cover
Contact Name
Syaipul Ramdhan
Contact Email
lppm@global.ac.id
Phone
+6287774181374
Journal Mail Official
syaipulramdhan@global.ac.id
Editorial Address
Jl. Aria Santika No. 43A Margasari Karawaci
Location
Kota tangerang,
Banten
INDONESIA
Jurnal Sisfotek Global
ISSN : 20881762     EISSN : 27213161     DOI : http://.doi.org/10.38101/jsg
Jurnal Sisfotek Global is a peer-reviewed open access journal published twice a year (March and September), a scientific journal published by Institut Teknologi dan Bisnis Bina Sarana Global. Jurnal Global Sisfotek aims to provide a national forum for researchers and professionals to share their ideas on all topics related to the field of computer science. It is published in online version (e-ISSN 2721-3161) and printed version (p-ISSN 2088-1762). Jurnal Global Sisfotek has been indexed and abstracted in Index Copernicus, GOOGLE Scholar, BASE (Bielefeld Search Engine), Crossref Search, One Search, PKP-Indexed, Neliti search, Garuda, Dimensions, Scilit. Jurnal Sisfotek Global accepts quality manuscripts produced from research projects within the scope of the field of computer science, which include, but are not limited to the following topics: information systems, image processing, multimedia, mobile computing, artificial intelligence, expert systems, computer systems. The manuscript must be original research and written in English (from 2021).
Articles 353 Documents
The Development of an Illustrated Storybook about the Rain Cycle Using Digital Painting to Enhance Students' Learning Interest Ramdhan, Syaipul; Maisaroh, Siti; Saeful, Ahmad
JURNAL SISFOTEK GLOBAL Vol 15, No 2 (2025): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v15i2.16041

Abstract

While a wide variety of learning media exists today, each with its own strengths, this abundance can also be overwhelming for students, making it difficult to choose materials that are both effective and easy to understand. Currently, the learning media at SDN Curug 1 are often considered monotonous, relying heavily on text and featuring illustrations that do not adequately support the educational process. This research aims to transform the learning experience from tedious to engaging by developing an illustrated storybook about the rain cycle using digital painting techniques. The methodology employed includes observation, interviews, and a literature review, informed by expert sources and the specific conditions at SDN Curug 1. The primary outcome of this study is an illustrated storybook about the rain cycle. This book serves as a new educational tool for students at SDN Curug 1, designed to deepen their understanding of the subject matter and spark their interest in learning.
Design and Usability Evaluation of a Web-Based Edutainment for Grade VII Science: Task Performance and System Usability Scale Findings Pamungkas, Nurhuda Budi; Sintaro, Sanriomi
JURNAL SISFOTEK GLOBAL Vol 15, No 2 (2025): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v15i2.16008

Abstract

This study designed and evaluated a browser-based edutainment prototype for Grade VII science (gravity and Newton’s laws). Usability was examined through task-performance metrics and the System Usability Scale (SUS). Thirty students at SMPN 27, Bandar Lampung, completed an eight-task scenario covering core flows: launching the app, entering and navigating the World Map, starting and stopping gameplay, and accessing Learn and Credits. Core navigation tasks showed high effectiveness with short median times (e.g., launch: 96.7% success, 6.53 s; enter World Map: 93.3%, 7.79 s). The in-level physics puzzle was purposely more demanding (83.3% success, 35.74 s; 0.52 errors per participant), indicating a need for clearer in-level cues. Perceived usability was excellent (mean SUS 87.42, SD 5.02). Overall, the prototype appears classroom-ready; targeted refinements inside levels (first-run micro-tutorials, stronger affordances, on-demand hints) should further smooth first-time play. Future work will examine multi-session learnability, broaden device/browser coverage, and link gameplay to learning outcomes via pretest–posttest designs.
Causal Relationship of Factors Influencing Heart Disease and Diabetes Using the GES Algorithm Tou, Nurhaeka; Endraswari, Putri Mentari; Zaliman, Iski
JURNAL SISFOTEK GLOBAL Vol 15, No 2 (2025): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v15i2.15992

Abstract

Diabetes and heart disease are leading causes of global death, and if not properly managed, can be fatal. Previous studies have explored the factors influencing these two diseases through correlation analysis, multivariate analysis, machine learning, and deep learning. However, these approaches generally only identify associations without being able to predict causal relationships. This study aims to model the causal relationships between factors in two clinical datasets: heart disease (13 parameters) and diabetes (9 parameters), in order to support early diagnosis and prevention. The Greedy Equivalence Search (GES) algorithm is used to determine the direction of the causal relationship between parameters. The results show that heart disease exhibits three directional relationships: between blood pressure and age, between Maximum Heart Rate (MHR) and age, and between age and cholesterol. Then, diabetes exhibits two bidirectional relationships: blood pressure and BMI, then BMI and Diabetes Pedigree Function. In addition, diabetes also exhibits three directional relationships: Diabetes Pedigree Function and Glucose, BMI and Glucose, and Blood Pressure and Glucose. Thus, it can be concluded that the algorithm can identify the causal relationship between diabetes and heart disease.
Web-Based Accounting Learning Innovation with Real-Time Journaling Simulation Putri, Julianti; Intan, Lembayung; Nurmaesah, Nunung; Sumarna, Agus
JURNAL SISFOTEK GLOBAL Vol 15, No 2 (2025): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v15i2.15853

Abstract

Entering the era of globalization, education has undergone many changes. Education today is far more advanced than in the past, which was more conventional and did not yet utilize technology, resulting in many difficulties in accessing new knowledge. Now, technology has brought many innovations and new breakthroughs in learning media, one of which is the innovation of website-based accounting learning with real-time journaling simulations created by researchers. Researchers used literature studies to facilitate researchers in collecting data and UML (Unified Modeling Language) as a system design method that made it easier for researchers to create an overview of the running system. The ADDIE method (Analysis, Design, Development, Implementation, and Evaluation) was also applied as a method for system design and systematic development of educational systems. With this method, researchers can create learning media that makes it easier for users to learn accounting journaling and financial reporting. In addition, researchers hope that users can better understand journaling through the system that has been created.
Utilization of Internet of Things (IoT) for Biometrics Attendance and Web-Based Student Monitoring Sidik, Achmad; Sunggono, Nova Teguh; Stianingsih, Lilis; Sidiq, Yusuf Alimun
JURNAL SISFOTEK GLOBAL Vol 14, No 2 (2024): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v14i2.15698

Abstract

SMPN 31 Tangerang aims to enhance the accuracy and efficiency of its student attendance system. The current problem is that the existing attendance system is easy to manipulate and lacks accuracy. This research aims to develop a biometric attendance system based on fingerprint technology to address these issues, with output presented in a web page format and without using paper. The methods used in this study include literature review, interviews, and observations for data collection. Development methods involve system design and the waterfall model. The developed attendance system utilizes IoT (Internet of Things) technology and electronic circuits to facilitate implementation and use. The research results show that the biometric fingerprint attendance system can improve student discipline. The system allows for attendance monitoring through a web interface, with data that can be backed up to Microsoft Excel. This device offers high accuracy, good attendance speed, and ease of use for students. In conclusion, the implementation of the biometric attendance system and web-based monitoring meets the school's needs for efficient and effective attendance management and monitoring.
Decision Support System Model for College Kartu Indonesia Pintar (KIP) Scholarship Recipients Using the C4.5 Decision Tree Method and Simple Additive Weighting (SAW) Hadi, Nofiar; Rizkiawan, M. Asep; Moedjiono, Moedjiono; Nuroji, Nuroji
JURNAL SISFOTEK GLOBAL Vol 14, No 2 (2024): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v14i2.14395

Abstract

The KIP-Kuliah Scholarship is an Indonesian government program that is used to help high school students (SMA) or equivalent who are less capable but have academic potential in financing education in college. In this study, the problem limitation or scope of research is at Prof. DR. HAMKA Muhammadiyah University College in the Management Study Program. In each year the selection of scholarship acceptance often changes criteria, because of the frequent changes in scholarship criteria each year users often experience problems in selecting KIP-Kuliah scholarship recipients. Decision Support System (SPK) is a solution to assist in decision making. The purpose of this research is to assist in decision making in determining scholarship recipients in accordance with existing criteria. The method used in this research is using Decision Tree C4.5 to determine the weight of the KIP-Kuliah scholarship criteria and the Simple Additive Weighting (SAW) method is used to determine the ranking of scholarship recipients. In this study, researchers used 3 criteria, namely the amount of parents' income, the number of dependents, and the interview test scores. The results of the analysis of the calculations using the Decision Tree C4.5 and Simple Additive Weighting (SAW) methods and the results of the selection of college KIP scholarships consisting of the criteria for the amount of parents' income, the number of dependents and the interview test, the 12 students who deserve college KIP scholarships are students who get the highest preference scores, namely M11, M3, M6, M4, M14, M1, M5, M12, M10, M2, M7, and M9. In conclusion, the use of a Decision Support System with the Decision Tree C4.5 and Simple Additive Weighting (SAW) methods is effective in helping determine the recipients of the KIP-Kuliah scholarship in accordance with predetermined criteria.
Differentiate the Varieties of Plants Using Leaf Images with YOLOv4 Widjaja, Prya Artha; Ardilla, Veronica Yose; Amelia, Sabrina Yose
JURNAL SISFOTEK GLOBAL Vol 14, No 1 (2024): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v14i1.10864

Abstract

There are many types of plant, not all recognized by people. Indonesia has many varieties of plants across the country, from Sabang to Merauke. Often, we find some fruits or plants that grow in different areas called by different names. The goal of this research is to create an application that can recognize plant types from their characteristics. These characteristics can be leaves, fruit, flowers or roots. Current research focuses on distinguishing several types of plants including their varieties using leaf images. It is hoped that apart from being able to determine the mango plant, we can also determine the type of mango, such as manalagi, harum manis, as well as guava and orange. To be able to recognize these types of plants, an object recognition algorithm based on CNN (Convolutional Neural Network) will be used. The algorithm that will be used is YOLO (You Only Look Once) version 4. Method in this research includes data collection, all data was taken using webcam or mobile phone camera. The next step is data preparation and creating a bounding box. Next step is creating model using training data and the last step was compare model with testing data, The result we got is really encouraging with almost 100 percent accuracy. The lowest accuracy is 98 percent for jambu air. This research show us that YOLOv4 can be used to differentiate varieties of plants.
Development of Android-Based Banten Cultural Introduction Media for Children at the Amanah As-Sodiqiah Rajeg Orphanage Saputri, Fiqih Hana; Br Bangun, Eka Uliyanti Putri; Usni, Al Asmaul
JURNAL SISFOTEK GLOBAL Vol 14, No 2 (2024): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v14i2.15703

Abstract

This research started with the demand for innovation in the world of learning, along with the increasingly rapid development of technology that is beneficial to the world of education, one of which is the use of Android-based educational games to introduce Banten culture. This research aims to make it easier for orphanage children to learn about Banten culture in Indonesia. Another reason for the purpose of making this educational game is none other than to get an idea of the differences in the results of foster children's knowledge between educational games and books of knowledge. The software that I use is Construct 2. The research uses data collection methods and a problem approach which includes literature, observation, design and testing and implementation. The result shows that the application has been created has a percentage of 79.42% where this value means that this application is fairly good.
Implementation of a Contact Center with Interactive Voice Response Using Cisco Unified Communications Setiyanto, Rudi; Sofjan, Moh.; Agam, Oky
JURNAL SISFOTEK GLOBAL Vol 14, No 1 (2024): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v14i1.10881

Abstract

A popular voice-based communication service used to receive calls automatically is Interactive Voice Response (IVR). Generally, IVR is widely used by institutions to provide services to the public in consulting, offering, or providing information about a particular matter. One of the uses of IVR, among others, is the Contact Center. By using Voice over Internet Protocol (VoIP) technology and using the SIP Trunk service from the service provider, institutions can take advantage of the existing network infrastructure to save on telephone usage. VoIP technology also allows it to be integrated with Private Automatic Branch Exchange (PABX) using Cisco Unified Communications Manager (CUCM). While the IVR system uses Cisco Unified Contact Center Express (UCCX). In this study, the implemented contact center serves to receive calls from external parties. The telephone number uses a call hunting system that will distribute incoming calls to officers on duty at PT. Multipolar Technology Tbk.
Implementation Machine Learning of K-Means Clustering Method and Linear Regression for Detecting the Risk of Tuberculosis Spread in Bangka Regency Tou, Nurhaeka; Endraswari, Putri Mentari; Iftizam, Syafiranur; Mu’anah, Itlahtul
JURNAL SISFOTEK GLOBAL Vol 14, No 2 (2024): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v14i2.15658

Abstract

The number of tuberculosis (TB) sufferers in Bangka Regency tends to increase and is becoming a very serious public health problem. In 2023, there will be around 331,581 residents of Bangka Regency, with around 1,489 of them suffering from TB. The high number of TB cases in Bangka Regency requires comprehensive monitoring. Surveillance can be carried out by grouping TB cases by region. One clustering method is K-Means which groups data based on similar criteria. Researchers also used the Linear Regression method to predict the effect of population density on increasing TB prevalence. This research was conducted to cluster the distribution pattern of TB by region and identify the influence of population density variables on the increase in TB. Based on the results of the K-Means method analysis by looking at the Performance Davies Bouldin-Index (Dbi) test, researchers obtained a pattern of TB distribution which was categorized into: Areas with High Prevalence (Sungailiat), Medium Prevalence (Belinyu and West Mendo) and Low Prevalence (Bakam, Merawang, Pemali, Pudding Besar, and Riau Silip). Meanwhile, the prediction results show that there is a positive influence of 81% of the population density variable on increasing the number of TB spreads and 19% is influenced by other variables. The results of this research can be used as a reference for the Bangka District Health Service to assist decision-making in preventing an increase in TB cases.