cover
Contact Name
Yosep Septiana
Contact Email
yseptiana@itg.ac.id
Phone
+6282124588750
Journal Mail Official
algoritma@itg.ac.id
Editorial Address
Jl. Mayor Syamsu No.1, Jayaraga, Kec. Tarogong Kidul, Kabupaten Garut, Jawa Barat 44151
Location
Kab. garut,
Jawa barat
INDONESIA
Jurnal Algoritma
ISSN : 14123622     EISSN : 23027339     DOI : https://doi.org/10.33364/algoritma
Core Subject : Science,
Jurnal Algoritma merupakan jurnal yang digunakan untuk mempublikasikan hasil penelitian dalam bidang Teknologi Informasi (TI), Sistem Informasi (SI), dan Rekayasa Perangkat Lunak (RPL), Multimedia (MM), dan Ilmu Komputer (Computer Science).
Articles 1,026 Documents
Rancang Bangun Sistem Informasi Persatuan Orang Tua Murid dan Guru Mulyani, Asri; Nashrulloh, Muhammad Rikza; Nurmahmudi, Raihan
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1488

Abstract

TK Persis Tarogong is one of the growing and developing educational institutions in the Garut district, especially in terms of technological development and school information. The author intends to contribute to the educational institution of TK Persis Tarogong by planning a web-based Parent Student and Teacher Association Information System, which aims to support the smooth learning process as well as assist parents in monitoring their children and obtaining information on POMG activities. This information system uses the RUP (Rational Unified Process) development method with the stages of Inception, Elabolation, Construction, and Transition. The system design used in this research is web-based using UML, the UML design built is Usecase Diagram, Squence Diagram, Activity Diagram and Class Diagram. The result of this research is a web-based information system that is expected to help parents and teachers at Persis Tarogong Kindergarten. The contribution of this research is that it can help TK Persis Tarogong in developing technology and school information.
Rancang Bangun Virtual Reality Tour Sebagai Inovasi Media Promosi Wisata Ecopark Berbasis Website Chaerunisa, Adinda; Julianto, Indri Tri
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1687

Abstract

Garut is home to a number of pine forest ecoparks and natural attractions. These pine forests in Garut are known for their amazing natural attractions. Conventional media such as images, videos and texts have been used by natural attractions in Garut City as promotional media for disseminating information to tourists. However, this conventional media is less helpful because it only displays still images, videos and texts which are less interactive and real. Utilization of current technological advances such as Virtual Reality, can be applied to the media promotion of Ecopark natural attractions, especially pine forests as improving the experience of visitors before visiting tourist attractions so that visitors can consider appropriate transportation, distance, and road conditions to that location. The purpose of this research is to design a Virtual Reality Tour of Ecopark Nature Tourism that can be used as a suggestion of places to visit and provide information to prospective visitors. The method used in this research is the Multimedia Development Life Cycle with six stages, namely concept, design, material collection, manufacture, testing and distribution. The testing technique in this research is alpha testing using black box. The final results of this study obtained the Ecopark Virtual Reality Tour Website with chat bot features, Maps, hotspots, audio narration and backsound.
Rancang Bangun Virtual Reality Tour Untuk Media Promosi Tempat Hangout Menggunakan Metode Multimedia Development Life Cycle Nurhaqiqi, Lisda; Julianto, Indri Tri
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1688

Abstract

The culinary and tourism industry in Garut Regency is growing rapidly with the emergence of various cafes, restaurants, and tourist attractions that target visitors from various groups. Currently, marketing strategies are still dominated by conventional media such as images, videos, and text, which are less interactive and have not utilized digital technology optimally. Therefore, this research aims to design and build a Virtual Reality Tour Website as an innovative solution in the promotion of Hangout places in Garut. This website is designed to provide an interactive and immersive experience, allowing users to feel as if they are directly at the tourist attraction. The method used is the Multimedia Development Life Cycle (MDLC), which includes the stages of Concept, Design, Material Collecting, Assembly, Testing, and Distribution. Website development was carried out using 3D Vista software, with Alpha and Beta testing involving 20 respondents from five tourist attractions in Garut. The test results showed a usability testing value of 4.66, indicating a very good assessment. This website provides features such as tourist information, facilities, rides, galleries, culinary, location maps, Virtual Reality Tour, automatic chat, and profile videos. With the application of Virtual Reality technology, it is expected to increase tourist attraction and popularize Hangout places in Garut at the national and international levels.
Rancang Bangun Game Edukasi Keamanan Berkendara Berbasis Mobile Fitriani, Leni; Wafa, Adhima Rasyadani
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1689

Abstract

Driving safety is an important aspect in reducing the risk of traffic accidents. This research aims to develop a mobile-based educational game as a learning media about driving safety. The methodology used is Digital Game-Based Learning (DGBL) - Instructional Design (ID) with stages of Analysis, Design, Development, Quality Assurance, and Implementation & Evaluation. Testing is done with Black-box Testing and effectiveness evaluation using Likert scale. The results showed that this educational game scored 94.44% in the strongly agree category, indicating high effectiveness in improving users' understanding of driving safety. The contribution of this research is to offer an interactive learning approach that can be applied in driving safety education more broadly, with the potential to expand to other platforms to increase user reach.
Penerapan Multimedia Interaktif Wayang Golek Menggunakan Metode Multimedia Development Life Cycle (MDLC) Pada Tingkat Sekolah Dasar (SD) Nashrullah, Muhammad Rikza; Noerkemalasari, Dylla
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1695

Abstract

Wayang golek is one of Indonesia's traditional arts originating from West Java and plays an important role in Sundanese culture. However, along with the development of technology and information, the existence of wayang golek is threatened with extinction due to lack of support and public interest, especially among the younger generation. This study aims to increase students' interest and understanding of wayang golek through the application of interactive multimedia based on the Multimedia Development Life Cycle (MDLC). The MDLC method is used in the development of this interactive multimedia application, which includes the stages of Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The development of this application involves the use of software such as Adobe Animate, Draw.io, and Balsamiq Mockups to produce interesting and interactive learning materials. This application is designed for grade VI students of elementary schools in Garut Regency. The results show that the developed interactive multimedia application is able to provide a more interesting and effective learning experience for students. Alpha and beta testing showed that this application functions well and is positively received by users. Thus, the application of interactive multimedia in learning wayang golek can be an effective solution to preserve this traditional art and increase the younger generation's interest in local culture.
Pengembangan Dan Implementasi Learning Management System (Lms) Moodle Dengan Pendekatan Aprila, Dzikri; Nashrulloh, Muhamad Rikza
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1698

Abstract

The development of computer technology has brought an impact on the advancement of internet technology, including in the field of education. Along with the advancement of the internet, education has also undergone a transformation, one of which is through the use of a learning management system (LMS) such as moodle at the 17 Garut state high school. however, moodle is experiencing interface problems that are confusing for teachers, students, and administrators due to inconsistent displays. This research aims to develop Moodle with a user-centered design (UCD) approach to improve information accessibility, ease of material and task management, and user interest in the application. UCD method is applied through understanding the use, determining user needs, design development, and design evaluation. The results showed that the development of the Moodle interface based on UCD succeeded in increasing ease of use, as evidenced by the results in the system usability scale (sus) test getting an average increase in usability scores from 40 to 68. with this adjustment, the development of the moodle learning management system makes it easier for users to use the LMS.
Implementasi Rest Api Untuk Pencatatan Akta Kelahiran dan Kematian Pada Platform Web Rahayu, Sri; Sutedi, Ade; Mutiara, Cahya
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1704

Abstract

Information and communication technology has evolved into a tool used to facilitate various tasks across society, including in civil registration services. However, in this study, issues were identified in the process of applying for birth and death certificates, as the current procedure remains complex and requires in-person visits to government offices with complete documentation. This research aims to develop a specialized application for birth and death certificate registration. The application will be integrated with village officers, thereby reducing the need for physical visits to government offices. The development of this application follows the Rational Unified Process (RUP) method, which involves four main phases: Inception, Elaboration, Construction, and Transition, and utilizes Unified Modeling Language (UML) for system architecture modeling, including use case diagrams, activity diagrams, sequence diagrams, and class diagrams. The resulting application is a web-based platform using REST API technology to connect with the population data server, and it is equipped with a notification service feature to facilitate message and information delivery to the public when applying for birth or death certificate services.
Rancang Bangun Platform Analisis Data Penjualan Dengan Menggunakan Algoritma Moving Average Study Kasus Heavy Cell: Studi Kasus Heavy Cell Heryanto, Deni; Guntur nuriawan, Ridzky
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1705

Abstract

Heavy Cell is a telecommunications company facing two main issues: delays in procurement from suppliers and inefficient warehouse management. This study aims to develop a sales data analysis platform using the Moving Average Algorithm to improve stock management efficiency and demand forecasting. By applying the waterfall method, the research results in a web- and mobile-based platform expected to reduce procurement delays and optimize warehouse management. The contribution of this research lies in enhancing operational efficiency and customer satisfaction.
Implementasi Aplikasi Game Edukasi Multimedia Interaktif Untuk Memperkenalkan Alat Musik Tradisional Jawa Barat Berbasis Android Nashrulloh, Muhammad Rikza; Patria, Dhika Muhamad
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1713

Abstract

The advancement of information and communication technology (ICT) has had a significant impact on various sectors, including education. One of the latest innovations in this field is interactive multimedia-based educational games, which offer more engaging learning methods. In Garut Regency, West Java, the introduction of traditional musical instruments faces challenges due to limited access and teaching methods that are less appealing to elementary school students. To address this issue, this study proposes the development of an Android-based educational game application aimed at introducing traditional musical instruments of West Java, such as angklung, suling, calung, kecapi, rebab, jentreng, karinding, arumba, jengglong, and celempung. The application is developed using the Multimedia Development Life Cycle (MDLC) methodology. It provides features to learn the shape and how to play each instrument, along with quizzes to assess students’ understanding. Previous studies have shown that educational games can increase interest and understanding of traditional culture through interactive approaches. This application is expected to be an effective solution to preserve and introduce traditional musical instruments to elementary school students, as well as to foster a sense of pride in their local culture. This research aims to contribute to the preservation of local culture by utilizing interactive multimedia technology and can serve as a reference for the development of similar educational applications in the future.
Rancang Bangun Game Aim Trainer Untuk Pemain Game FPS Menggunakan Game Engine Unity Giandhani, Mochammad Rizky; Elsen, Rickard
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1725

Abstract

First Person Shooter (FPS) games are played from a first-person perspective and primarily focus on the use of weapons and combat ammunition. In both regular FPS games and competitive FPS genres, precise aiming skills and good reflexes are required to overcome obstacles or enemies encountered during gameplay. These aiming and reflex skills can be developed through gameplay; however, several issues may hinder this process. One such issue in competitive FPS games is the presence of disruptive players with negative behavior, which can affect a player’s concentration during aiming practice. To address this, aiming practice can be conducted using a third-party application known as an aim trainer game. An aim trainer game is an application focused on enhancing FPS players’ ability to control the mouse and accurately move the crosshair toward targets. The aim trainer game in this study will be developed using the Unity game engine, a software platform used to create and develop games, applications, simulations, and more. This research aims to design and develop an aim trainer game as a training medium for players who wish to improve their aiming skills. The game will feature two training modes: timed target shooting and accurate target shooting. The development of the aim trainer game will use the Game Development Life Cycle (GDLC) methodology, consisting of the following stages: Initiation, Pre-production, Production, Testing, Beta, and Release. This study is expected to assist players in enhancing their aiming precision and reflexes, contributing to better performance in FPS games.

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