cover
Contact Name
Ragil Wijianto Adhi
Contact Email
ragil.rgw@bsi.ac.id
Phone
+6285707080824
Journal Mail Official
jurnal.ijec@bsi.ac.id
Editorial Address
Jl. Kramat Raya No.98 Senen, Jakarta Pusat
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
Informatics and Computer Engineering Journal
ISSN : -     EISSN : 27986845     DOI : https://doi.org/10.31294/icej
Core Subject : Science,
Informatics and Computer Engineering Journal adalah jurnal yang diterbitkan oleh Program Studi Teknologi Komputer Universitas Bina Sarana Informatika Kampus Banyumas. Informatics and Computer Engineering Journal terbit 2 kali setahun (Februari dan Agustus) dalam bentuk elektronik. Redaksi menerima sumbangan naskah berupa artikel, hasil penelitian atau karya ilmiah yang belum pernah dipublikasikan secara online, atau versi cetak sebelumnya ke media lain. Jurnal ini berisi naskah artikel ilmiah dan penelitian yang mencakup bidang: Information System Networking, Aplication Mobile Software Engineering Web Programming Mobile Computing Aplikasi Sains
Articles 148 Documents
Penerapan Metode Prototype Dalam Perancangan Sistem Informasi Service Pada Bengkel Sido Motor Berbasis Website Vembria Rose Handayani; Rose Handayani, Vembria; Intan Saputri, Meida; Rahmawati, Eka; Kesuma, Chandra
Informatics and Computer Engineering Journal Vol 4 No 2 (2024): Periode Agustus 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v4i2.3467

Abstract

Abstracts - Motorbikes, as private vehicles, are an economical and very popular means of transportation in Indonesia. However, almost all motorbike riders have experienced problems such as a loose or broken chain, engine breaking down, and other problems. For this reason, workshops have an important role in helping motorists overcome these various problems. Sido Motor Workshop is one of the workshops located in Karangsalam Village, Kemranjen, Banyumas. Sido Motor Workshop provides service services, sells spare parts, oil and a variety of other motorbikes. Service at the Sido Motor workshop is still manual. This means that customers have to queue if they want to get motorbike service. Processing transaction data and payments for services, spare parts and preparing reports is still done manually. Therefore, it is necessary to design an information system to facilitate service activities at the Sido Motor workshop. The method for designing this information system uses the prototype method, where this method has stages, namely requirements gathering and system analysis, design modeling, prototype formation, and prototype evaluation. Using UML to describe the flow and functionality of a system. It is hoped that the implementation of the information system at the Sido Motor workshop will make all activities more effective and efficient. Admins can manage service data and make reports in a timely manner. And the Sido Motor workshop's income continues to increase and the number of customers continues to increase.
Penerapan Linear Sampling Dalam Komparasi Decision Tree Dan Deep Learning Pada Pelajar Pecandu Narkoba saifudin; Sunanto, Sunanto
Informatics and Computer Engineering Journal Vol 4 No 2 (2024): Periode Agustus 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v4i2.4671

Abstract

Drug addicts based on a report from the National Narcotics Agency (BNN) in Indonesia are more than 7 million people in the age range of 15-64 years. The number of students who become drug addicts is increasing every year, this phenomenon is very worrying because students are the next generation of the nation who are expected to become leaders in the future. In school areas, the pressure to excel and be accepted by peer groups often urges students to seek escape through the use of prohibited substances. Not only that, the lack of parental supervision and low understanding of the dangers of drugs also contribute to the increase in this addiction problem. This study compares the decision tree and deep learning methods to find the highest accuracy value between the two methods, while sampling is done using linear sampling. The highest accuracy value is in the decision tree method with an accuracy value of 69.50%, 100% precision and 0% recall.
PERANCANGAN SYSTEM INFORMASI TOKO SERASIH UNTUK MEMPERMUDAH PELAPORAN PENJUALAN oktavianus, michael; Ramdani, Ibnu Zahran; Tobing, Ardyana Lumban; Nuryana, Syafta
Informatics and Computer Engineering Journal Vol 4 No 2 (2024): Periode Agustus 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v4i2.4712

Abstract

Toko Serasih is a UMKM focused on the management, sales, purchase, promotion, and sale of daily goods. This research aims to develop a web-based information system design to enhance efficiency and solve operational problems. The research method used in the development of the information system for Toko Serasih includes interviews and direct observations of Toko Serasih to determine the system requirements needed for the information system design. The design created in this research encompasses the system development stages using the sequential linear method. The sequential linear method includes system requirements analysis, system design including use cases, database, and interface design, as well as system implementation and testing using black-box testing. The design carried out at Toko Serasih facilitates the seller or store admin in sales reporting, which includes stock management, transaction processes, and financial reporting. In addition, this web-based UMKM provides convenience for buyers in accessing promotions and product information available. The system testing using the black-box testing method shows that all implemented features function well according to user needs. The implementation of the web-based information system at Toko Serasih has proven effective in addressing existing operational performance issues. The designed system not only increases efficiency and accuracy in processing sales reports, including sales, purchases, and promotions at Toko Serasih. Thus, the information system at Toko Serasih is an appropriate solution to improve performance and competitiveness as an UMKM.
PENGEMBANGAN GAME EDUKASI “MALAYA” UNTUK PENGENALAN TATA SURYA BERBASIS ANDROID PADA SD NEGERI 33 PAGAR ALAM Rahmadi, Lendy; Triawan, Medi; Rosalena, Mira
Informatics and Computer Engineering Journal Vol 4 No 2 (2024): Periode Agustus 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v4i2.4851

Abstract

Pembelajaran tata surya untuk siswa sekolah dasar yang masih bersifat manual menggunakan buku paket maupun dengan metode ceramah menjadi salah satu permasalahan yang membuat siswa kurang aktif dalam proses belajar. Maka dari itu diperlukan metode pembelajaran yang baru untuk meningkatkan minat belajar siswa kelas VI SD Negeri 33 Pagar Alam, salah satu cara untuk meningkatkan minat belajar siswa adalah dengan mengubah metode pembelajaran menjadi lebih menarik dan tidak membosankan maka dibuatlah game edukasi pengenalan tata surya berbasis android agar siswa kelas VI lebih semangat dengan bermain sambil belajar. Pengembangan game ini menggunakan metode GDLC(Game Development Life Cycle) penggunaan game edukasi sebagai media alternatif dalam penyampaian materi dianggap efektif dan efisien karena game umumnya sering dimainkan dan disenangi anak sekolah dasar, maka dibuat lah game edukasi pengenalan tata surya berbasis android. Dengan dibuatnya game edukasi ini agar dapat memudahkan siswa dalam memahami tata surya terutama mengenal nama-nam planet dalam tata surya.
Klasifikasi Tingkat Retensi Pemain Video Game Online Mustofa, Mustofa; Purwanto, Heru; Fandi Dwi Imaniawan, Fabriyan
Informatics and Computer Engineering Journal Vol 4 No 2 (2024): Periode Agustus 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v4i2.4910

Abstract

The internet has become an integral part of people's lives, with 5.44 billion users worldwide and 185 million users in Indonesia. Internet use covers a wide range of areas, including entertainment such as video games, which had an estimated 3.38 billion global users in 2023 and continues to grow. The video game industry shows huge market potential, with significant revenues. To exploit this potential, game developers must maintain player loyalty. Player retention, i.e. a game's ability to retain players over a long period of time, is critical in increasing a game's revenue and popularity. Knowing player retention rates is a key strategy in marketing, as high retention is associated with higher loyalty. Previous research has examined player behavior and retention in the context of games, but there is no comprehensive model for various types of games. This research aims to develop a classification model that can identify the characteristics of players with high or low retention rates. This model is expected to help game developers design more effective retention strategies. The findings of this research will provide in-depth insight into the factors that influence player retention and offer guidance for game developers in developing better features and strategies to retain players.
PERANCANGAN UI & UX APLIKASI PERSEDIAAN BAHAN BAKU UNTUK PRODUKSI PADA PT. INDOMAS PRIMA SEJATI: Pendahuluan, Tinjauan Pustaka, Metode Penelitian, Pembahasan, Kesimpulan dan Penutup Ira Damayanti; Ismail
Informatics and Computer Engineering Journal Vol 4 No 2 (2024): Periode Agustus 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v4i2.4937

Abstract

Indomas Prima Sejati is a company operating in the manufacturing sector. Management of raw material inventory data at PT. Indomas Prima Sejati is currently still doing it manually in preparing the latest stock reports. This manual approach is less effective and efficient because it has the potential to cause errors in recording and takes a long time to compile inventory reports. Raw materials are a number of materials used in the production process for resale. Therefore, raw material inventory management is very important for company operations because it has an impact on production efficiency, fulfilling consumer demand, and operational costs. In the midst of advances in the current digital era, the use of technology can help overcome this problem. To increase efficiency in managing raw materials, an inventory application design was designed that uses the design thinking method to create a User Interface (UI) and User Experience (UX) prototype. This application aims to simplify and increase the effectiveness of managing raw materials in the production process PT. Indomas Prima Sejati. This research chooses the design thinking method because its approach focuses on users, so that it can provide solutions that suit their needs. The design thinking process consists of five stages: empathize, define, ideate, prototype, and testing. In the testing stage, the researcher uses the Single Ease Question (SEA) approach to the some respondents to measure the level of ease of design solutions that have been made. Single Ease Question (SEA) is a testing technique by giving one question to respondents related to the task being tested. The application testing was successful in terms of ease of design solutions from respondents by getting an average score of 4,5 for application creation requests, then the prototype test results got an average score of 8.4 which means that the features made are easy to understand and understand.
Membangun Jalur Komunikasi Antara Darat Dengan Laut Via VSAT Kurniawan, Deni; Ismail, Ismail
Informatics and Computer Engineering Journal Vol 4 No 2 (2024): Periode Agustus 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v4i2.4982

Abstract

PT. Bintang Khatulistiwa Internusa is one of the vendors engaged in providing infrastructure and internet services specifically for ships. Customers who sail often need internet services to transmit data and communicate with the head office in Jakarta, so it is necessary to develop communication infrastructure that can connect between land and sea, this is an important challenge in the current era of digitalization. Visat, a technology that utilizes satellites to transfer data, has emerged as a potential solution for creating effective and reliable communication lines. This study aims to explore the process of building communication lines via Vsat that connect land and sea. Through literature analysis and case studies, PT. Bintang Khatulistiwa Internusa takes advantage of Visat technology in overcoming the geographic and infrastructure challenges associated with building communications lines in hard-to-reach areas. We also consider the economic, social, and environmental implications of implementing this technology. The results show that Vsat has great potential to improve connectivity between land and sea, providing significant benefits in terms of economic growth, regional integration and availability of access to information. However, challenges such as implementation costs, data security, and infrastructure resilience remain major concerns that need to be addressed in efforts to implement communication channels through Visat. Thus, this research provides important insights for stakeholders to plan and implement more efficient and inclusive communications infrastructure in land and sea areas.
Implementasi Metode Extreme Programming Untuk Merancang Sistem Informasi Payroll Pada PT. Jala Artha Karya Utami, Lilyani Asri; Sukmana, Alby
Informatics and Computer Engineering Journal Vol 4 No 2 (2024): Periode Agustus 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v4i2.5048

Abstract

Information systems provide additional benefits for the organization and business of PT. Jala Artha Karya, a general contractor company engaged in architecture, civil construction, mechanical and electrical, steel fabrication, tower construction and consultant. At PT. Jala Artha Karya, the payroll or salary and attendance system is currently still done manually through recording on a worksheet, which sometimes results in data redundancy and difficulty in making reports because they must be summarized first, and has the potential for abuse of authority and data manipulation. Therefore, it is necessary to design an information system for payroll at PT. Jala Artha Karya. The development of this information system is website-based and uses the Extremel Programming (XP) method, which is a simple software development approach and includes one of the agile methods developed by Kent Beck, Ron Jeffries, and Ward Cunningham. XP is one of the most popular agile methods and has become a very well-known approach in the world of software development. With the implementation of a website-based payroll information system at PT. Jala Artha Karya is expected to help manage payroll and attendance more effectively and efficiently.
Pengaruh Teknik Spilce Fiber Optic Terhadap Redaman (DB) Pada PT. Pandawa Karya Wijaya Putra Mitra ICON NET Ragil Wijianto; Saputra, Pandu Adi
Informatics and Computer Engineering Journal Vol 5 No 1 (2025): Periode Februari 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v5i1.7044

Abstract

Serat optik merupakan media transmisi yang banyak digunakan untuk jaringan pada serat optik pada lokal. transmisi terdapat berbagai macam kerugian atau loss redaman, salah satunya dikarenakan penyambungan serat optik. Kerugian dari penyambungan serat optik disebabkan oleh metode penyambungannya, yaitu metode fusion dan metode mekanik. Pada tugas akhir ini dilakukan penelitian tentang pengaruh teknik penyambungan fusion dan penyambungan mekanik terhadap serat optik guna mengetahui metode mana yang lebih baik untuk digunakan. Adapun serat optik yang diamati menggunakan serat optik Single Mode dengan panjang 30m, 70m, 90 dan 160m. Hasil yang diperoleh berupa table kerugian dari penyambungan serat optik. Pada penyambungan fusion didapatkan hasil yang tetap yaitu 0,01 dB. Pada penyambungan mekanik didapatkan hasil yang tidak tetap yaitu 0,06 dB dan 0,13 dB. Dari hasil yang diperoleh maka dianalisis bahwa penyambungan menggunakan metode fusion menghasilkan redaman yang lebih kecil dibandingkan dengan penyambungan menggunakan metode mekanik
Penerapan Metode Waterfall Dalam Membangun Aplikasi Kursus Programming Berbasis Web Supriatiningsih, Supriatiningsih; Mulyanto, Joko Dwi
Informatics and Computer Engineering Journal Vol 5 No 1 (2025): Periode Februari 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v5i1.7435

Abstract

Currently, the world of work requires skilled labor with work-ready skills. One of the skills needed in the world of work is computer skills. Course education institutions can be used as an alternative to learning the skills needed by the world of work. Therefore, many course education institutions (LPK) have sprung up that organize work-ready education to meet the needs of the world of work. Kurus programming is a course education institution that focuses on programming languages, namely web programming, java, and c++ which aims to help students to make projects or assignments. The coding course application system at skinny programming is a website-based system in the IT field, it is hoped that this system can help course management and facilitate student data management, scheduling and management of payment funds from students. With this system, it can facilitate students to register, select tutors, select the desired course class, and select the main material. The obstacles that researchers find in thin programming include registration, both students and tutors are still written by hand, making schedules and payment systems are also still done by recording all existing transactions using handwriting and in the book in writing, because using handwritten data is prone to loss such as being exposed to water or torn so that researchers make this system so that data is safe and easy to find again, difficulty in finding tutors that suit your needs and promotions that are not yet widespread. The method used is the Waterfall method which is divided into several stages: Software Requirements Analysis, Design, Program Code Generation, Testing and maintenance. For this reason, researchers try to create a web-based coding course information system in the hope that it can provide convenience for students or students in doing assignments.