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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 202 Documents
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.
Web-based student Course Registration System (KRS) using the Extreme Programming (XP) method Ali, Iman; Faizah, Novianti Madhona; Nurcahyo, Widyat; Fabrianto, Luky
Jurnal Mandiri IT Vol. 13 No. 3 (2025): January: Computer Science and Field.
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v13i3.363

Abstract

This research aims to design and develop a web-based Study Plan Card (KRS) system. The background of this study arises from challenges in the manual KRS process, which is time-consuming, prone to errors, and complicates information access. The development method employed is Extreme Programming (XP), which enables iterative system development and responsiveness to changing requirements. Data collection was conducted through observations, interviews, and document studies. The system was developed using PHP with the CodeIgniter 4 framework and MySQL database. The results indicate that the web-based KRS system enhances the efficiency of the KRS process, reduces data entry errors, and facilitates information access for students. Key features of the system include online KRS completion, digital signing by academic advisors, and integration with other academic information systems. System evaluation shows a significant improvement in data accuracy, accessibility, and information security. In conclusion, the implementation of this web-based KRS system successfully addresses issues in the manual KRS process, improves the quality of academic services, and provides an effective solution for KRS management
Template matching-based mobile learning application for effective lampung script writing practice Nurcahyo, Widyat; Fatoni, Ahmad; Faizah, Novianti M.
Jurnal Mandiri IT Vol. 13 No. 3 (2025): January: Computer Science and Field.
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v13i3.364

Abstract

Preserving the traditional Lampung script is crucial for maintaining local cultural identity amid globalization. This study develops an interactive mobile learning application to engage students in studying the Lampung script. The application aids in learning characters and writing methods through features like pronunciation audio, practice questions, and writing exercises. Using the template matching method, the writing exercise feature provides accurate feedback, helping students identify and correct mistakes. Research involved eighth-grade junior high students and local language teachers as informants. Application testing utilized Blackbox Testing to evaluate functionality and template matching accuracy, yielding satisfactory results in handwriting recognition. User feedback indicated positive reception: 95% of students found the application interactive, 90% deemed it interesting, and 100% reported it supported their learning of the Lampung script. Furthermore, 98% expressed interest in using the application in school activities. This mobile application effectively enhances student interest and motivation to learn the traditional Lampung script, contributing to the preservation of local culture through education.
Design and development of an android-based cultural heritage application: A case study of fakfak, west Papua Arridha, Riyadh; Anas, Syukron; Roy, Andi; Armando, Putra; Ismun, Ismun
Jurnal Mandiri IT Vol. 13 No. 3 (2025): January: Computer Science and Field.
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v13i3.369

Abstract

This study aims to design and develop an Android-based cultural heritage application to introduce and preserve cultural sites in Fakfak Regency, West Papua. The application provides information on cultural heritage sites, map locations, and navigation routes to these sites. The development process followed the Waterfall model, encompassing requirements analysis, design, coding, testing, and maintenance stages. Application testing was conducted using the Black Box method to evaluate system functionality and usability testing with a Likert scale to measure user satisfaction. The test results indicate that the application is easily accessible, provides accurate information, and features a user-friendly interface, achieving an average user satisfaction rate of 90%. This application is expected to serve as an effective tool for preserving and promoting cultural heritage in Fakfak Regency.
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. 3 (2025): January: Computer Science and Field.
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v13i3.331

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.
Data-driven approach for batik pattern classification using convolutional neural network (CNN) Sari, Ira Puspita; Elvitaria, Luluk; Rudiansyah, Rudiansyah
Jurnal Mandiri IT Vol. 13 No. 3 (2025): January: Computer Science and Field.
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v13i3.361

Abstract

Batik is one of Indonesia's cultural heritages with complex and diverse patterns, possessing high artistic value and deep philosophy. Manual classification of batik patterns requires time and depends on expert knowledge, making the process inefficient. This study aims to develop a batik pattern classification model using Convolutional Neural Network (CNN) with a data-driven approach, enabling automatic and accurate pattern recognition. The dataset used consists of 4,284 batik images divided into five pattern classes: Kawung, Lereng, Ceplok, Parang, and Nitik. In this research, the CNN model was developed by using transfer learning techniques with MobileNetV3 pre-trained on a large dataset. The training process involved data augmentation to enhance the model's robustness against variations in batik patterns. The evaluation was conducted by measuring the model's accuracy and loss. The results show that the CNN model achieved an average accuracy of 93.42% on the training data and 93.88% on the testing data. This research demonstrates that the data-driven approach using CNN is effective for batik pattern classification, providing more accurate results compared to manual methods and offering an efficient solution for the digitalization of the batik industry. The developed model can serve as a foundation for broader applications in cultural preservation and the advancement of artificial intelligence-based technology.