cover
Contact Name
Muhammad Abdul Muin
Contact Email
muin@stmikbinapatria.ac.id
Phone
+6285729765492
Journal Mail Official
journaltransformasi@gmail.com
Editorial Address
Jalan Raden Saleh No 7 Magelang
Location
Kota magelang,
Jawa tengah
INDONESIA
Transformasi
Published by STMIK Bina Patria
ISSN : 19785569     EISSN : 28278550     DOI : -
Jurnal transformasi sebagai wadah untuk mengembangkan Dan mensosialosasikan IPTEk berbasis penelitian dan kajian ilmiah (artikel review) dalam lingkup Informatika, elektronika, manajemen, pendidikan & pembelajaran.
Articles 292 Documents
SIMULASI SISTEM PEMANTAUAN AIR SUNGAI BERBASIS INTERNET OF THINGS DAN KONTROL LOGIKA FUZZY Hendrawan, Satya Arisena; Harun, Rofiq; Amirah, Amirah
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.445

Abstract

This study aims to develop a river water hazard monitoring system based on the Internet of Things (IoT) and fuzzy logic. This system is designed to help the community in identifying the level of danger of river flows. By using ultrasonic sensors and Arduino Uno microcontrollers, Cisco Packet Tracer simulation, Fuzzy logic, and visualization using Proteus software. This system is capable of monitoring water levels in real-time, providing early warning notifications with a Fuzzy Logic approach to improve accuracy and response to critical conditions. The study uses the ADDIE development model, problem analysis using SWOT (Strength, Weakness, Opportunity and Threat), Feasibility Analysis using TELOS Analysis which analyzes five main aspects, namely Technical, Economic, Legal, Operational, and Schedule. The results of the Black Box test show that each function in the system works according to user needs. Based on the results of the UAT test, the average overall score is 4.51 (Very Good category). This means that the water level monitoring system developed with fuzzy logic received positive feedback from respondents. This system is considered accurate in detecting water levels, easy to use, and reliable in various environmental conditions.Keywords: Internet of Things, fuzzy logic, ultrasonic, Arduino, SWOT, TELOS
Analisis Sentimen Masyarakat Terhadap Permasalahan Keracunan Program Makan Bergizi Gratis (MBG) pada Sosial Media ‘X’ Anggraeni, Meita Dwi; Yudiananta, Alfian Chandra; Arifin, Azizah Hasna; Arifin, Wafi
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.469

Abstract

The Free Nutritious Meal Program introduced by President-elect Prabowo Subianto has garnered public attention and sparked a variety of responses, both positive and negative. The Free Nutritious Meal Program (MBG) is part of the Indonesian government's policy aimed at improving public nutrition, the welfare of school-going children, and the quality of human resources from an early age. However, during its implementation, several problems have emerged, including cases of food poisoning in several areas. Understanding public perception of these problems is important in order to evaluate the program's success. This study aims to analyze public sentiment towards the MBG program on social media "X" using three algorithms: SVM, K-Nearest Neighbor, and Naive Bayes. Data obtained through the crawling process is then processed with a preprocessing stage and sentiment classification into two categories: positive and negative. The evaluation results show that the Naive Bayes model has a higher accuracy than the other models, namely 86.70% accuracy, 86.10% precision, 86.70% recall, and 83.70% F1 score. The analysis shows that the number of negative sentiments is greater than positive sentiments. The results of this study can be used by the government to improve the socialization and implementation of programs to ensure greater public acceptance, and to emphasize the importance of implementing strict food safety standards, from raw material procurement to processing.
ANALISIS DAMPAK PENGGUNAAN GENERATIVE AI (CHATGPT) TERHADAP INTEGRITAS AKADEMIK MAHASISWA DI PENDIDIKAN TINGGI Parhusip, Jadiaman; Agustin, Olga Noviola; Ferdinand, Bryan Desmonda; Saputra, Rendy; Rangin, Adriel Eleazar
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.473

Abstract

The rapid adoption of Generative AI, such as ChatGPT, in higher education has sparked significant debate regarding its impact on academic integrity. This research aims to analyze the ethical and social impacts of using Generative AI on student academic integrity. This study uses the Systematic Literature Review (SLR) method. Literature was searched from databases like Google Scholar and Scopus published between 2022 and 2025. After applying inclusion and exclusion criteria, 10 relevant articles were selected for synthesis. The results identify several key themes: (1) Increased risk of novel forms of plagiarism and academic dishonesty, (2) a potential decline in critical thinking and original writing skills, (3) the urgent need for new institutional policies and ethical guidelines, and (4) the dual role of AI as both a learning aid and a sophisticated cheating tool. This study concludes that while Generative AI offers potential as a learning aid, its unregulated use poses a significant threat to traditional academic integrity.
SISTEM PENDUKUNG KEPUTUSAN UNTUK PEMILIHAN PEMERAN UTAMA DALAM PRODUKSI TEATER BERBASIS SAW Suryadijaya, Dharyana; Fatimah, Fitri; Ramadhani, Sri; Sebayang, Ayu Nuriana
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.443

Abstract

Pemilihan pemeran utama dalam produksi teater merupakan proses strategis yang membutuhkan evaluasi objektif terhadap berbagai dimensi performa. Ketidakhadiran sistem penilaian yang terstruktur dapat menimbulkan bias subjektif dan ketidakjelasan dalam pengambilan keputusan. Penelitian ini bertujuan untuk merancang sistem pendukung keputusan menggunakan metode Simple Additive Weighting (SAW) guna menilai dan menentukan pemeran utama secara sistematis. Sepuluh mahasiswa teater mengikuti audisi internal dan dinilai oleh panel menggunakan skala Likert 1–5, yang dikonversi menjadi skala 0–4 untuk menghasilkan nilai kecocokan antara 0,00 hingga 1,00. Lima kriteria utama digunakan: kemampuan akting, penguasaan naskah, ekspresi wajah dan tubuh, pengalaman panggung, serta fleksibilitas karakter. Nilai kecocokan diolah melalui tahapan normalisasi, perkalian bobot, dan penjumlahan skor akhir sesuai prinsip SAW. Hasil menunjukkan bahwa metode SAW mampu menghasilkan peringkat secara transparan dan terukur, serta memberikan dasar kuat bagi keputusan pemilihan pemeran. Pendekatan ini menunjukkan potensi penerapan alat evaluasi berbasis data dalam pendidikan seni pertunjukan.
SISTEM INFORMASI MANAJEMEN SARPRAS DAN TATA USAHA PADA SMA BINA WARGA 2 PALEMBANG DENGAN METODE EXTREME PROGRAMMING Ardiansyah, Rico
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.453

Abstract

Pengelolaan sarana prasarana dan tata usaha di SMA Bina Warga 2 Palembang masih manual, sehingga menyebabkan masalah seperti kehilangan data, inefisiensi, dan lambatnya pelayanan.Padahal, teknologi informasi menawarkan solusi pengelolaan administrasi yang lebih efektif di dunia pendidikan. Penelitian ini bertujuan merancang dan membangun Sistem Informasi Manajemen Sarana Prasarana dan Tata Usaha untuk meningkatkan efektivitas administrasi dan kualitas pelayanan sekolah. Metode pengembangan sistem menggunakan Extreme Programming (XP) yang adaptif. Pengumpulan data dilakukan melalui wawancara, observasi, dan studi pustaka. Sistem ini mencakup manajemen sarana prasarana dan tata usaha. Pengujian fungsionalitas sistem menggunakan metode black box testing untuk memastikan kesesuaian dengan kebutuhan. Hasil penelitian ini adalah sistem informasi terintegrasi yang mengoptimalkan pengelolaan sarana prasarana dan tata usaha di SMA Bina Warga 2 Palembang, sehingga meningkatkan efisiensi operasional, akurasi data, dan kualitas pelayanan administrasi
Desain Konten Multimedia untuk Media Sosial Kopi Leong: Pengaruh Visual terhadap Engagement dan Persepsi Merek Lokal Rosanensi, Melati; Sumadewa, I Nyoman Yoga; Hasbullah, Hasbullah; Febri, Widia
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.452

Abstract

Abstrak: This study aims to analyze the influence of multimedia content design on engagement levels and brand perception on Kopi Leong's social media accounts as a representation of a local brand. In the digital era, content visualization has become a strategic factor in building consumer identity and loyalty, especially for small and medium enterprises. This study uses a quantitative-descriptive approach involving 150 respondents who are followers of Kopi Leong's Instagram account. The research instrument is an online questionnaire that measures visual perception (color composition, typography, and visual style), engagement levels (likes, comments, and shares), and brand image (authenticity, trustworthiness, and local appeal). Data analysis was conducted using multiple linear regression to determine the relationship between visual variables on engagement and brand perception. The results show that visual design that consistent and authentic significantly increases engagement levels (p 0.05 ), and strengthens the brand's perception as a modern yet traditional local product. The warm color scheme and classic-style typography create a strong sense of familiarity and authenticity in the minds of consumers. In conclusion, multimedia content design plays a crucial role in strengthening Kopi Leong's branding strategy through social media, particularly in building audience engagement and strengthening the brand's local identity.
ANALISIS KINERJA ALGORITMA ADVANCED ENCRYPTION STANDARD (AES) ENCRYPTION DAN ALGORITMA BLOWFISH PADA PROSES ENKRIPSI DAN DEKRIPSI Insani, Fajar Dwi; Anggraeni, Meita Dwi
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.478

Abstract

Perkembangan teknologi informasi mendorong organisasi untuk memanfaatkan teknologi basis data dalam pengelolaan informasi, sehingga dibutuhkan metode pengamanan yang mampu menjaga kerahasiaan, integritas, dan otentikasi data. Kriptografi menjadi solusi utama dalam melindungi file digital, termasuk melalui perangkat lunak Pretty Good Privacy (PGP) yang menyediakan fitur enkripsi dan tanda tangan digital. Penelitian ini membahas perbandingan performa dua algoritma kriptografi modern yang banyak digunakan, yaitu Blowfish dan Advanced Encryption Standard (AES). Blowfish dikenal sebagai cipher block yang kuat dan sulit ditembus, sedangkan AES merupakan standar kriptografi yang direkomendasikan NIST dengan panjang kunci 128, 192, dan 256 bit. Pengujian dilakukan berdasarkan ukuran data sebagai pembanding untuk memperoleh waktu proses enkripsi terbaik pada masing-masing algoritma. Hasil analisis menunjukkan adanya perbedaan performa yang dapat menjadi acuan bagi pengembang dalam memilih algoritma yang paling sesuai dengan kebutuhan aplikasi, serta menjadi referensi untuk penelitian lanjutan terkait algoritma enkripsi.
SISTEM PAKAR DIAGNOSIS CORONA VIRUS “ViroCHECK” MENGGUNAKAN ALGORITMA DECISION TREE Lubis, Hendarman -; Temartenan, Jecklyn Shindy; Faizah, Safira
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.444

Abstract

The rapid spread of the virus, with symptoms ranging from mild to severe, makes early diagnosis and detection crucial in preventing and controlling the spread of this disease. Limited laboratory testing capacity, especially in areas with minimal healthcare facilities, requires a system capable of facilitating early identification based on symptoms and patient history, quickly, accurately, and efficiently. One approach is an expert system. The "ViroCheck" Coronavirus Diagnosis Expert System was developed using the Design Thinking Method. This expert system aims to assist users in diagnosing possible Coronavirus infection based on symptoms experienced. The decision-making process uses a Decision Tree algorithm, which is able to classify diagnostic results based on training data from previous cases. Problem analysis uses SWOT analysis, feasibility analysis uses TELOS analysis, and testing uses Usability Heuristic indicators that can observe user activity. The test results were 87%, proving that the designed digital startup has met user needs.Keywords: Expert System, Coronavirus, Decision Tree, Design Thinking, SWOT, TELOS, Usability Heuristic
PENERAPAN GAME EDUKASI DIGITAL PENGENALAN BUAH BERBASIS CONSTRUCT 2 PADA PENDIDIKAN ANAK USIA DINI Wahyudiono, Sugeng; Susilo, Gatot; YUSNANTO, TRI; Sutiyatno, Sukris; Suseno, Adnan Terry
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.441

Abstract

Penelitian ini bertujuan untuk mengembangkan game edukasi pengenalan buah-buahan berbasis Construct 2 pada anak usia dini di TK Kartika serta mengevaluasi tingkat keberterimaan pengguna terhadap media tersebut. Metode penelitian yang digunakan adalah Multimedia Development Life Cycle (MDLC) dengan enam tahapan: concept, design, material collecting, assembly, testing, dan distribution. Data dikumpulkan melalui observasi, wawancara, dan studi literatur, sedangkan pengujian dilakukan menggunakan black box testing dan skala Likert untuk menilai kepuasan pengguna. Hasil pengujian menunjukkan adanya peningkatan rata-rata tingkat penerimaan pengguna dari 82,7% sebelum penggunaan menjadi 87,3% setelah penggunaan game edukasi. Temuan ini mengindikasikan bahwa media pembelajaran interaktif yang dikembangkan mampu meningkatkan motivasi belajar serta pemahaman anak dalam mengenal buah-buahan. Penelitian ini memberikan kontribusi praktis sebagai alternatif media pembelajaran berbasis digital yang menyenangkan dan efektif untuk pendidikan anak usia dini.
Perancangan Model Tata Kelola Teknologi Informasi Berbasis COBIT Pada Sektor Publik Agustina, Delima; Sutabri, Tata
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.470

Abstract

The rapid development of information technology (IT) demands that the public sector have good IT governance to support the effectiveness and efficiency of public services. However, many government agencies still face obstacles in measuring and improving IT governance performance. This study aims to design an IT governance model based on the COBIT (Control Objectives for Information and Related Technology) framework that suits the characteristics of the public sector. The method used is a simple survey of 15 respondents of IT employees in several local government agencies, complemented by capability level analysis based on COBIT 2019 domains. The results show that most IT processes are at level 2 (Managed Process), with several areas such as risk management and service management still at level 1 (Performed Process). The resulting model describes the stages of continuous improvement that can be applied to increase IT governance maturity in public agencies.Keywords: COBIT, IT Governance, Public Sector, Capability Level, Governance Model