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
Prediksi Jumlah Pengunjung Pariwisata di Kabupaten Garut Menggunakan Algoritma Regresi Linear Agustin, Yoga Handoko; Satria, Eri; Siti Nursifa, Fadia
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.22-1.1807

Abstract

Tourism has great potential in driving economic growth through job creation, income enhancement, and positive impacts on various related sectors such as handicrafts, accommodation, and transportation. Garut Regency, located in the southern part of West Java Province, is increasingly recognized for its natural tourist destinations that remain unspoiled and attract many visitors. However, the surge in visitor numbers at these destinations has posed several challenges, including overcrowding that reduces comfort and safety, as well as a decline in service quality due to high demand. Inadequate infrastructure, such as transportation and parking facilities, is also an issue that needs to be addressed. To assist the local government in preparing for future increases in visitor numbers, this study utilizes the Linear Regression algorithm to predict the number of tourist visits to Garut Regency. This algorithm is chosen for its ability to measure the relationship between the dependent variable (number of visitors) and independent variables (factors influencing visits). Data collection is carried out by grouping the number of visitors based on tourist categories, resulting in more accurate and relevant prediction models. The research findings show that the linear regression model can generate predictions with a Mean Absolute Error (MAE) of 11,406.37, Mean Absolute Percentage Error (MAPE) of 6.449, Mean Squared Error (MSE) of 282,815,506.30, and Root Mean Squared Error (RMSE) of 16,817.12. The R-squared (R²) value of 0.9346 indicates that the model can explain approximately 93.46% of the data variance, demonstrating good predictive performance. However, the relatively high MAPE value indicates inconsistencies in the dataset, likely caused by very small or zero actual values. This prediction is expected to assist the Garut Regency Tourism Office in strategic planning and decision-making, such as infrastructure preparation, service quality improvement, and tourism promotion planning. This study also opens up opportunities for further development using other prediction algorithms to achieve more optimal results.
Rancang Bangun Virtual Reality Tour Pengenalan Sekolah Berbasis Web Fatimah, Dini Destiani Siti; Pariyatin, Yeni; Fhadillah, Shelly Umayah
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.22-1.1808

Abstract

Virtual reality tour is a technology that allows users to interact with the virtual world, which is a visualization of the real environment presented online. in the field of education this technology can be used to introduce schools by providing visual experiences including being able to see locations with a 360o view, the use of Virtual Reality Tour technology can be used as a solution as a supporting technology for promotion and introduction at a school. With the Virtual Reality Tour users can see by not coming directly to the School. To build a Web-Based School Introduction Virtual Reality Tour Application implements the Multimedia Development Life Cycle (MDLC) development method with six stages, namely concept, design, material collection, manufacture, testing, and distribution. This research produces a web-based school introduction virtual reality tour application. Beta testing obtained results in accordance with expectations. As well as testing the results of beta testing using the usability testing method with a total of 20 respondents who produced a score of 4.52, this includes very good measured on a scale of 1 to 5.
Rancang Bangun Sistem Monitoring Kinerja Karyawan dan Penggajian Karyawan Konveksi berbasis web : Studi Kasus: FPN Collections Alawiyah, Dini; Cahyana, Rinda
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.22-1.1818

Abstract

Employee performance is a crucial factor in a company's success, especially in the convection industry which relies on labor productivity. Therefore, an effective performance monitoring and payroll system is indispensable to ensure fairness of compensation and improve employee motivation and productivity. Payroll in a convection company includes not only basic salary, but also bonuses, overtime, and deductions, which require transparent and accurate management.This research aims to develop a web-based system that integrates performance monitoring and employee payroll in a convection company. The method used is prototyping with five stages: communication, quick plan, modeling quick design, construction of prototype, and deployment delivery & feedback. Data Flow Diagram (DFD) is used for system design, while testing is done using the black box testing method.The results showed that this system can improve efficiency in performance monitoring and payroll management. The test resulted in a success rate of 87.6%, which is categorized as very good.
Implementasi Superenkripsi Dsa dan Aes 128 Bit Dalam Pengamanan File Surat Digital Nuraeni, Fitri; Amrulloh, Muhammad Fawaz; Mulyani, Asri; Kurniadi, Dede
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.22-1.1832

Abstract

Digital signatures are important for companies to overcome distance and time constraints. Therefore, a digital signature system is needed that is not only efficient but also has a high level of security to prevent data falsification or document legality. This research contributes to improving data security and integrity by implementing DSA and AES 128 Bit superencryption in the “Paperless Room” Digital Signature application. The implementation of the technology used is such as ReactJS, NodeJS, NextJS, cryptography modules in JavaScript, and PostgreSQL databases. Evaluation is done through penetration testing and measurement of encryption and decryption performance. The results show that this superencryption successfully improves efficiency and security, with an average encryption time of 165.67 ms and decryption of 98.17 ms, as well as an entropy value of 6.2837 which reflects a high level of security. In comparison, using DSA alone requires a longer encryption time of 242.97 ms and decryption of 312.83 ms, with a lower entropy of 4.8663. These findings confirm that DSA and AES-128 superencryption offer an optimal combination of efficiency and security for securing digital mail files in an enterprise environment.
Game Mobile Makhsif Makhroj dan Sifat dengan Huruf Hijaiyah Menggunakan Visual Audio Mubarok, Muhammad Syauqi; Fatimah, Dini Destiani Siti; Irpan, Nurul
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.22-1.1834

Abstract

One of the obligations of a Muslim is to read the Qur'an correctly, therefore it is important to learn how to read the Qur'an since childhood. Based on research by the Ministry of Religious Affairs and Nuonline, an article was released that randomized research of approximately 10 thousand Muslims in 32 provinces in Indonesia found that 38.49% did not have Quran literacy. In an effort to reduce this problem, it is necessary to diversify the delivery of learning to read the Qur'an by utilizing information technology such as Mobile-based Games. Based on these reasons, the purpose of this research is to design a game to help learning Makhroj and Sifat. The game development uses the Multimedia Development Life Cycle (MDLC) method. The method has 5 stages, namely, Concept, Design, Material Collecting, Assembly, and Distribution. The Alpha test results show that the game has successfully performed all the functions tested. The value of the Beta test results from seven questions given to 15 respondents is 89% which states that users are ‘Very Satisfied’. Therefore, it is hoped that this game can help children related to good and correct reading of makhroj.
Rancang Bangun Sistem Informasi Manajemen Anggaran Pada Organisasi Kemahasiswaan Berbasis Web Septiana, Yosep; Ridwan Alamsyah, Fathi
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.22-1.1839

Abstract

Organisasi kemahasiswaan di Institut Teknologi Garut menghadapi ketidakakuratan dalam pengajuan dan pencairan anggaran, menyebabkan kesalahan dan penundaan serta mengganggu transparansi dan akuntabilitas. Penelitian ini bertujuan mengembangkan sistem informasi manajemen anggaran berbasis web untuk mempermudah pengelolaan dan meningkatkan akurasi serta transparansi melalui pemantauan real-time. Sistem ini dikembangkan dan memanfaatkan fase inception, elaboration, construction, dan transition metodologi Rational Unified Process (RUP). Data dikumpulkan melalui pemodelan dengan Unified Modeling Language (UML), tinjauan literatur, kemudian percakapan dengan pemangku kepentingan. Pengujian alpha dilakukan untuk uji fungsionalitas, dan pengujian beta untuk kelayakan pengguna menggunakan metode usability testing. Dari 24 responden, hasil pengujian menunjukkan rata-rata kelayakan pengguna sebesar 87,79%, menunjukkan bahwa sistem ini sangat layak digunakan.
Rancang Bangun Media Pembelajaran Interaktif Materi Operasi Hitung Untuk Sekolah Dasar Berbasis Android Rahayu, Raden Erwin Gunadhi; Julianto, Indri Tri; Nurul Muttaqin, Epwan
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.22-1.1851

Abstract

This research aims to design and develop android-based interactive learning media to help grade 1 elementary school students understand addition and subtraction operations. Multimedia Development Life Cycle (MDLC) includes the stages of concept, design, material collecting, assembly, testing, and distribution. The learning media is built using Adobe Animate and equipped with gamification elements such as badges, countdown, and score to increase student engagement. Alpha and beta testing were conducted on users, with beta testing results showing a user satisfaction score of 87.4% based on a Likert scale. The results show that the developed interactive application is feasible to be used as an alternative to learning mathematics in elementary schools.
Rancang Bangun Sistem Monitoring Pengaduan dan Pelaporan Pada Desa Berbasis Web Rifaldi, Muhammad; Fitriani, Leni
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.22-1.1859

Abstract

The advancement of digital technology in the era of the Industrial Revolution 4.0 opens up opportunities for village governments to improve the quality of public services. This research aims to design and build a web-based complaint monitoring and reporting system, with implementation in the Village, Garut Regency. The developed system, E-LaporDesa, uses the Rational Unified Process (RUP) method which includes the Inception, Elaboration, Construction, and Transition stages. The system integrates a Geographic Information System (GIS) to visualize data to support data-based decision-making. The main features of E-LaporDesa include location-based reporting, continuous monitoring, and comprehensive data management. Testing was conducted through blackbox testing to ensure system functions run according to specifications, as well as beta testing with end users to obtain feedback before publication. The results showed that this system can improve the responsiveness of village government services. The implementation of E-LaporDesa is expected to be a model that can be replicated and adapted to the needs of other villages to improve the effectiveness of complaints management and digital-based public services.
Pengembangan Aplikasi Monitoring Proses Penjahitan APD Berbasis Web Menggunakan Metode Extreme Programming Hudawiguna, Sigit; Buchori, Nizar; Setiawan, Ridwan; Liyana Ulfa, Risma
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.22-1.1882

Abstract

In the era of digital transformation, delays in the production process due to manual recording are still a challenge for manufacturing industry players, including PD. Arrum Berkah Sentosa which produces personal protective equipment (PPE) made from leather. This research aims to develop a web-based PPE sewing process monitoring application using the Extreme Programming (XP) method. The development process includes planning, design, coding, and testing stages. The system includes employee attendance features, recording work results, managing stock items, and weekly reporting. Testing is done through the black-box method and System Usability Scale (SUS). The test results show that the system runs according to functionality with a SUS score of 80.13, which is in the “Excellent” category. The findings show that the XP approach is effective in responding to the dynamic needs of users as well as improving production efficiency in the manufacturing MSME sector.
Aplikasi Augmented Reality Untuk Pengenalan Mata Uang ASEAN Berbasis Android Tresnawati, Dewi; Pardiansyah, Irgi
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.22-1.1906

Abstract

An Augmented Reality (AR) based ASEAN currency recognition application was developed to provide an interactive experience in recognizing the currencies of ASEAN countries. Different from previous research that only displays static information, this application integrates AR technology with additional features such as 3D visualization of currencies, automatic detection of real-time exchange rates through global APIs, as well as an interactive interface designed to enhance user understanding. By utilizing the Vuforia Engine, the app can accurately recognize banknotes from Indonesia, Malaysia, Philippines, Singapore, and Thailand and display details of the denomination, dimensions, and security elements of each currency. Development was conducted using the Multimedia Development Life Cycle (MDLC) method which includes the stages of Concept, Design, Material Collecting, Assembly, Testing, and Distribution. Testing using Black Box and Beta Testing methods showed that this application runs according to the designed specifications and received positive responses from users. With its innovative features, this application has the potential to improve financial literacy in the ASEAN region through a more interactive and accessible approach.

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