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Contact Name
Fristi Riandari
Contact Email
hengkitamando26@gmail.com
Phone
+6281381251442
Journal Mail Official
hengkitamando26@gmail.com
Editorial Address
Romeby Lestari Housing Complex Blok C Number C14, North Sumatra, Indonesia
Location
Unknown,
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INDONESIA
Jurnal Mandiri IT
ISSN : 23018984     EISSN : 28091884     DOI : https://doi.org/10.35335/mandiri
Core Subject : Science, Education,
The Jurnal Mandiri IT is intended as a publication media to publish articles reporting the results of Computer Science and related research.
Articles 7 Documents
Search results for , issue "Vol. 13 No. 2 (2024): CALL FOR PAPER !!! Scope Computer Science" : 7 Documents clear
Design of construction material sales prediction system using the SVM method on Tb. Samijaya Sejati, Ariya Putra; Permatasari, Hanifah; Atina, Vihi
Jurnal Mandiri IT Vol. 13 No. 2 (2024): CALL FOR PAPER !!! Scope Computer Science
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v13i2.342

Abstract

TB. Sami Jaya is a construction materials provider company offering key components like sand, nails, cement, iron, heavy steel, and electronic products for infrastructure construction projects. In the era of rapid technological development, the company faces the challenge of making accurate sales predictions. This study aims to develop a sales prediction system using Support Vector Machine (SVM) to help TB. Sami Jaya optimize the supply of construction materials based on existing transaction data, collected from November to December 2023. By identifying relevant trends and patterns, the goal is to generate more reliable projections, thereby reducing the risk of inventory excess or shortage, which increases operational costs and decreases customer satisfaction. The model's performance is evaluated by comparing the prediction results with actual data using metrics such as Mean Absolute Error (MAE), Mean Squared Error (MSE), and Root Mean Squared Error (RMSE). The Rational Unified Process (RUP) method is employed for information system development. The results indicate that using SVM for predicting sales of construction materials is effective and helps optimize inventory management.
Evaluation the usability of the da'wah management study program website using the heuristic evaluation method Rahmayani, Mentari Tri Indah; Mahsuri, Mahsuri
Jurnal Mandiri IT Vol. 13 No. 2 (2024): CALL FOR PAPER !!! Scope Computer Science
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v13i2.344

Abstract

The Da'wah Management Study Program is one of the study programs at STAIN Bengkalis which has used the website as a place to Get information and promotional media for the Bengkalis Stain Da'wah Management Study Program. The function of this website is to make it easier for users to access information relating to institutions and the Da'wah Management Study Program. In implementing this website there are still several problems, namely: information that is not updated enough, an unattractive appearance, a lack of visitors and a website that often has errors. The aim of this research is to analyze, evaluate and measure the level of user satisfaction of the missionary management study program website using the heuristic method evaluation and to provide recommendations to the website manager of the da'wah management study program so that it can be used as a solution for increasing user satisfaction based on the success rate of the website. Data collection through observation, interviews, and questionnaires. The sampling technique uses the Slovin and Simple Random techniques Sampling. Based on research results on data obtained is that the percentage value of Usability is obtained Total testing was found to get a score of 36%, which means it shows that the website is good enough for you users, for a total not found, got a score of 32%, which means it shows that the website not good for the user.
Development of android-based weapon monitoring application in the armory Sadewa, Rio Bintang; Saragih, Hondor; Lediwara, Nadiza
Jurnal Mandiri IT Vol. 13 No. 2 (2024): CALL FOR PAPER !!! Scope Computer Science
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v13i2.334

Abstract

Information and communication technologies (ICT) are of vital importance in the context of modern military operations, with Android-based solutions becoming increasingly relevant for the improvement of military weapons management systems. This study addresses the inefficiencies of current manual weapon management practices, which are susceptible to data errors and operational delays. The objective of this research is to enhance the accuracy, efficiency, and security of weapon management through the development of an Android-based monitoring application. The Rapid Application Development (RAD) methodology was employed to streamline the development process, which entailed the planning of requirements, the design of the user interface, the construction of the application, and its implementation. The application was constructed using Kotlin for the front end and Node.js with Express.js for the back end. It integrates real-time data updates, automated notifications, and efficient data management. The system’s design incorporates a comprehensive class diagram for database structure, user interface mockups, and various backend components, including models, migrations, controllers, routing, and middleware. The results demonstrate that the application markedly enhances weapon management by reducing manual errors, increasing operational efficiency, and providing enhanced security and accountability through accurate, real-time digital record-keeping.
Utilization of flashmx for making educational android games Supriyadi, Supriyadi
Jurnal Mandiri IT Vol. 13 No. 2 (2024): CALL FOR PAPER !!! Scope Computer Science
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v13i2.341

Abstract

Technology that is increasingly developing has a positive impact on society, especially during a pandemic, in the world of smartphones there are many entertainment media that people can choose to enjoy, one of which is games. Game is currently a popular media, with this the author wants to make a game called crashing into a tree made using Adobe FlashMX software. This game is made for the Android platform. In making it, explained the game design and script used in the game. The methodology used is GDLC (Game Development Life Cycle) which is a game development process that applies an iterative approach. This game has features like game levels and high scores to save scores to database. This tree hitting game is of the 2D type, because it was made using Adobe FlashMX software with the Action Script programming language. The expected output from its creation is the design of a fallen tree game application in the form of a 2-dimensional image, which can be used by all groups ranging from children to adults with the aim of providing entertainment to people who are feeling bored or bored and can fill their time by playing this game.
Analysis of algorithms and data processing efficiency in movie recommendation systems based on machine learning Rachmat , Rachmat; Yusuf, Muhammad; Basmar, Muh. Fahmi; Suherwin, Suherwin
Jurnal Mandiri IT Vol. 13 No. 2 (2024): CALL FOR PAPER !!! Scope Computer Science
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v13i2.358

Abstract

This study explores the use of content-based filtering and collaborative filtering algorithms in machine learning (ML)-based movie recommendation systems. The Collaborative Filtering and Content-Based Filtering algorithms work rather well, according to evaluation using Precision, Recall, and F1-Score metrics; Precision is approximately 0.82, Recall is approximately 0.85, and F1-Score is approximately 0.83. These findings show that both systems are capable of providing users with accurate and pertinent movie suggestions. The Collaborative Filtering and Content-Based Filtering algorithms work rather well, according to evaluation using Precision, Recall, and F1-Score metrics; Precision is approximately 0.82, Recall is approximately 0.85, and F1-Score is approximately 0.83. These findings show that both systems are capable of providing users with accurate and pertinent movie suggestions. The results demonstrate that both Collaborative Filtering and Content-Based Filtering produce highly accurate and relevant movie suggestions. When it comes to data processing, collaborative filtering is shown to be more effective than content-based filtering. The research advances the fields of information technology and computer science, especially in the creation of more precise and effective movie recommendation systems. The study also emphasizes how combining both algorithms in a hybrid approach could lead to even greater advancements in the creation of ML-based recommendation systems. Nevertheless, the study contains drawbacks, including the use of a small dataset and the failure to take into account additional variables that can affect movie choices. The goal of future studies should be to increase the dataset's size and take into account more aspects of the creation of movie recommendation systems.
Assessing the influence of secure online safe exam browser (SEB) implementation on english language semester examinations Fadly, Yossy; Purwanto, Dedi; Putri, Ranti Eka; Pratiwi, Nahda Aulia Ade
Jurnal Mandiri IT Vol. 13 No. 2 (2024): CALL FOR PAPER !!! Scope Computer Science
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v13i2.359

Abstract

This research examines the effects of implementing the Secure Online Safe Exam Browser (SEB) in English semester exams for undergraduate students in the Accounting program at Universitas Pembangunan Panca Budi (UNPAB). The study seeks to evaluate how SEB impacts students' perceptions regarding ease of use, performance, expectations, and social influence within the context of English language learning. A purposive sampling method was applied, focusing on active students from the 2021, 2022, and 2023 cohorts who used SEB in their English courses. Data were gathered via a structured questionnaire containing Likert-scale items to measure various independent variables alongside the dependent variable of semester exam performance. The results aim to shed light on SEB's effectiveness as a tool for enhancing English language assessment, thereby supporting improved academic outcomes in the Accounting program. This study underscores the importance of integrating technology into educational assessments and its potential to enrich students' learning experiences.
UI/UX design of a digital library using figma (case study: high school) Putri, Ranti Eka; Fadly, Yossy; Purwanto, Dedi; Pardede, Jatua
Jurnal Mandiri IT Vol. 13 No. 2 (2024): CALL FOR PAPER !!! Scope Computer Science
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v13i2.360

Abstract

This research focuses on the development of UI/UX design for a web-based digital library specifically designed for high school students, using the Figma application as the primary tool. Digital libraries are essential for providing quick and easy access to educational resources; however, many platforms still lack user-friendly interfaces and can be difficult to navigate, which may limit students' access to learning materials. By adopting a simpler, more responsive, and intuitive UI/UX design approach, students are expected to better utilize digital libraries, thereby enhancing their motivation to learn. Figma enables a more collaborative and efficient design process, allowing designs to be tested and refined according to user needs. Through this research, the digital library is expected to become a more engaging and accessible learning resource, while contributing to improved interface design innovation in the digital education sphere.

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