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
PENGEMBANGAN APLIKASI TAMU WAJIB LAPOR DI DESA KARANGSALAM BATURADEN BERBASIS ANDROID Ragil Wijianto Ragil; Saefudin Saefudin; Arif Dwi Saputra
Informatics and Computer Engineering Journal Vol 3 No 1 (2023): Periode Februari 2023
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.v3i1.1783

Abstract

Information technology and its application devices are growing rapidly. Android-based technology is a technology that has been widely used in recent years, this is because Android supports the mobility of its users, only through smartphones can access various information as needed. Android is an operating system using Linux which is being developed in the midst of other OS. The application of android applications is not only carried out by large companies or agencies but can also be used in villages. Karangsalam Baturaden Village, Banyumas Regency, at the RT level has a guest system that is required to report 1x24 hours for security in the living environment, but many residents sometimes find it difficult and ignore this due to busyness and time constraints, as well as inefficiency when it comes to filling out forms and attaching files. such as photocopy of ID card. From these problems, it is necessary to solve the problem by making an Android-Based Application for Guest Visits in Karangsalam Baturaden Village. The method used is the Extime Programming method for system design and analysis, system description using flowcharts or flowcharts, data collection, namely observation and literature study, for making applications using the Kotlin programming language, Android Studio as an android-based application creation tool, for backend making APIs. using the php language, the database using PHPmyadmin. The guest application must report to facilitate the services of Karangsalam villagers at the RT level, especially when managing and monitoring visiting guests
GAME EDUKASI “PERJALANAN SI KOKO” SEBAGAI MEDIA PEMBELAJARAN Corie Mei Hellyana; Nuzul Imam Fadlilah; ragil wijianto; Khoerul Amin Ade Putra
Informatics and Computer Engineering Journal Vol 3 No 1 (2023): Periode Februari 2023
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.v3i1.1784

Abstract

Learning the introduction of computer device for children is will very monotonous. Of course, this is not effective and efficient in the learning of children who tend to see something that attracts attention. In addition, very few elements that help learning include images and text. In teaching and learning activities, the learning method is the key to the success of the learning activities carried out. The method used in this research is by means of observation and literature study where researchers make direct observations and study, research and examine various literatures related to the subject related to the background of this educational game. Therefore, the game “Si Koko’s journey” was made as a learning medium which is a game with an educational concept and makes the game fun learning medium. Games are on of the entertainment media that are currently favored by children and adults as mere pleasure, but it would be better if games were created as learning tool so that children can be more creative in thinking. Games that have educational values are better known as educational games. This educational type game aims to provoke interest in learning about the subject matter while playing, so that feelings of pleasure arise in the hope that children can more easily understand the subject matter provided.
PEMBUATAN GAME “TEBAK GAMBAR HEWAN” UNTUK ANAK SD KELAS 3 BERBASIS ANDROID Aprih Widayanto; Wahyu Nur Pradana Pradana
Informatics and Computer Engineering Journal Vol 3 No 1 (2023): Periode Februari 2023
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.v3i1.1786

Abstract

Abstracts - The goal to be achieved in this Final Project is to create an animal-themed educational game by guessing pictures as the main gameplay element that can be run on Smartphone media. This is motivated by the unavailability of all animals in the children's residence and the absence of an educational park or zoo in the children's neighborhood. By using games as a medium for learning animal names, the author will make the learning process to recognize animal names more interesting. There are many things to learn and need to know in the process of making this Guess the Picture: World of Animals game. The first of course is the selection of the type of animal and the animals in it, the next is to make the design concept, of course all the design concepts in this game will be adjusted to the goals and themes, then the next process is to create or search game assets based on the concepts that have been selected and make preparations into the program (software) that has been selected. Here the author uses a main software, namely Construct2 which is a game designer application that uses HTML5 as its programming language. Keywords: Game, Education, Animal, Construct2, HTML5
APLIKASI PENCARIAN DAN PENGUMUMAN BARANG HILANG “CARLIK-CARI PEMILIK” BERBASIS MOBILE Joko Dwi Mulyanto; ragil wijianto; Saefudin Saefudin; Affan Sholahuddin
Informatics and Computer Engineering Journal Vol 3 No 2 (2023): Periode Agustus 2023
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.v3i2.1785

Abstract

Generally, every soul has almost experienced the loss of something that previously existed and had no longer exists. The event off loss, especially of property, can cause anxiety for someone who is looking for lost items. This is because there is a possibility of someone will find the lost items. Currently, the process of searching and announcing lost items is not going well because of existing factors such as that information does no spread widely. Therefore, a media is needed that can be a place to accommodate information on the search and find of lost items with the intention of helping people find and return lost items. Android-based application development using Dart programming language, Flutter framework, Firebase database, and Nominatim API. Application development method using Software Development Life Cycle (SDLC) method with waterfall model and tested with black box testing method. The results of the application development indicate the application can run well according the required specifications and can be seen from black box testing with valid results
Perancangan Sistem Informasi Peminjaman Dan Pengembalian Buku Perpustakaan Berbasis Web Di Smk Tujuh Lima 1 Purwokerto Joko Dwi Mulyanto; Windi Apriliyanti
Informatics and Computer Engineering Journal Vol 3 No 2 (2023): Periode Agustus 2023
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.v3i2.2250

Abstract

The school library is part of the education component that cannot be saparated form the school environment. As one form of education, the school library function as a learning support for students as well as fosters interest in reading in order to achieve educational goals at school. The library is an instituttion that manages the collection of written, printed, and or recorded work professionally with a standard system to meet the needs of education, research, presevation, information and recreation of students as the use of the library. Based on the author’s research, SMK Tujuh Lima 1 Purwokerto is an educational institution where there is a library with a manual book-lending service system using a book recording method or it can be said that it has not been computerized, thus hampering lending activities within the library itself, using a computerized system so that it can lighten and facilitate activities in the library in borrowing and returning books. The software development method used is the prototype method. Then made a web-based book lending and return information system design which aims to make it easier for officers to manage library data and can minimize the riskof loss or damage to documents.
Aplikasi Dewisita Pesona Wisata Di Jawa Tengah Berbasis Android Ragil Wijianto; Yesti Nurdeviyanti
Informatics and Computer Engineering Journal Vol 3 No 2 (2023): Periode Agustus 2023
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.v3i2.2266

Abstract

Indonesia is one of the island country in the world. Many tourist destinations that can be developed in every region throughout Indonesia. Central Java Provice as one of the province that has a variety of attractions that can be used as a mainstay of income. The development of various kinds of new tourism in Central Java and the development of mobile technology is also growing very rapidly at this time. One operation that is widely used today on smartphones is Android. Apart from being a communication device, smartphones are also added features such as video management, images, documents and so on. Tourists will be able to use their smartphone to find out tourism information in Central Java practically. For this reason the author tries to make a Final Project about the Android-based DEWISITA application program. This application can make it easier for users to travel in Central Java Province. This application uses an online system, so users can open applications must be connected to the internet. It is expected that the Central Java tourism application can be developed to run on other operating systems (multi platform)
SISTEM INFORMASI POSYANDU DESA SALAWANGI KABUPATEN MAJALENGKA BERBASIS WEBSITE Aprih Widayanto; Yogi Adiyanto
Informatics and Computer Engineering Journal Vol 3 No 2 (2023): Periode Agustus 2023
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.v3i2.2267

Abstract

Posyandu is a basic health activity organized from, by and for the community assisted by health workers. Posyandu is one of the Community-Based Health Efforts (UKBM). So, Posyandu is a self-help activity from the community in the health sector with the person in charge of the village head. The concept of Posyandu is closely related to cohesiveness. The integration referred to includes integration in the aspects of the target, aspects of the location of activities, aspects of the organizing officer, aspects of data and so forth. (MOH RI, 2012: 1). Internet technology can be utilized to gain access to Posyandu information. Data can be stored online so that it can be accessed by the people who are members of the group. A web-based posyandu information system is needed to make this happen. This system is used by Posyandu cadres to record data on posyandu activities. Then it can be accessed by residents to get information about posyandu activities. Internet technology is needed to access information without being bound by place and time. It is hoped that with this web-based Information System, data recording is more easily done by posyandu cadres and information on posyandu activities can be accessed easily by the community. Keywords : Information Systems, Posyandu, Web-Based, Internet
Implementasi Bahasa Phyton Untuk Clusterisasi Data Penjualan Menggunakan Metode K-Means Corie Mei Hellyana
Informatics and Computer Engineering Journal Vol 3 No 2 (2023): Periode Agustus 2023
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.v3i2.2290

Abstract

In a business or trade, the process of keeping stock of goods is one way to provide customer satisfaction. To fulfill this, business owners must be able to analyze which goods or products are selling well, selling well and not selling well in the market, not an easy thing if the business has hundreds or even thousands of products sold every month. This problem can be solved by clustering sales products using the K-Means method. In the clustering process using the Python programming language which is object oriented which produces 3 clusters, where 1 cluster is for products that sell well, the next 2 clusters for products that are selling well and not selling well. The results of this clusterization can later be used by business owners in maintaining inventory and establishing sales strategies.
Sistem Informasi Pengolahan Data PPKS Pada Sentra Terpadu “Pangudi Luhur” Bekasi Difa Afnan Ramadhan; Acmad Nurhadi
Informatics and Computer Engineering Journal Vol 4 No 1 (2024): Periode Februari 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.v4i1.2519

Abstract

Integrated center “pangudi Luhur” Bekasi Is an institution that specifically serves the need for social welfare services (PPKS), PPKS is a group, community of people who have obstacles, difficulties, or distractions, unable to carry out their social functions, so they need social services to meet their needs his life both physically and spiritually as well as socially adequately and fairly. Along with the development of technology, PPKS data processing, both registration, progress, and complaints, has not been managed properly in a computerized way, still using paper so that workers really need time to find the PPKS data. So for this reason, a PPKS data processing information system was created to help process PPKS data processing, developments and complaints using a web-based program. The method used in this preparation is the waterfall method. The stages of waterfall development are Analysis, Design, Coding, Unit testing, Maintenance. At this stage of web design using UML, namely: Usecase Diagrams, Squence Diagrams, Class Diagrams, Deployments and ERD. As for the programming support, the Codeigniter Framework is a result of the system being able to provide a web for the integrated “pangudi Luhur” Bekasi center for data processing and PPKS complaints.
Penerapan Algoritma C4.5 Dalam Menentukan Prediksi Prestasi Siswa Pada SMPN 51 Jakarta Muhammad Hamdan Sukri; Yopi Handrianto
Informatics and Computer Engineering Journal Vol 4 No 1 (2024): Periode Februari 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.v4i1.2582

Abstract

The world of education is the birthplace of state servants and the instrument for forming the personality of the state. Schools are the most important places where Indonesia's "state builders" must strive to bring this country to world competition. This study aims to apply the C4.5 algorithm in determining student achievement predictions at SMPN 51 Jakarta. The method used in this study is the C4.5 algorithm, which is one of the most popular and effective machine learning algorithms for decision making. Algorithm C4.5 is used to build a predictive model of student achievement based on various relevant attributes, such as attendance, attitude scores, and extracurriculars. the results of the implementation are carried out using the Data Mining Rapid Miner software, where the results will later prove that the results of the analysis carried out by applying the C4.5 algorithm are in accordance with the results of the implementation. The results obtained are the "Extra Curricular" attributes which become leaves or leaves. Then the attribute "Alpha" gets the highest gain value with a result of 1. Then "Alpha" becomes the last B root node. Then the attribute "Alpha" SB becomes the last root node that gets the highest gain value with a result of 0.468995594. Then the attribute "Alpha" with a value > 0 has an unachieved answer or "NO" and with a value <= 0 has an achievement answer.

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