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 Virtual Reality Tour Video 360° Untuk Menunjang Wisata Arung Jeram Berbasis Web Julianto, Indri Tri; Tizani, Sofyan
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.1915

Abstract

The tourism sector plays a vital role in economic development, as it has the potential to increase national income, create employment opportunities, and contribute to foreign exchange earnings. Garut, a regency in Indonesia, has experienced significant changes in the number of domestic and international tourist visits over the past three years. White-water rafting on the Cimanuk River has emerged as one of the main attractions, with its class-3 river characteristics offering a challenging yet relatively safe experience, presenting great potential to attract tourists. Although promotional efforts for rafting in Garut have utilized social media platforms such as Instagram, TikTok, and Google Business, there remains considerable opportunity to enhance tourism appeal through more innovative promotional technologies. This study proposes the use of Virtual Reality Tour technology to support web-based promotion of white-water rafting tourism. This technology enables prospective visitors to virtually experience rafting through interactive and immersive 360° video. The Virtual Reality Tour application was developed using the Multimedia Development Life Cycle (MDLC) method, which includes six stages: concept, design, material collection, production, testing, and distribution. The application features text, audio, 360° panoramic images, 360° video, interactive hotspots on panoramic images, location information via Google Maps, and a live chat feature with tourism managers. Application testing yielded average scores of 88.44% for learnability, 85% for efficiency, 87.19% for memorability, 78.75% for error handling, and 87.5% for user satisfaction. Overall, the application achieved an average score of 85.38%, categorized as “very good.” These results indicate that the 360° Virtual Reality Tour application is user-friendly and can enhance the promotional experience of white-water rafting tourism on the Cimanuk River.
Pengembangan Sistem Perekapan Laporan Transaksi Keuangan pada Jasa Percetakan Menggunakan Metode Extreme Programming Nurul Muttaqin, Iswan; Setiawan, Ridwan
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.1941

Abstract

In an effort to improve financial management efficiency in the printing service business, this study developed a transaction report recording system using the Extreme Programming (XP) method, one of the agile software development approaches. The study was conducted at P2 Digital Printing in Garut, which previously faced issues with manual financial recording, such as input errors and report delays. This research fully implemented the XP stages, starting from planning (preparation of user stories and iteration plan), design (interface design, CRC cards, and UML diagrams), coding (implementation with pair programming, refactoring, and continuous integration), to testing (using Equivalence Partitioning and Acceptance testing). Test results showed that the system was able to manage transactions, accounts receivable and payable, and financial reports in real-time with higher accuracy compared to manual processes. The contribution of this study lies not only in the application of XP for a web-based financial system, but also in the integration of key features relevant to the needs of MSME-scale printing industry. Compared to previous studies that generally focused on educational institutions or cooperatives, this system provides a practical approach for printing businesses in terms of speed, data accuracy, and flexibility of use. These findings can serve as a reference for implementing XP in financial system development for similar sectors.
Rancang Bangun Permainan Arkade Aksara Sunda Menggunakan Metode Game Development Life Cycle Ilyasa, Salya; Fitriani, Leni
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.1962

Abstract

This research aims to develop an arcade game based on Sundanese script as an interactive educational media. The main contribution of this research is the systematic application of the Game Development Life Cycle (GDLC) method in the development of educational games, as well as testing their effectiveness in improving the understanding of Sundanese script among elementary school students. The GDLC method was used to ensure that the development of the game was carried out in stages from initiation to release. The results showed that the game developed was able to increase students' interest and understanding of Sundanese script, as evidenced through Alpha Testing and Beta Testing evaluations. Compared to previous studies, this approach focuses more on the entertainment and interactivity aspects of Sundanese script learning. Thus, this research contributes to the development of more interesting and effective game-based learning media.
Prediksi IHSG Dengan Algoritma Autoregressive Integrated Moving Avarage (ARIMA) Ibrahim, Roby; Agustin, Yoga Handoko
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.1963

Abstract

Perkembangan pasar modal merupakan salah satu indikator utama perekonomian suatu negara. Oleh karena itu, kemampuan memprediksi pergerakan Indeks Harga Saham Gabungan (IHSG) sangat penting bagi investor dan pelaku pasar modal. Tujuan dari penelitian ini adalah mengembangkan model IHSG dengan menggunakan algoritma Autoregressive Integrated Moving Average (ARIMA) dengan dukungan software RapidMiner. Hasil uji simulasi menunjukkan bahwa model ARIMA dapat menjadi alat yang berguna bagi investor dan peneliti pasar untuk mengambil keputusan yang lebih bermakna. Metodelogi penelitian yang digunakan adalah CRISP-DM (Cross-Industry Standard Process for Data Mining)  meliputi langkah-langkah sebagai berikut: Pertama, pengumpulan data historis IHSG dari periode yang relevan. Kedua, menganalisis time series untuk memahami karakteristik IHSG. Ketiga, menerapkan model ARIMA dengan parameter (p;2, d;1 q;2) dengan MSE 2461.572, menggunakan metode analisis statistik dan mengevaluasi kinerja model. Keempat, menjalankan model ARIMA pada software Colabolatory untuk memprediksi aktivitas IHSG. Kelima, evaluasi performa model menggunakan metrik. .Hasil penelitian ini telah berhasil membuat model ARIMA terbaik yang diimplementasikan dengan Colabolatory dan dapat memberikan informasi yang akurat. Penelitian ini menghasilkan model prediksi dengan metrik evaluasi RMSE 1.43 dan MAE 1.13.
Implementasi MDLC untuk Aplikasi Edukasi Seks Anak Berbasis Android Tio, Ayank; Rahayu, Sri
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.1976

Abstract

Sex education is an important element in modern learning strategies that aim to educate children about sexual health and create informative interactions between educators and students. However, currently sex education is still widely carried out through lecture methods, which are often less interactive for children. This method can also lead to a lack of understanding and active involvement of children in learning. The lack of interactive and easily accessible media for children and parents outside the school environment is also a problem. Therefore, the purpose of this study is to design an Android-based application for sex education that can be used in schools and homes to improve children's understanding and self-protection. With this application, it is hoped that sex education can be delivered in a more interesting, interactive, and easily accessible way, both by children and parents. The methodology used is the Multimedia Development Life Cycle (MDLC) which is divided into six stages, namely starting from concept, design, material collection, development, testing, and distribution. The evaluation was carried out using alpha testing and beta testing with the blackbox testing method, which focuses on testing software functionality without paying attention to the details of its internal implementation. The results of the research are an Android-based learning media application with various features, such as materials in the form of images, music, animated videos, and educational games as a learning medium for sex education for children.
Aplikasi Berbasis Web Pengelolaan Pembiayaan Kegiatan Santri Menggunakan Metodologi Rasional Unified Process Rahayu, Raden Erwin Gunadhi; Latifah, Ayu; Azmi, Muhammad
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.1980

Abstract

Advances in information and communication technology have affected various sectors, including educational institutions such as Islamic boarding schools. Nurul Hikam Asy-Syarifiah boarding school, located in Garut, faces challenges in managing information regarding the financing of santri activities. This research aims to design a web-based application to improve the transparency of the management of student activity financing at the boarding school. The Rational Unified Process (RUP) methodology was used with the Laravel framework, PHP, and MySQL. The results show that this application makes it easier for parents of students to prepare budgets through structured billing information. The main contribution is an information technology solution to overcome financial management challenges in traditional educational institutions.
Rancang Bangun Aplikasi Simulasi Terapi Untuk Penderita Acrophobia Menggunakan Teknologi Virtual Reality Berbasis Android Mulyani, Asri; Ahmad Badar Muttaqin, Dadan
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.1997

Abstract

Acrophobia merupakan fobia atau ketakutan yang berlebihan terhadap ketinggian. Fobia ini dipengaruhi oleh faktor keturunan dan juga faktor lingkungan yang biasanya teradi akibat pengalaman traumatik terkait peristiwa kecelakaan pada ketinggian. Salah satu jenis terapi yang dapat digunakan untuk membantu penyembuhan acrophobia adalah Exposure Therapy, yaitu jenis terapi perilaku kognitif yang mana terapi dilakukan dengan cara menempatkan penderita di dalam lingkungan yang aman untuk memaparkan ketakutan yang dialami. Akan tetapi jenis terapi tersebut rentan terjadinya kecelakaan untuk dilakukan ketika tidak berada dalam pengawasan profesional. Oleh karena itu, untuk penelitian yang dilakukan ini yaitu untuk membangun alat untuk terapi acrophobia dengan menggunakan teknologi virtual reality yang mana penderita dapat melakukan terapi dengan aman lebih aman. Untuk tujuan dari penelitian ini yaitu untuk mengurangi resiko bagi penderita acrophobia pada saat melakukan terapi dengan menggunakan teknologi virtual reality. Hasil dari penelitian ini yaitu aplikasi simulasi terapi untuk penderita acrophobia ini dapat digunakan oleh penderita acrophobia dengan aman dan nyaman dan juga dapat membantu para penderita acrophobia dalam proses penyembuhan penyakit yang sedang dideritanya. Terdapat 3 skenario tingkatan ketinggian yang berbeda terapi pada aplikasi ini. Aplikasi ini dapat menjadi sarana baru bagi penderita acrophobia untuk melakukan terapi paparan dengan cara menggunakan teknologi virtual reality yang dapat mensimulasikan dunia nyata dalam bentuk virtual.
Klasifikasi Informasi Permintaan Bantuan Pada Saat Bencana Menggunakan Random Forest Dan Representasi Semantik Abstract Meaning Representation (AMR) Sutedi, Ade; Ajiz, Rafi Nurkholiq
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2011

Abstract

Media sosial telah menjadi salah satu sumber utama dalam melaporkan peristiwa bencana alam, memungkinkan penyebaran informasi terkait bencana dengan cepat. Namun, informasi yang diunggah sering kali tidak terstruktur, dengan variasi dalam format dan konten, sehingga sulit untuk dianalisis dan dimanfaatkan secara efektif dalam situasi darurat. Permasalahan ini memerlukan solusi yang dapat mengolah informasi tersebut secara efisien. Penelitian ini bertujuan untuk mengembangkan sistem klasifikasi informasi bencana alam dari media sosial dengan memanfaatkan metode Abstract Meaning Representation (AMR) dan algoritma Random Forest. Metodologi yang diterapkan adalah Machine Learning Life Cycle (MLLC). Dataset yang digunakan terdiri dari 3.190 entri laporan bencana alam dari media sosial yang diproses dengan AMR untuk mengekstrak makna semantik dari teks. Algoritma Random Forest diterapkan untuk membangun model klasifikasi. Hasil evaluasi menggunakan Confusion Matrix menunjukkan model memiliki akurasi sebesar 86%, presisi 87%, recall 98%, dan F1-Score 92%. Berdasarkan hasil ini, model dapat membantu mempermudah klasifikasi informasi bencana alam, sehingga mendukung pengambilan keputusan secara cepat dan efektif dalam situasi darurat.
Analisis Implementasi Virtual Reality Untuk Pembelajaran Berkendara Mobil Berbasis Game Beamng Ardana, Alwan; Supriatna, Asep Deddy
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2017

Abstract

Di era teknologi yang berkembang pesat, metode pembelajaran semakin beragam, dari yang sederhana hingga kompleks. Penelitian ini mengeksplorasi implementasi Virtual Reality (VR) dalam pembelajaran berkendara berbasis game BeamNG.drive. Latar belakang masalah adalah kurangnya penerimaan dan minat pengguna dalam menggunakan simulator berkendara untuk mempelajari dasar-dasar mengemudi tanpa risiko di jalan raya. VR menawarkan solusi dengan simulasi berkendara yang aman dan realistis. Penelitian ini menggunakan Technology Acceptance Model (TAM) untuk mengidentifikasi faktor-faktor yang mempengaruhi penerimaan dan minat pengguna. Data dikumpulkan melalui kuesioner Likert dari 20 responden yang dipilih menggunakan Convenience Sampling. Analisis data dilakukan dengan metode Pearson Product Moment untuk mengevaluasi korelasi antar variabel TAM, seperti Perceived Ease of Use (PEOU), Perceived Usefulness (PU), Perceived Immersion (PI), Attitude Toward Using (ATU), Behavioral Intention to Use (BIU), dan Acceptance (ACC). Hasil menunjukkan bahwa BeamNG.drive dengan teknologi VR berpengaruh signifikan terhadap peningkatan penerimaan dan minat belajar mengemudi. PEOU dan PU berperan penting dalam mendorong minat pengguna. Penelitian ini mengimplikasikan bahwa teknologi VR dapat menjadi alternatif efektif dalam pelatihan mengemudi, terutama untuk pemula yang membutuhkan lingkungan belajar yang aman.
Model Klasterisasi Data Pertanian Menggunakan Algoritma K-Means Nuraeni, Fitri; Maulana Firdaus, Muhammad Hasby
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2054

Abstract

The Garut Regency Agriculture Office has a subsidized fertilizer distribution program, the amount of fertilizer distributed depends on the submission from the sub-district based on the area, then distributed in the disbursement period every 3 or 6 months. This program aims to help partner farmers or those recorded in the agriculture office to make plants included in the partner farmer program grow well. Based on the agricultural data owned, the subsidized fertilizer distribution program still cannot be improved, after monitoring or supervision activities on the data. Because the agriculture office only distributes fertilizers based on submissions from partner farmers, as well as the results of agricultural turnover in the form of nominal sales, making the data received cannot be evaluated whether the fertilizer distribution program is appropriate or not, and whether it meets the needs of farmers with a diversity of types of vegetables planted, which can provide good vegetable quality at harvest time and increase sales turnover. With the problems experienced by the Garut Regency Agriculture Office, a method is needed that can process agricultural data so that it can be one of the references in implementing the fertilizer distribution program from the agriculture office, to help partner farmers in fertilizing vegetable crops planted on land in the sub-districts planted, as well as policies that need to be evaluated from the characteristics of agricultural data that have been processed. The purpose of this research is to process agricultural data at the Garut Regency Agriculture Office into groups with their characteristics, by applying the K-Means algorithm. The research method is implemented with the Cross-Industry Standard Process for Data mining with the stages of Business understanding, Data understanding, Data Preparation, Modeling, Evaluation and Deployment. This study obtained clustering results with the characteristics of agricultural data based on clustering, the comparison data is on the land area of group 0 contains data with a land area below 20,183 m2, the amount of fertilizer below 404 sacks, and turnover below Rp 605,490,300, while Group 1 contains a land area above 64,875 m2, fertilizer above 1,298 sacks and turnover above Rp 1,946,262,600. The results of this study can be used as a reference for improvement in agricultural data with large land areas and the need for thousands of sacks of fertilizer use, such as divided into several groups, not only by one sub-district manager, but including the village government to manage the distribution of fertilizers because the land area, the amount of fertilizer and turnover is very high.

Page 83 of 103 | Total Record : 1026