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 Manajemen Proyek Perangkat Lunak Berbasis Web Menggunakan Metode Rational Unified Process Agustin, Yoga Handoko; Kustiana, Ruli M
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.22-2.2577

Abstract

The success of companies in the technology sector greatly depends on effective project management. At PT. Artivisi Intermedia Jakarta, the software project management process faces several challenges, including schedule delays, inadequate team coordination, and difficulties in tracking project progress due to the use of semi-manual systems based on Microsoft Excel. This research focuses on the design and implementation of a web-based project management system to address these issues, with an emphasis on optimizing time management and human resources. The development framework adopted is the Rational Unified Process (RUP), chosen for its iterative and structured approach, which covers four main phases: inception, elaboration, construction, and transition. Unified Modeling Language (UML) was employed for system modeling, while system functionality was tested using the Black Box Testing method, and usability was measured using the System Usability Scale (SUS). The results show that the system was successfully developed in its entirety, with Black Box testing confirming that all core functions were “Valid.” Furthermore, usability testing involving 20 respondents yielded a SUS score of 72.8, indicating that the system is classified as “Good” and “Acceptable” to users. Therefore, the developed system provides a functional solution to improve efficiency and transparency in project management at PT. Artivisi Intermedia Jakarta. The contribution of this study lies in presenting a validated systemic solution for technology companies facing similar challenges, with practical implications for optimizing project execution.
Sistem Rekomendasi Tingkat Kematangan Kopi Berbasis Web dengan Pendekatan Rule-Based Ilmasik, Heryaman Saptahadi; Nuraeni, Fitri; Setiawan, Ridwan; Septiana, Yosep
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.22-2.2579

Abstract

The roast level of coffee has a significant effect on its taste, aroma, and viscosity. However, it is often determined subjectively by roasters based on personal experience, especially among small and medium-sized coffee businesses. This study aims to design a web-based coffee roast level recommendation system using a Rule-Based System approach. The system was designed using the Waterfall method and implemented in PHP programming language with a MySQL database. The main attributes used in the system include coffee type, serving method, post-harvest process, and flavor profile. The roaster's knowledge is represented in 20 IF–THEN rules and executed using the Forward Chaining technique. The result of this research is a recommendation system that is able to provide consistent and objective advice on coffee roast levels, such as Light Roast, Medium Roast, and Dark Roast. This system is expected to help roasters or SME players improve the quality of coffee serving in a more standardized and efficient manner.
Aplikasi Pengingat Minum Obat Dengan Monitoring Tenaga Kesehatan Berbasis Mobile Menggunakan Metode Prototype Firdaus Al Anwari, M Riadi; Nuraeni, Fitri; Cahyana, Rinda; Fitriani, Leni; Setiawan, Ridwan; Septiana, Yosep
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.22-2.2580

Abstract

The process of administering medication to patients requires timeliness and consistency to ensure optimal therapeutic outcomes. In practice, many patients struggle to remember their medication schedules, particularly when treatment extends over a long period. Addressing this issue, the present study aims to develop an Android-based medication reminder application that assists patients in adhering to their treatment schedules while enabling healthcare providers to digitally monitor patient activity. The application was designed using a prototyping method, which emphasizes iterative system development based on user feedback. The development process was conducted in two phases. The first phase involved initial design and testing of core features, such as reminder notifications and patient medication intake reporting forms. The second phase focused on improvements based on user feedback, particularly the addition of a disease information feature that provides educational content about patient diagnoses following checkups, such as hypertension and tuberculosis. Testing was carried out using a black-box testing approach to ensure proper functionality, alongside feedback collection through interviews. The results showed that the application performed effectively; its features were usable by both patients and healthcare providers as intended, and the information displayed was considered helpful in enhancing patients’ understanding of their health conditions. Furthermore, the system contributed to improving patient adherence to medication regimens and facilitated continuous monitoring by healthcare providers.
Rancang Bangun Sistem Informasi Manajemen Pelaporan Proyek Konstruksi Jalan Menggunakan Website Latifah, Ayu; Ruslam, Alam
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.22-2.2584

Abstract

Manual reporting of road construction projects often causes delays, data errors, and difficulties in real-time monitoring. This study aims to design and build a web-based project reporting management information system to overcome these problems. The system was developed using the Rapid Application Development (RAD) methodology with the Laravel 10 framework and MySQL database, facilitating two user roles: Admin as supervisor and Implementer as field reporter. The main features that were successfully implemented include project management by Admin, digital cash book recording, detailed daily physical progress reporting, and photo documentation uploads by Implementers. Black box testing results show that all system functionalities are valid. The resulting system provides a centralized platform that significantly improves efficiency, transparency, and accountability in construction project management, making it a practical and relevant solution for small-scale projects.
Analisis Sentimen Ulasan Wisata Budaya Menggunakan Metode Support Vector Machine dan Long Short-Term Memory Ramdani, Rizki; Cahyana, Rinda
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.22-2.2585

Abstract

In the era of digital transformation, tourist behavior in expressing perceptions of travel destinations has increasingly shifted toward online platforms such as Google Maps and Twitter. These digital reviews not only represent individual experiences but also reflect collective opinions that can serve as a foundation for formulating data-driven tourism development policies. This study aims to conduct sentiment analysis on public opinion regarding Kampung Naga by comparing the performance of two classification algorithms: Support Vector Machine (SVM) and Long Short-Term Memory (LSTM). The methodological approach employed is SEMMA (Sample, Explore, Modify, Model, Assess). The dataset comprises 2,469 reviews obtained through web scraping techniques from Google Maps and Twitter. All data underwent preprocessing stages including cleaning, tokenization, stopword removal, and automatic sentiment labeling using the ChatGPT language model, with three classification labels: positive, neutral, and negative. Modeling was performed using SVM with TF-IDF representation and LSTM with an embedding layer. Model evaluation utilized precision, recall, and F1-score metrics. The results indicate that SVM achieved an accuracy of 83% and performed best on neutral sentiment, while LSTM recorded an accuracy of 81% with stable performance on positive and neutral sentiments. This research contributes to the development of text-based public opinion analysis systems to support the promotion and management of cultural tourism destinations.
Analisis Sentimen Publik Pada Media Sosial Multi-Platform Terhadap Kinerja Presiden Prabowo Subianto Menggunakan Algoritma Naive Bayes Fauzi, Sandi Muhtar; Cahyana, Rinda
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.22-2.2586

Abstract

In the rapidly evolving landscape of digital politics, a deep understanding of public sentiment on social media has become crucial due to its significant influence on public opinion. This study aims to analyze public sentiment toward the performance of President Prabowo Subianto by utilizing data from three popular social media platforms: Twitter, TikTok, and Instagram.The classification method employed is the Naïve Bayes algorithm, implemented within the SEMMA framework, which consists of five stages: Sample, Explore, Modify, Model, and Assess. Data from each platform was collected and processed through text cleaning, TF-IDF transformation, and class balancing using the SMOTE technique. Evaluation was conducted using Stratified K-Fold Cross Validation and the F1-score metric to assess model performance.The results indicate that classification performance varies across platforms. The model achieved the highest F1-score on Twitter data (0.82), followed by Instagram (0.72), and TikTok (0.68). Overall, the model reached an average accuracy of 75.41%. These findings suggest that the linguistic characteristics and text structures of each platform significantly affect sentiment classification effectiveness.This research provides practical implications for the application of AI-based sentiment analysis in the realm of digital politics. It offers actionable insights for policymakers to monitor public opinion in real time and for system developers to design sentiment analysis algorithms that are more adaptive to the unique characteristics of each platform.
Rancang Bangun Media Pembelajaran Pengenalan Hewan Nokturnal Untuk Anak Autisme Sriayuwahyuni, Putri; Sutedi, Ade; Latifah, Ayu; 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.22-2.2588

Abstract

Children with autism often experience difficulties in focusing, communicating, and processing abstract information, making conventional learning methods less effective. This requires learning media that can accommodate special needs through visual, auditory, and exploratory approaches. This study aims to design and develop Android-based interactive learning media to introduce nocturnal animals to children with autism. The method used is the Multimedia Development Life Cycle (MDLC), which consists of the stages of concept, design, material collecting, assembly, testing, and distribution. This media has two main features, namely “Learn,” which presents text, images, sounds, and voice-overs, and “Puzzle,” which trains children's memory and fine motor skills through animal picture assembly activities. Testing results through alpha testing using the black-box method showed that all application features ran according to design without errors. The implication of this research is the availability of learning media that is more interactive, enjoyable, and suitable for the characteristics of children with autism, thus providing an innovative alternative in supporting their learning process.
Implementasi Augmented Reality Berbasis Plane Detection Untuk Meningkatkan Promosi Sekolah Fatimah, Dini Destiani Siti; Pariyatin, Yeni; Nursyahidah, Adhya
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.22-2.2594

Abstract

The rapid development of information technology has brought many changes in various fields, including education. One technology that is beginning to be widely applied is Augmented Reality (AR). This study aims to create an AR-based school promotion application using the plane detection method in a vocational high school. This application displays 3D models of school facilities, such as classrooms, RPL practice rooms, fashion design practice rooms, and mosques. All objects can be viewed directly through a flat surface without the need for markers. The development of this application uses the Multimedia Development Life Cycle (MDLC) method with six stages. Testing was conducted through alpha and beta testing. Alpha testing showed that all application features worked well without any obstacles. Meanwhile, beta testing used the System Usability Scale (SUS) method and produced an average score of 81.87, which falls into the “Good” category, meaning that the application is easy to use and accepted by users. This application is considered suitable for use as an interactive and attractive school promotion medium.
Pemodelan Analisis Tren Topik Penelitian Sistem Informasi Menggunakan Latent Dirichlet Allocation Nursaadah, Siti; Cahyana, Rinda
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.22-2.2596

Abstract

Topic modeling is one of the text mining techniques that can be used to explore research themes in a collection of scientific documents. This study aims to identify and compare topic trends in SINTA-indexed national journal publications with student articles published in the ITG Algorithm Journal in the field of informatics and computers. The research data consisted of article abstracts that were analyzed through text preprocessing and text representation using bag-of-words, then modeled using Latent Dirichlet Allocation (LDA). The optimal number of topics was determined based on the coherence score, visualized using pyLDAvis, and labeled with the help of ChatGPT to clarify the interpretation. The results show that national journals emphasize application and information system development, while the ITG Algorithm Journal tends to address cutting-edge issues such as machine learning and data science. These findings contribute to mapping the development of information system research and can serve as a reference for formulating research policy directions at the local and national levels.
Rancang Bangun Game Edukasi Interaktif Berbasis Android untuk Mengenal Flora dan Fauna di Wilayah Paparan Sunda Berdasarkan Habitatnya Destiani Siti Fatimah, Dini; Rengganis, Nadia
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.22-2.2597

Abstract

The Sunda Shelf is a region with high biodiversity in Indonesia. However, elementary school students' knowledge about this is still low due to the limited availability of interactive learning media. This study aims to develop an Android-based educational game to introduce flora and fauna based on their habitats. The method used is the Game Development Life Cycle (GDLC) with six stages: initiation, pre-production, production, testing, beta, and release. The game features four main habitats: tropical rainforest, swamp, mountains, and coast, equipped with visual materials and interactive quizzes. Testing was conducted through black-box and beta testing on 25 fifth-grade elementary school students. The results showed that 92% of respondents said the game was interesting and easy to use, and 88% felt it helped them understand the material. This game has proven to be an effective alternative learning medium that is interactive, fun, and supports early introduction to biodiversity.

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