Human Computer Interaction Multimedia and Game Data Mining Ubiquitous Computing Business Intelligence and Knowledge Management Iot Software Engineering Education
Articles 7 Documents
Search results for , issue "Vol 5, No 1: June 2024" : 7 Documents clear
Fastest Route for Public Health Center in Bandung with Dijkstra Algorithm and FP-Growth Recommendation in C++ Programming Language Kurnia, Andika Eka; Sunaryo, Gregorius Christian; Zamzami, Muhammad Rafi; Melany, Naila; Nugraha, Rafi Nazhmi; Ariyanti, Rahma Dina
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 5, No 1: June 2024
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v5i1.71212

Abstract

This research addresses the need for efficient public health center access in Bandung. In this case study, the solution to that specific problem is implemented using the C++ programming language. Consequently, extreme programming is chosen as the research methodology. We implemented Dijkstra's algorithm to find the shortest routes and the FP-Growth algorithm to recommend frequently visited health centers based on previous history. By leveraging C++ for its performance advantages, the system maps urban villages and calculates optimal paths. Additional features manage village data, create routes, and display health center information. The combined use of these algorithms enhances navigation and healthcare access in urban settings, though future work should consider real-time traffic conditions.
Unlocking IT Excellence: A Deep Dive into Design Factors for Successful IT Implementation with COBIT Muda Dwi Nugraha, Faaris; Zikri Nugroho, Fathoni; Fadhli Taqdirul Jabbar, Muhammad
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 5, No 1: June 2024
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v5i1.66275

Abstract

COBIT 2019 formulates 11 design factors that must be considered in designing IT governance. One of these design factors is IT Implementation Methods, which refers to the methods used by organizations to implement IT. This article aims to discuss the importance of IT implementation methods in IT governance, various types of IT implementation methods that organizations can choose from, and factors to consider in selecting the appropriate IT implementation method. The article employs a qualitative approach with literature review as the method of data collection. The results of the analysis indicate that the chosen IT implementation method can influence various aspects of IT governance, such as alignment with business strategy, risk management, resource availability, and organizational leadership commitment. The article recommends that organizations carefully consider these factors when selecting an IT implementation method that aligns with their needs and environment.
Development of 3D Learning Media Applications on Materials Food Chain Using Augmented Technology Reality Sabrila, Safa; Raharjo, Kalis Rahmawati; Sa’ada, Putri Maulida Fatihatus; Triastuti, Ayu Siwi; Khotimah, Nuringsih Khusnul
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 5, No 1: June 2024
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v5i1.72949

Abstract

Augmented Reality is a technology that is currently being developed which can combine the virtual world with the real world. With the existence of Augmented Reality (AR) it can function to help the perception and interaction of its users with the real world. In the world of education not many have used Augmented Reality technology and many still use books as learning media. So that the material obtained by students is only in the form of text and 2D images. Therefore, researchers took the initiative to design a learning media in the form of a Food Chain learning application that displays 3D material and living things. It aims to be an interactive and interesting food chain learning tool for grade 5 elementary school students packaged in an Android-based application. This application was created and developed using the Unity 2021.3.12f1 software. The methodology used in developing this application uses the method developed by Luther, which is a multimedia software development method based on six stages, namely Concept, Design, Material Collecting, Assembly, Testing (Testing), and Distribution (Distribution). The results of developing this application can make it easier for teachers to convey material about the food chain.
Development of a 3D Solar System Learning Media Application Based on Augmented Reality Rahmawati, Ardiani Putri; Novanti, Alya Nanda; Tirta, Muhammad Ihsan; Maisaroh, Lina; Nur Viranti, Risma Cahyani
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 5, No 1: June 2024
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v5i1.72953

Abstract

The present learning process is a unique challenge for teachers because the media created has to be creative, innovative, and not boring one of them on a 6th-thematic system learning material that USES book media as a learning tool. Students became less interested in studying these materials especially in today's era where society especially students coexist with technology. Interesting learning media is also essential for elementary school students. Teachers can use current learning media by taking advantage of technologies like augmented reality. Teachers can use the MBLC (multimedia development life cycle), which consists of six precepts, concept, design, collection of material, assembly, testing, testing, until distribution. Augmented reality is an application joining the real world with the virtual world in two and three dimensions projected in a real environment at the same time. Augmented reality can be used in entertainment, medicine, mechanics and learning media. Augmented reality can be built using the help of vuforia and unity 3d software. The end result of interactive learning media with augmented reality especially on solar system material that can later be created as a 3d image in an application.
Design and Construction of a Web-Based Tourism Information System at Pamela Fantasy in Kubu Raya Regency Fareinsyah, Ivan
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 5, No 1: June 2024
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v5i1.71906

Abstract

Penelitian ini bertujuan untuk merancang dan membangun sistem informasi pariwisata berbasis web pada Pamela Fantasy di Kabupaten Kubu Raya. Dengan berkembangnya teknologi informasi, kebutuhan akan akses informasi yang cepat dan akurat menjadi sangat penting, terutama di sektor pariwisata. Pamela Fantasy, sebagai salah satu destinasi wisata di Kubu Raya, membutuhkan sistem informasi yang efektif untuk meningkatkan promosi dan pelayanan kepada wisatawan.
Design and Implementation of REST API for Predicting the Recitation of the Qur'an using Machine Learning Santosa, Krisna; Rofifah, Rifdah Hansya; Riani, Alfia April; Syawanodya, Indira; Tawakal, Iqbal
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 5, No 1: June 2024
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v5i1.70600

Abstract

The Qur'an is the Muslim holy book, consisting of 30 juz and 114 surahs of varying length and number of verses. Reading the Qur'an involves special techniques to understand and read with similarity or consistency to the verse being read. In the digital era, technology enables the development of applications that support the learning and analysis of Qur'anic recitation. This research aims to design and implement a REST API to predict Qur'an recitation using a machine learning (ML) model. This API accepts voice recordings from users and provides output in the form of an assessment of the similarity of their recitation to the desired verse. Using FastAPI and pre-trained models such as Wav2Vec2, the system can translate audio into text with fairly good accuracy. Experimental results show a word error rate (WER) of 30%, which indicates the need for further improvement but is sufficient in the experimental context. The technology is useful as a self-learning tool for the Qur'an, but it does not replace the role of the teacher. Future research should focus on improving model accuracy and integrating more user-friendly features. 
Design and Development of An Educational Game for Organic and Inorganic Waste Segregation for Children Aged 5 to 9 Years Hairu, Syarif; Hidayati, Awanis; Harianto, Nurman
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 5, No 1: June 2024
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v5i1.71885

Abstract

Waste segregation is a crucial practice for maintaining environmental sustainability. Educating children about the importance of separating organic and inorganic waste from a young age can foster responsible behavior and environmental awareness. This study aims to design and develop an educational game tailored for children aged 5 to 9 years, focusing on teaching them the principles of waste segregation. The research employs a research and development (RD) approach, which includes stages such as needs analysis, game design, development, testing, and evaluation. The game integrates interactive elements, quizzes, and mini-games to engage children while delivering educational content about organic and inorganic waste. A rewards system is incorporated to motivate children to complete levels and reinforce learning.The study's sample consists of 50 children within the specified age range, selected using purposive sampling. Data collection techniques include literature studies, interviews with educators and environmental experts, questionnaires, and observations. Pre-test and post-test assessments are conducted to measure the effectiveness of the game in enhancing children's knowledge about waste segregation.

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