cover
Contact Name
Muhammad Iqbal
Contact Email
halopublikasi@hawari.id
Phone
+6281269617312
Journal Mail Official
redaksijnastek@hawari.id
Editorial Address
Jl. Sei Batu Gingging Ps. X No.33, Padang Bulan Selayang I, Kec. Medan Selayang, Kota Medan, Sumatera Utara 20153
Location
Kota medan,
Sumatera utara
INDONESIA
Jurnal Nasional Teknologi Komputer
Published by CV. HAWARI
ISSN : 28087801     EISSN : 28084845     DOI : -
Core Subject : Science,
Jurnal Nasional Teknologi Komputer di bidang ilmu komputer dan teknologi. Jurnal JNASTEK diterbitkan oleh CV. Hawari. Redaksi mengundang peneliti, praktisi, dan mahasiswa untuk menulis perkembangan ilmiah di bidang-bidang yang berkaitan dengan teknologi informasi, teknik informatika dan sistem komputer. Jurnal JNASTEK terbit 4 (Empat) kali dalam setahun pada bulan Januari, April, Juli dan Oktober. Jurnal ini berisi artikel penelitian dan kajian ilmiah.
Articles 206 Documents
Sistem Informasi Logbook Berbasis Web Pada Stasiun Geofisika Kelas I Deli Serdang Al Fasih, Faisal; Nisa, Khairrun
Jurnal Nasional Teknologi Komputer Vol 3 No 4 (2023): Volume 3 Nomor 4 Oktober 2023
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v3i4.117

Abstract

In today's digital era, the use of information technology is very important to increase efficiency and convenience in various fields, including logbooks. The purpose of this article is to design a web-based logbook information system at the Class I Geophysical Station Deli Serdang which will facilitate employees in filling in the Synop logbook and Absolute Observation. The method used in this study is the waterfall development method which consists of five stages, namely need identification, system design, preparation of program code, program testing, and program implementation. Further during the creation of the program using Visual Studio Code, Laravel Framework 10, PHP and using XAMPP as a database. From these checks, it is known that the website is functioning as it should. The web-based Logbook Information System at the Class I Geophysical Station Deli Serdang provides convenience and efficiency for employees who carry out services.
Audit Sistem Informasi Dfengan Kerangka Kerja Cobit 4.1 Untuk Evaluasi Manajemen Teknologi Informasi di Fakultas Ilmu Komputer (UPN “Veteran” Jawa Timur) Akbar, Fiqi
Jurnal Nasional Teknologi Komputer Vol 4 No 2 (2024): Volume 4 Nomor 2 April 2024
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v4i2.122

Abstract

Pentingnya peran Teknologi Informasi (TI) dalam mendukung efisiensi dan efektivitas organisasi, terutama di Fakultas Ilmu Komputer Universitas Pembangunan Nasional "Veteran" Jawa Timur, memunculkan kebutuhan untuk mengevaluasi manajemen TI. Penelitian ini menggunakan kerangka kerja COBIT 4.1 sebagai instrumen untuk menilai keamanan, keandalan, dan kinerja sistem informasi. Fokus penelitian adalah pada empat domain utama COBIT, yaitu Planning dan Organization, Acquisition and Implementation, Delivery and Support, serta Monitoring and Evaluation. Menggunakan enam tingkat kematangan COBIT, penelitian ini mengevaluasi manajemen TI di Fakultas Ilmu Komputer. Metode penelitian kualitatif melibatkan observasi dan wawancara untuk mengumpulkan data. Hasil analisis menunjukkan kematangan tingkat 3 hingga 4 untuk sebagian besar subdomain, dengan perbedaan di DS4 yang mencapai tingkat 1. Rekomendasi diberikan untuk meningkatkan kematangan, terutama pada DS2, DS5, dan DS10. Kesimpulan penelitian menyoroti perlunya upaya terus-menerus untuk meningkatkan manajemen TI, dengan fokus pada keberlanjutan layanan, keamanan, dan manajemen masalah. Diharapkan hasil penelitian ini dapat memberikan panduan bagi Fakultas Ilmu Komputer dalam mengoptimalkan pengelolaan TI sesuai dengan standar COBIT 4.1.
Analisa Classification Decision Tree C45 dan Naïve Bayes Pada Indikasi Penyakit Diabetes Menggunakan Rapid Miner Hamzah, Iswadi; Zulham Sitorus; Khairul
Jurnal Nasional Teknologi Komputer Vol 4 No 1 (2024): Volume 4 Nomor 1 Januari 2024
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v4i1.126

Abstract

In Indonesia, the rate of diabetes sufferers continues to increase, so this is deemed necessary to pay attention to by the Indonesian people in particular, for this reason this research is not the first to be conducted. Predicting diabetes can be done using various methods through various algorithms which are quite diverse, therefore it is necessary to conduct research on the algorithms used. To obtain new information, the Decision Tree algorithm with Naïve Bayes was tested using the Rapid Miner application. This test is carried out on data that has the attribute HighBP, HighChol, CholCheck, BMI, Smoker, Stroke, Heart Diseaseor Attack, Phys Activity, Fruits, Veggies, HvyAlcoholConsump, AnyHealthcare, NoDocbcCos, GenHlth, MentHlth, PhysHlth, DiffWalk, Sex, Age, Education, Income. All of these attributes serve as a guide in determining results, so that it can be known that the patient has diabetes.
Klasifikasi Jenis Penyakit dengan Algoritma Decision Tree Menggunakan Rapid Miner Hamzah, Iswadi; Muhammad Iqbal; Rian Farta Wijaya
Jurnal Nasional Teknologi Komputer Vol 4 No 1 (2024): Volume 4 Nomor 1 Januari 2024
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v4i1.127

Abstract

Setiap penyakit memiliki indikator tertentu yang dapat memberikan petunjuk bahwasanya terdapat beberapa faktor yang dapat menjadi penyebab penyakit tertentu. Sehingga dapat dijadikan sebuat pedoman dalam melakukan analisa sedini mungkin, data yang diambil bersumber dari Kaggle yang terdiri dari data training dan data testing dengan beberapa atribut seperti, itching, skin rash, nodal skin eruptions, continuous sneezing, shivering, chills, joint pain, stomach pain, acidity, ulcers on tongue, muscle wasting, vomiting, burning micturition, spotting urination, fatigue, weight gain, anxiety, cold hands and feets, mood swings, weight loss, restlessness, lethargy, patches in throat ,irregular sugar level, cough, high fever, sunken eyes, breathlessness, sweating, dehydration, indigestion, headache, yellowish skin, dark urine, nausea, loss of appetite, pain behind the eyes, back pain, constipation, abdominal pain, diarrhoea, mild fever, yellow urine, yellowing of eyes, acute liver failure, fluid overload, swelling of stomach, swelled lymph nodes, malaise, blurred and distorted vision, phlegm, throat irritation, redness of eyes, sinus pressure, runny nose, congestion, chest pain, weakness in limbs, fast heart rate, pain during bowel movements, pain in anal region, bloody stool, irritation in anus, neck pain, dizziness, cramps, bruising, obesity, swollen legs, swollen blood vessels, puffy face and eyes, enlarged thyroid, brittle nails, swollen extremeties, excessive hunger, extra marital contacts, drying and tingling lips, slurred speech, knee pain, hip joint pain, muscle weakness, stiff neck, swelling joints, movement stiffness, spinning movements, loss of balance, unsteadiness, weakness of one body side, loss of smell, bladder discomfort, foul smell of urine,
Implementasi Framework Flutter Pada Perancangan Forum Diskusi Future Sight Berbasis Android Mochammad Wizdan Qutra tu’ain; Miftahul Jannah; Erlina
Jurnal Nasional Teknologi Komputer Vol 4 No 1 (2024): Volume 4 Nomor 1 Januari 2024
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v4i1.128

Abstract

The Future Sight app is an online discussion platform designed with kids in mind. Students can utilize this application's features to create discussion groups and media for teaching and learning processes without being constrained by time, space, or distance. Students can use the Android-based Future Sight application as a platform for textual and image-based discussions, the exchange of articles, the building of friendships around online discussion topics, and statistics. The application features features such as topic creation, article creation, search, statistics, following, and followers. The Extreme Programming (XP) method was used to create this application, which has phases for planning, designing, programming, and testing. The Dart programming language, the Flutter framework, an API (application programming interface) written with Visual Studio Code as a text editor, and a MySQL database as a data storage medium were used to create the Future Sight application. Using the black box approach, the experiment produced the anticipated outcomes in line with the study's goals.
Analisis Capaian Kinerja Dengan Model Regresi Linear Pada Perancangan Sistem Informasi Capaian Kinerja Dirjen Migas Akil, Ibnu
Jurnal Nasional Teknologi Komputer Vol 4 No 1 (2024): Volume 4 Nomor 1 Januari 2024
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v4i1.131

Abstract

To monitor the performance of the government or government unit, a performance report is required. When submitting reports, you should utilize information technology. The Director General of Oil and Gas still uses the Excel application in reporting, this reduces one of the performance assessment points. In determining the performance percentage, a special formulation is required. The aim of this research is how to transform the Excel application into a web-based information system using a linear regression model in calculating performance achievements. From the results of testing and implementation of the linear regression model, we succeeded in calculating the performance percentage according to the Excel results.
Penerapan Metode MDLC dengan Adobe Animate Untuk Media Pembelajaran Interaktif Mata Pelajaran Ilmu Pengetahuan Sosial di Sekolah Menengah Pertama tri hartanti, ninik
Jurnal Nasional Teknologi Komputer Vol 4 No 1 (2024): Volume 4 Nomor 1 Januari 2024
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v4i1.133

Abstract

Technological developments in Indonesia, especially in the field of education, are increasing. After adjustments to the implementation of the education curriculum due to Covid-19, a lot of software was created to support the education system in Indonesia, such as the Zoom application, Google Meet, and others. All of these video conferencing applications trigger new learning methods for all levels of education from elementary to university. One of them is the interactive learning media model provided at the school education level. This interactive learning media is applied using a smartphone so that it can function as a teaching aid in learning activities. Through interactive learning media, teaching materials in schools will be discussed, especially social sciences (IPS). The existence of interactive learning tools will be able to adapt to the needs of teaching and learning activities. This research aims to design learning applications by applying a design method which consists of six steps including concept, design, material collection, manufacture, testing and distribution. Creating interactive learning tool models using several software, namely Adobe Animate and Adobe Illustrator, as well as several other supporting applications. Through this interactive learning media, there is a main menu which contains material, competency standards, quizzes and applications.
Game Edukasi Pengenalan Marga Butarbutar berbasis Animasi Menggunakan Adobe Flash CS6 Butarbutar, Juan
Jurnal Nasional Teknologi Komputer Vol 4 No 2 (2024): Volume 4 Nomor 2 April 2024
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v4i2.136

Abstract

Dewasa ini, banyak masyarakat yang tidak mengetahui asal-usul dari marga mereka terkhusus marga Butarbutar. Dikarenakan kurangnya minat membaca dan mencari informasi sehingga para masyarakat menjadi minim pengetahuan mengenai marga mereka sendiri. Pengaruh game edukasi sangat besar pada zaman sekarang game edukasi adalah sebuah permainan yang digunakan dalam proses pembelajaran dan dalam permainan tersebut mengandung unsur mendidik atau nilai-nilai pendidikan. Game edukasi pengenalan marga Butarbutar ini dirancang untuk memperkenalkan budaya batak toba terkhusus marga Butarbutar. Seiring perkembangan zaman diera globalisasi sekarang ini, banyak anak muda yang tidak suka mempelajari budaya batak.Game edukasi ini menggunakan Adobe Flash CS6 sebagai media atau wadah dalam pembuatannya, dan flowchart digunakan sebagai perancangan sistem metode yang digunakan dalam Game ini adalah metode waterfall yang dimana metode ini menggunakan beberapa tahapan-tahapan yaitu: requirment, Design, Implementation, Verification, dan Maintence.
Analisis Survei Kepuasan Masyarakat Pada Badan Riset Dan Inovasi Daerah Kota Medan Yafi Bayu Ahmad Siregar; Yogi Saputra; Naufal Yudhi Handika; Dimas Lufti; Muhammad Donni Lesmana Siahaan
Jurnal Nasional Teknologi Komputer Vol 4 No 2 (2024): Volume 4 Nomor 2 April 2024
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v4i2.137

Abstract

Public services are very important, both in tangible form for the community and services for the community. The higher the quality of public services, the various conveniences you will get, meaning there will be no problems that hinder you from carrying out all your needs. Meanwhile, services in the form of services are really needed by the community, such as services for making letters of recommendation. The quality of service at the Medan City Regional Research and Innovation Agency Office is in category "A", but there are still elements of service quality from Permenpan RB No. 14 of 2017 which still has not reached the very good category, in the form of implementing competence, implementing behavior and completion time according to the people of Medan City.
Rancang Bangun Pedia Pembelajaran Google Colab Untuk Siswa Kelas X SMA Negeri 1 Binjai Berbasis Multimedia Interaktif Winda Erika; Ania Sahara; Jacky Andre
Jurnal Nasional Teknologi Komputer Vol 4 No 2 (2024): Volume 4 Nomor 2 April 2024
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v4i2.138

Abstract

The use of multimedia in the world of education is increasing and developing. Creating interactive multimedia-based learning media can provide benefits for teachers to attract students' interest in understanding the material presented. This makes the teaching and learning process more effective and not boring. The Canva application is a platform that is widely used to create interactive multimedia-based learning media. Apart from its attractive design and easy for users to understand, the Canva application is also available for free. There are various types of interesting features that users can easily use to create interactive multimedia-based learning media. Users can create designs in the Canva application according to their desired needs. So that the creation of Google Colab learning media at SMA Negeri 1 Binjai based on interactive multimedia can make it easier for students to understand the material presented by the teacher.

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