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
Penerapan Outdoor Augmented Reality Berbasis Android Dengan Metode Addie Untuk Meningkatkan Minat Siswa SMA Dalam Pembelajaran Seni Budaya Ichsanulhaq, Gumilar; Supriatna, Asep
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.22-2.2521

Abstract

This study was motivated by the low level of student interest in Cultural Arts subjects, which was triggered by conventional teaching methods that lacked interactivity. Augmented Reality (AR) is offered as an innovative solution to create an immersive learning experience, especially in outdoor settings that have not been widely explored. Although the effectiveness of AR has been proven in various contexts, its implementation for Cultural Arts learning in real environments is still very limited. Therefore, this research is urgent to fill this gap and provide empirical evidence on the use of AR in increasing student engagement. This study fills this gap by applying an AR application featuring 3D objects, 2D objects, videos, and practice questions using Unity Engine and Vuforia Engine. The development method follows the ADDIE model (Analyze, Design, Development, Implementation, Evaluation), while functionality testing uses Blackbox Alpha and learning interest evaluation uses Beta. The result is an AR Cultural Arts application, as evidenced by Beta testing results using a Likert scale, which produced a score of 4.00 with 35 student respondents in the “High” category stating that the application can increase the learning interest of high school students.
Pengembangan Aplikasi Multimedia untuk Edukasi Sejarah pada Zaman Megalitikum Di Indonesia pada Platform Mobile Ihsan, Aminuddin; Yuniarti, Rezki; Ilyas, 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.22-2.2522

Abstract

This research developed a two-dimensional (2D) educational game themed on the history of the Megalithic Age in Indonesia for mobile platforms using the Rapid Prototyping method and Unity Engine. The aim was to provide interactive learning media that combines historical narratives with exploration-based game mechanics and puzzle solving. The development process included visual asset design, prototyping, and alpha and beta testing. Beta testing involved 20 respondents from junior high and high school levels, resulting in a satisfaction rate of 71.5% (Agree category) based on the Likert Scale, which indicates positive acceptance of the gameplay and educational content. The limitations of the study include the scope of historical material, which only covers the early Megalithic period, the limited number of respondents, and the difficulty level adjustment, which is not yet optimal for all age groups. Further development is recommended to expand the variety of missions, enrich historical content with the latest research references, and add analytical features to monitor user learning achievements.
Sistem Prediksi Persediaan Barang Menggunakan Metode Fuzzy Tsukamoto Giawa, Airene Tri Perhatin; Mujiyono , 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.22-2.2524

Abstract

An effective inventory prediction system is crucial in inventory management to improve efficiency and reduce costs. This study aims to develop an inventory prediction system using the Tsukamoto Fuzzy method, considering three main variables, namely demand, production, and sales. The Tsukamoto Fuzzy method was chosen because it can overcome the uncertainty and ambiguity of data that commonly occur in inventory management. This prediction system is designed to assist companies in making more accurate decisions in inventory management. The system's work process includes three main stages, namely fuzzification of input variables, inference based on 16 fuzzy rules, and defuzzification using the weighted average method. The final prediction result shows a value of 435.5 m3, indicating that this system is capable of producing estimates that are close to actual conditions. This research contributes to providing a fuzzy logic-based quantitative prediction model to support decision-making in logistics management and warehouse management.
Sistem Pendukung Keputusan Penerimaan Karyawan Menggunakan Metode MFEP hia, Meriani; Rohman, Abdul
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.22-2.2525

Abstract

The employee recruitment process is a crucial stage in determining the quality of human resources in a company. Decision-making that relies solely on intuition or subjective judgment often leads to inaccuracies in selecting the best candidates. This study aims to develop an employee recruitment decision support system using the Multi Factor Evaluation Process (MFEP) method to provide objective and measurable assessment results. The MFEP method was chosen for its ability to evaluate alternatives based on a number of predetermined criteria. The criteria used in this study included education, work experience, technical skills, communication skills, and interview results. Each criterion was weighted based on its level of importance, then normalized and calculated to determine the total score for each candidate. The results of the system implementation show that the MFEP method is able to assist decision makers in assessing and determining the most suitable candidates efficiently and systematically. This system also minimizes subjectivities in the selection process and increases transparency and accountability in the assessment of new employees. Thus, the application of the MFEP method in decision support systems can be an effective solution in improving the quality of recruitment in companies.
Optimasi Manajemen Stok melalui Pengelompokan Produk Ritel Berdasarkan Data Penjualan dengan K-Means Gumilang, Mauly Chandra
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.22-2.2526

Abstract

This study aims to categorize products based on sales data to improve decision-making efficiency in traditional retail stores. The main problem is the suboptimal use of transaction data in storage and promotion strategies. The method used follows the CRISP-DM stages, with the K-Means algorithm applied to the attributes of sales volume, cost price, selling price, and total sales. The data analyzed included 400 transactions from March to October 2024, involving 175 products. The determination of the optimal number of clusters was carried out using the Elbow and Davies-Bouldin Index methods, which showed the best results at K=2. Evaluation using the Silhouette Coefficient resulted in a value of 0.882, which indicates good cluster quality. The products were divided into two categories, namely fast-moving and slow-moving items. These findings prove the effectiveness of K-Means in supporting data-driven stock and promotion strategies.
Rancang Bangun Virtual Tour Dalam Mempromosikan Pariwisatawan Lokal Pantai Santolo Menggunakan Metode MDLC Baswardono, Wiyoga; Akbar , Fikri Faisal
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.22-2.2527

Abstract

Santolo Beach in Garut, West Java, is a tourist destination with great natural potential, but it is not widely known due to limited promotional strategies that are still conventional in nature. This study aims to develop a website-based digital promotional media by applying 360-degree virtual tour technology using the Multimedia Development Life Cycle (MDLC) method. The MDLC method consists of six stages, namely: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. In this development, 17 360° panoramic images, 32 tourist spot images, and other multimedia elements were collected to create an interactive and informative website display. The final result shows that the virtual tour website is capable of providing an exploration experience and making it easier for users to get to know tourist destinations digitally. This media is also an effective and modern solution in supporting the promotion of Santolo Beach tourism, with the hope of significantly increasing its attractiveness and the number of tourist visits.
Desain UI/UX Aplikasi School Library Berbasis Website Menggunakan Pendekatan HCD Nirsal; Wahyuni, Choiriyah Nur
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.22-2.2528

Abstract

The rapid development of information technology has encouraged schools to implement digital systems in various aspects, one of which is library management. At SMPN 2 Lamasi, the book borrowing service, which was previously done manually, is now being directed to a website-based system. Through the Human-Centered Design (HCD) approach, this digital library system was developed with consideration of the User Interface (UI) and User Experience (UX) aspects. The HCD approach focuses on user needs and priorities in every stage of the application development process, covering stages from needs analysis to usability evaluation. There are three HCD methods, namely inspiration, ideation, and implementation. The research data collection methods included observation techniques, interviews, and direct testing of users by library staff. The results of the study show that UI/UX design with an HCD approach can improve the usability, efficiency, and user satisfaction of library staff in the book borrowing process at SMP Negeri 2 Lamasi. Thus, this UI/UX design has been proven to be effective in supporting the tasks of library staff without manual recording. The System Usability Scale (SUS) test results showed an average score of 90, which falls into the excellent category with an A grade.
Pengembangan Sistem Informasi Persediaan Barang Menggunakan Model Waterfall untuk Meningkatkan Efisiensi Pengelolaan Stok Fathoni, Muhammad; kustiyono
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.22-2.2533

Abstract

This study addresses stock-management challenges at Toko Sinar Mulia, where inventory processes are still performed manually and are prone to errors, by designing a web-based inventory system using the Laravel framework. Adopting the Waterfall model within the Software Development Life Cycle (SDLC), the information system aims to improve the efficiency and accuracy of stock recording and management. The main contribution of this research is providing a structured solution for digitizing inventory management, which previously lacked automation, thereby supporting more effective decision-making and store operations.
Penerapan Forward Chaining Dalam Pengembangan Simulasi Gamifikasi Interaktif Untuk Pelatihan Operasional Logistik Menggunakan Unity Sulaksono, Al Novianti Ramadhani; Prianto, Cahyo; Nurkamal Fauzan, Mohamad
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.22-2.2540

Abstract

Workforce training in the logistics sector requires an interactive approach capable of realistically representing the complexity of operational processes. This study aims to develop a logistics training system based on gamified simulation using Unity, integrated with a forward chaining inference method. The system was designed using the ADDIE development model and applies IF–THEN logic rules as the foundation for automatic evaluation of user decisions.An application named SIMBA was developed across four training levels, incorporating gamification elements such as points, badges, leaderboards, and tiered challenges. Evaluation involving 30 respondents was conducted using a five-point Likert scale questionnaire designed to measure the effectiveness of gamification elements and user experience. The assessment instrument met reliability and validity criteria based on Cronbach’s Alpha, Average Variance Extracted (AVE), and Composite Reliability (CR). Test results showed a Cronbach’s Alpha value of 0.896, AVE ranging from 0.777 to 0.869, and CR between 0.913 and 0.952, indicating excellent consistency and reliability.These findings demonstrate that forward chaining is effective as a rule-based evaluation mechanism in simulation-based digital training, and suggest that similar approaches can be adapted for simulation-based training in other industrial sectors. The original contribution of this research lies in the comprehensive integration of forward chaining and gamification within logistics simulation training—an approach that has been rarely implemented in prior studies.
Sistem Pendukung Keputusan untuk Menentukan Guru Terbaik dengan Metode Analytical Hierarchy Process (AHP) : Studi kasus: SDN Bergas Lor 01 Khafid, Ahmad Noor; Mujiyono, 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.22-2.2543

Abstract

Teacher performance evaluation is very important in ensuring the quality of education. However, this process is often difficult because it must consider various aspects, such as personality, competence, achievement, and innovation. In this study, we developed a decision support system (DSS) using the Analytical Hierarchy Process (AHP) method to help determine the best teachers objectively. This method helps identify relevant criteria and weights in determining teacher performance evaluations. This method is capable of producing more consistent and transparent decisions. The designed system is expected to simplify the decision-making process in determining the best teachers more efficiently, thereby supporting the improvement of teacher performance.

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