cover
Contact Name
KARONA CAHYA SUSENA
Contact Email
karona.cs@unived.ac.id
Phone
+6281541234500
Journal Mail Official
karona.cs@unived.ac.id
Editorial Address
Jl. Meranti Raya No. 32, Sawah Lebar, Kota Bengkulu
Location
Kota bengkulu,
Bengkulu
INDONESIA
Jurnal Media Computer Science
ISSN : -     EISSN : 28280490     DOI : https://doi.org/10.37676/jmcs
Core Subject : Science,
Jurnal Media Computer Science merupakan jurnal nasional yang diterbitkan oleh Universitas Dehasen Bengkulu sejak tahun 2022. Jurnal Media Computer Science memuat artikel hasil-hasil penelitian di bidang Komputer, Sistem Informasi dan Teknologi. Jurnal Media Computer Science berkomitmen untuk menjadi jurnal nasional terbaik dengan mempublikasikan artikel berbahasa Indonesia yang berkualitas dan menjadi rujukan utama para peneliti.
Articles 230 Documents
Creating Educational Math Games Using Construct 2 Software Farhan Zaky; Ricky Zulfiandy; Achmad Fikri Sallaby
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.9581

Abstract

This study aims to develop a mathematics educational game for seventh-grade junior high school students using Construct 2 software, focusing on algebra and plane geometry. The research method used is experimental, covering needs analysis, system design, implementation, and black box testing. The game is designed with interactive features such as multiple-choice quizzes, visual simulations, and score tracking to enhance motivation and conceptual understanding. A questionnaire completed by 15 respondents showed that 86.7% agreed/strongly agreed the game interface was easy to use, 80% felt the game supported concept comprehension, and 93.3% would recommend the game. Functional testing confirmed that all features (navigation, content, quizzes, and score storage) operated optimally. The game aligns with the Merdeka Curriculum, which emphasizes competency-based and contextual learning. The results conclude that the Construct 2-based educational game is effective as an interactive learning tool, increases student engagement, and is suitable for further development by adding collaborative features and expanding its content.
IoT-Based Monitoring And Control Of Water Turbidity And Automatic Fish Feeding Nanda Eka Juniawan; Riska Riska; Yessi Mardiana
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.9633

Abstract

The development of Internet of Things (IoT) technology has had a significant impact in various fields, including the fisheries sector. In fish farming, water quality and feeding efficiency are important factors that affect fish health and growth. This study aims to design and implement IoT-based automatic fish feed and water turbidity monitoring system. This system uses an ESP32 microcontroller connected to a turbidity sensor to monitor water turbidity levels, an ultrasonic sensor to detect feed levels, and actuator devices in the form of servos and water pumps. Turbidity data and device status are transmitted in real-time via MQTT protocol to web-based monitoring application and an Android app. Test results indicate that the system can accurately monitor water turbidity levels and activate feeding according to a schedule or manually via the user interface. The testing was conducted in a 40x12x15 cm aquarium containing five guppy ornamental fish, and on the seventh day, an increase of 1 NTU was recorded. The implementation of this technology is expected to improve operational efficiency, reduce feed waste, and maintain aquarium environmental quality sustainably..
Pengembangan Website E-Commerce dan Sistem Informasi Untuk Penjualan Produk The Hidden Swargi Coffe Roaster Tina Anjarwati; Heru Supriyano
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.9644

Abstract

This study discusses the development of an e-commerce website integrated with the information system at The Hidden Swargi Coffee Roaster. The background of this study stems from the need for businesses to improve operational efficiency while expanding their marketing reach in the digital age. The method used in the development is the Waterfall model, which includes the stages of requirements analysis, system design, implementation, and testing. The results of the study show that the system built is capable of supporting product management, transactions, and customer data in a more structured and integrated manner. Testing using the Black Box method proves that all functions in the system run according to the design and user requirements. With this system, The Hidden Swargi Coffee Roaster can strengthen its business processes while improving the quality of service to customers. This research is expected to provide practical contributions to MSMEs in the application of information technology and serve as an academic reference in the development of integrated e-commerce systems.
Rancang Bangun Aplikasi Kesehatan Mental Untuk Remaja Di Indonesia Berbasis Android Dissa Aulia; Khanun Roisatul Ummah
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.9705

Abstract

Specialized treatment is essential to address the mental health challenges faced by Indonesian adolescents. Adolescents are often reluctant to seek professional help due to societal expectations, the transition from childhood to adulthood, and negative perceptions of mental health issues. The results of the 2022 I-NAMHS survey show that 34.9% of Indonesian adolescents experience symptoms of mental disorders, and 5.5% experience severe mental illness. To address this issue, an Android-based mental health solution information system called “Rileksin” has been developed. This application provides key features such as a user Mood tracker, relaxation music, breathing relaxation, positive visualization relaxation, stretching relaxation, articles, journaling , and a mission and reward system to increase user engagement. The “Rileksin” app offers safe and anonymous mental health support through Android devices. The system was developed using Android Studio with a database created on Firebase. For teenagers, this application provides meditation tools and direct access to information about mental health. The “Rileksin” application uses the waterfall system development method, which consists of the following stages: requirements analysis, system design, implementation, testing, evaluation, and maintenance. Based on the results of testing using the Black Box Testing method on the Relaksin app, it can be concluded that all the main features are working well and in accordance with the specified requirements. In addition, usability testing using the System Usability Scale (SUS) method obtained an average score of 83, which indicates that the app is in the excellent category and is easy to use for users.
Perancangan Aplikasi Daftar Menu dengan Implementasi Augmented Reality Muhammad Alif Pandu Raharjo; Devi Afriyantari Puspa Putri
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.9782

Abstract

Digital technology has spread rapidly in the last several years. This growth has resulted in significant changes in various areas. The culinary sector stands out as one clear example. Studies indicate that innovation now plays a central role. It boosts how operations run more smoothly. At the same time, it improves what customers go through overall. Evidence points to the creation and rollout of a mobile app for menus. This app weaves in Augmented Reality, or AR, right into its core. Developers stuck to the waterfall approach for the whole process. They began with analyzing needs. Then came the in-depth planning of the system. After that, building it out, checking everything, and setting up ongoing support. AR comes into play by showing food options as lively 3D models. Users get to see dishes in a lifelike way. They can do this before deciding to order anything. Beyond that, the app offers extra tools to make things easier. Think quick searches through the menu. Or grouping items by type. There's also a spot to save favorites. Pop-ups give more details on selections. A basic cart handles picks. Checkout happens automatically through WhatsApp. For testing, the team used Black Box methods. This checked if functions worked as planned. To gauge how users felt, they applied the System Usability Scale, known as SUS. Results came back strong. Every part operated without issues. The SUS score topped 80. That points to strong approval from those who tried it. In the end, the app delivers a lively way to visualize and interact. It seems likely to help with marketing and sales. Small food businesses, like those in the MSME category, could find it especially handy.
Decision Support System For Assessing The Performance Of The Best Posyandu Cadres Using The Weighted Product (WP) Method At The Tanjung Agung Palik Community Health Centre Zevin Agustianza; Maryaningsih Maryaningsih; Venny Novita Sari
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.9931

Abstract

The performance assessment of Posyandu cadres at the Tanjung Agung Palik Community Health Centreis still carried out manually, requiring a more measurable solution.This study aims to design and develop a Decision Support System(DSS) for assessing the performance of the best Posyandu cadres. This DSS was developedusing the Waterfall model and implementing the WeightedProduct (WP) method to process assessment data. The criteria usedinclude attendance, administration, length of service, and communication, which areweighted according to their level of importance. The application of the WP method involvescalculating preference vectors and normalising the final scores to producea ranking of cadres. The results show that this system is capable ofautomatically and efficiently presenting recommendations for the best cadres. It is hoped that this DSS can be an accurate and data-based tool, reducingsubjectivity and assisting health centres in making fair and accountable decisions.
Design Of A Digital Platform As An Effort To Empower Communities In The Tourism Sector Based On Local Wisdom Davina V. A. Paendong; Diky Martin; Jessica Davalynda; M. Naufal Dwitama; Vanessa D. Celline; Rahmi Yulia Ningsih; Chairani Putri Pratiwi
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.9938

Abstract

Indonesia has vast tourism potential; however, the use of digital technology in managing and promoting destinations remains limited, particularly in small and rural areas. Limited access to technology, low digital literacy, and weak coordination among tourism stakeholders have become key challenges in enhancing the competitiveness of local tourism in the digital era. This study aims to design a digital platform as an effort to empower communities in the tourism sector based on local wisdom. The platform is designed to increase community participation, provide accessible information, and support community-based destination marketing and promotion. The research employs a Research and Development (R&D) method with a qualitative descriptive approach and adopts the Design Thinking development model, which consists of five stages: empathize, define, ideate, prototype, and test. Data were collected through questionnaires distributed to tourism business actors, travel agents, and tourists to explore their needs, perceptions, and challenges in utilizing digital technology. The study results in a design of a community-based digital tourism platform that integrates features of promotion, transactions, and coordination among local tourism stakeholders. The platform emphasizes the role of local communities as providers of tourism services such as homestays, local transportation, and tour guiding rooted in local wisdom. This concept is expected to foster local economic growth, strengthen cultural identity, and support the achievement of the Sustainable Development Goals (SDGs).
Design And Development Of A Web-Based Attendance System For Daily Workers At The Civil Service Police Unit Office Of Bengkulu Province Mardiansyah Mardiansyah; Khairil Khairil; Ricky Zulfiandry
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.9940

Abstract

In the current digital era, the need for efficient and accurate systems is increasingly urgent, especially in supporting administrative data management in government agencies. One important aspect of administrative management is workforce attendance, which serves as a basis for performance evaluation. However, in the Office of the Civil Service Police Unit (Satpol PP) of Bengkulu Province, the attendance system for daily workers still faces significant challenges. Therefore, this study aims to design a web-based attendance system for daily workers in the Office of Satpol Pamong Praja of Bengkulu Province. The research method used is the waterfall system design method. The attendance system has been successfully developed and implemented with a simple, intuitive interface that meets user needs and operates well within the environment of the Office of the Civil Service Police Unit of Bengkulu Province. This system is capable of managing employee data, recording attendance, and generating structured and automated attendance reports.
Studi Literatur: Dampak Media Pembelajaran Berbasis Android Terhadap Hasil Belajar Informatika Siswa Menengah Atas Salma Fitria Shohifah; Iman Nasrulloh; Aceng Ahmad Rodian Susila
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.10009

Abstract

This study aims to comprehensively analyze the impact of Android-based learning media on students’ Informatics learning outcomes in Senior High Schools. The research was conducted using a literature study approach by reviewing 30 scientific articles published between 2020 and 2025 from accredited national and international journals. The analysis focused on aspects of media design, curriculum integration, learning effectiveness, and improvements in students’ cognitive and affective learning outcomes. The review results show that Android-based learning media significantly enhance learning engagement, motivation, and students’ performance compared to conventional teaching methods. Most studies reported an average increase in learning outcomes ranging from 15% to 35% after the implementation of Android-based learning media. However, several limitations were identified, such as dependency on digital infrastructure and the lack of teacher training in interactive content development. Based on these findings, it can be concluded that Android-based learning media have great potential to improve Informatics learning outcomes in high schools, provided that their use is supported by institutional policies, teachers’ digital literacy, and contextual instructional design. This study also provides recommendations for future research to explore the integration of artificial intelligence and gamification in Android-based learning media.
Deteksi Objek Secara Real-Time Berbasis YOLOv8 dan Algoritma DeepSORT Daniel Satria Mahardhika; Magdalena A. Ineke Pakereng
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.10038

Abstract

Manual monitoring of traffic density and pedestrian movement is often inefficient and prone to errors. This study aims to develop and evaluate an automated real-time object detection and tracking system as a solution to these issues, focusing on four main classes: cars, motorcycles, trucks, and people. The method employed involves the implementation of the YOLOv8l deep learning architecture for high-precision object detection, combined with the DeepSORT algorithm for tracking and re-identification to maintain unique IDs for each observed object. The training data were collected from various CCTV recordings and enriched through augmentation techniques, after which the model was trained using the Google Colab platform. For functional testing, the system was implemented in a local Flask-based web application capable of processing input from videos, webcams, and YouTube live streams. The evaluation results indicate that the model achieved very high and balanced performance, with overall accuracy, precision, recall, and F1-score values reaching 0.98. Although challenges related to Frame Per Second (FPS) stability were identified due to heavy computational loads, the system as a whole proved to be functional, reliable, and effective as an automated solution for object monitoring in public environments.