cover
Contact Name
Sitti Arni
Contact Email
jurnalprogres@gmail.com
Phone
+6281354738088
Journal Mail Official
jurnalprogres@gmail.com
Editorial Address
JL A.P Petarani No. 27 Panakukan Makassar
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Jurnal Informatika Progres
ISSN : 20868359     EISSN : 2797622X     DOI : https://doi.org/10.56708/progres.v14i1.300
Core Subject : Science,
Jurnal Informatika Progres merupakan jurnal Blind Peer-Review yang dikelola secara profesional dan diterbitkan oleh P3M STMIK Profesional Makassar dalam upaya membantu peneliti, akademisi, dan praktisi untuk mempublikasikan hasil penelitiannya. Jurnal ini didedikasikan untuk publikasi hasil penelitian dalam bidang yang memuat artikel tentang Teknologi, Komunikasi, Informasi dan Komputer. Terbit dua kali setiap tahun, 2 nomor 1 volume, yaitu pada bulan April dan September. Semua publikasi di Jurnal Informatika Progres ini bersifat akses terbuka yang memungkinkan artikel tersedia secara online tanpa berlangganan apapun.
Articles 207 Documents
OPTIMASI PROMPT ENGINEERING SEBAGAI STRATEGI PENINGKATAN KOGNITIF: STUDI EKSPERIMEN PADA PEMBELAJARAN ALGORITMA DAN PEMROGRAMAN Gaffar, Abdul Majid; Bahrin; Labolo, Abdul Yunus; Purnomo, Zulkarnain S.; Daeng Kuma, Kristalicia Clarita; Saharuddin
PROGRESS Vol 18 No 1 (2026): April
Publisher : P3M STMIK Profesional Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56708/progres.v18i1.544

Abstract

Penetrasi ChatGPT di lingkungan akademik telah memicu kekhawatiran mengenai penurunan kemampuan berpikir kritis mahasiswa akibat ketergantungan pada jawaban instan. Penelitian ini bertujuan untuk menguji efektivitas optimasi prompt engineering (teknik pemberian instruksi terstruktur) sebagai strategi untuk meningkatkan kemampuan kognitif mahasiswa pada mata kuliah Algoritma dan Pemrograman. Dengan menggunakan metode eksperimen murni (True Experimental Design), penelitian ini melibatkan 60 mahasiswa Program Studi Teknologi Informasi yang dibagi ke dalam kelompok eksperimen dan kelompok kontrol. Kelompok eksperimen diberikan intervensi berupa panduan prompting menggunakan teknik Chain-of-Thought (CoT) dan Socratic Prompting, sementara kelompok kontrol menggunakan ChatGPT secara bebas. Hasil penelitian menunjukkan adanya perbedaan signifikan pada nilai post-test antara kedua kelompok ($p < 0,05$), dengan rata-rata kelompok eksperimen (82,5) jauh melampaui kelompok kontrol (64,2). Analisis N-Gain Score menunjukkan bahwa kelompok eksperimen mengalami peningkatan kognitif kategori "Tinggi" (0,71). Temuan ini membuktikan bahwa optimasi prompting mampu mengubah peran AI dari mesin penjawab otomatis menjadi mitra dialog kognitif yang merangsang logika berpikir. Penelitian ini memberikan implikasi bagi dosen muda untuk mengintegrasikan literasi prompting dalam kurikulum sebagai strategi mitigasi terhadap risiko adiksi teknologi tanpa mengorbankan efisiensi AI.
SISTEM INFORMASI PENGGAJIAN CV. IQRA99 MAKASSAR DENGAN METODE RAPID APPLICATION DEVELOPMENT Ahmad Raihanul; Claudia Stevani; Andi Harmin
PROGRESS Vol 16 No 2 (2024): September
Publisher : P3M STMIK Profesional Makassar

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Abstract

Dalam masyarakat digital saat ini, kehidupan kita terkait erat dengan penerapan dan pemanfaatan teknologi. Di hampir setiap bidang dan jalur karier, teknologi memiliki dampak yang signifikan. Kemampuan komputer dapat dimanfaatkan sebagai salah satu komponen dari sebuah sistem informasi. Saat ini, di perusahaan Jasa Digital Printing, terdapat permasalahan dalam pengurusan gaji karyawan. Kesalahan dalam menghitung gaji sering terjadi, yang berujung pada keterlambatan proses pembayaran gaji. Situasi ini berpotensi menurunkan standar kinerja karyawan. Proses penggajian karyawan harus terkomputerisasi untuk standar perusahaan yang lebih baik. Sistem ini meningkatkan akurasi dalam penggajian, memungkinkan perusahaan untuk menghilangkan kesalahan dalam perhitungan gaji yang dilakukan secara manual, yang dapat merugikan karyawan. Penelitian ini bertujuan untuk merancang sistem penggajian dengan menggunakan metode Rapid Application Development (RAD) untuk mengatasi permasalahan utama yang ada dalam proses penggajian. Metode yang dapat diterapkan dalam pengembangan sistem informasi adalah Rapid Application Development (RAD) yang terdiri dari tiga tahap, yaitu perencanaan kebutuhan, proses perancangan sistem, dan implementasi. Dengan demikian, dalam merancang sistem informasi penggajian karyawan, metode Rapid Application Development (RAD) telah terbukti efektif seperti yang terlihat dalam berbagai studi kasus. RAD memungkinkan pengembangan sistem yang cepat dan berulang, dengan fokus pada prototyping dan umpan balik pengguna.
ANALISIS KINERJA WEBSITE TELKOM AKSES MENGGUNAKAN PINGDOM TOOLS Fadhalim Ansary Latief; Nilam Cahya Wulandari; Satriawaty Mallu
PROGRESS Vol 16 No 2 (2024): September
Publisher : P3M STMIK Profesional Makassar

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Abstract

Penelitian ini bertujuan untuk menganalisis kinerja website Telkom Akses menggunakan Pingdom Tools. Metode ini digunakan untuk mengukur kecepatan akses, waktu respons server, serta memberikan rekomendasi perbaikan. Hasil analisis menunjukkan pentingnya kecepatan akses halaman website dan waktu respons server dalam memengaruhi pengalaman pengguna. Selain itu, penelitian ini memberikan rekomendasi perbaikan untuk meningkatkan kinerja website, seperti optimasi gambar, penggunaan caching, dan peningkatan infrastruktur server. Penelitian ini menekankan pentingnya pemantauan secara berkelanjutan agar performa website Telkom Akses tetap optimal dalam memenuhi kebutuhan pengguna secara efisien.
IMPLEMENTASI JARINGAN SELULER PADA KAWASAN WISATA KAMPUNG REWAKO Zaenal Hasrul Maulana; Safaruddin
PROGRESS Vol 16 No 2 (2024): September
Publisher : P3M STMIK Profesional Makassar

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Abstract

This research aims to design a new cellular network or site in the area so that visitors and the surrounding community can use a cellular network with good quality. The method used is the drive test method to determine the quality of the network in the area. Then a cellular network design simulation was carried out using the Atoll application. From the results of the network design, testing was then carried out using point analysis in the Atoll application and the results were that the network quality in the area became better.
TRANSFORMASI PENDIDIKAN BERBASIS TEKNOLOGI: PERAN ARTIFICIAL INTELLIGENCE DAN INTERNET OF THINGS DALAM PEMBELAJARAN Brayend Yosua Konoralma; Samsuriah
PROGRESS Vol 16 No 2 (2024): September
Publisher : P3M STMIK Profesional Makassar

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Abstract

Artificial Intelligence (AI) has had a significant impact on the world of education, especially in improving the quality of learning and administrative efficiency. This study aims to analyze the main benefits of AI in education, including personalization of learning, efficiency of administrative processes, and accessibility to educational resources. Through a literature study approach. In addition, AI enables the development of virtual tutors, learning chatbots, and other technologies that provide flexibility in supporting independent learning. This technology also improves the efficiency of educational administration, such as automated assessment and student data management. Despite its many benefits, the application of AI faces challenges such as technological gaps and data privacy. With its great potential, AI is expected to continue to develop as an innovative solution to create inclusive, adaptive, and sustainable education.
PERBANDINGAN KINERJA K-NEAREST NEIGHBORS DAN CONVOLUTIONAL NEURAL NETWORK UNTUK KLASIFIKASI CITRA KONDISI PERMUKAAN JALAN Fenny Jong; Teny Handhayani
PROGRESS Vol 17 No 1 (2025): April
Publisher : P3M STMIK Profesional Makassar

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Abstract

Improving road infrastructure quality is an important aspect of transportation development and road user safety. Automatically assessing road surface conditions can accelerate maintenance and repair efforts. This study compares two classification methods, K-Nearest Neighbors (KNN) and Convolutional Neural Network (CNN), to evaluate road surface conditions based on digital images. Texture features are extracted using the Gray Level Co-occurrence Matrix (GLCM), including Contrast, Homogeneity, Energy, and others, to enhance the classification accuracy in KNN, while feature extraction and classification in CNN are performed automatically. The dataset used in this research consists of 1500 images of road surfaces with three different conditions: smooth, cracked, and potholes. Each condition contains 500 images with a resolution of 300x300 pixels. The results show that the KNN algorithm achieves an accuracy of 57.2%, while CNN demonstrates the best performance with an accuracy of 93.8%. for 80% training data and 20% testing data
PREDIKSI HARGA DAGING SAPI DI KOTA JAKARTA PUSAT MENGGUNAKAN LSTM DAN GRU Farhan Adithya Putra; Teny Handhayani
PROGRESS Vol 17 No 1 (2025): April
Publisher : P3M STMIK Profesional Makassar

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Abstract

This study analyzes the performance of two algorithms, Long ShortTerm Memory (LSTM) and Gated Recurrent Unit (GRU), in predicting data from the PIHPS website, focusing on beef commodity prices. The dataset was divided into two proportions: 80:20 and 70:30, and evaluated using Mean Absolute Error (MAE), Root Mean Squared Error (RMSE), and coefficient of determination (R²). The experimental results showed that GRU with 128 units and a 70:30 proportion achieved the best performance, with metrics of MAE at 170, RMSE at 390.2889, and R² at 0.902. The goal of this research is to determine the most suitable algorithm and unit configuration for this dataset. Future research is expected to integrate additional data with more complex models to improve prediction accuracy.
USER INTERFACE TESTING SEBAGAI LANGKAH MEMINIMALISIR RISIKO DIGITALISASI SARANA PRASARANA SEKOLAH Komarudin Tasdik; Anggia Rabiyah Al-Adawiyah; Bambang Subeno
PROGRESS Vol 17 No 1 (2025): April
Publisher : P3M STMIK Profesional Makassar

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Abstract

User Interface (UI) design is one of the current specialized jobs so that there are special vacancies for the profession of UI designer. Along with this phenomenon, there are still schools that do not have a mobile application to facilitate their management, including asset data management. This study aims to add references on UI design along with how to test the design that can be implemented by programmers more easily. The design testing process is carried out using usability testing. Usability measurements are carried out on three parameters, namely effectiveness, efficiency, and satisfaction. The results obtained that as one of the solution recommendations, a mobile prototype was designed with the main features including the Borrow Page and Asset Borrowing Form. From the results of testing the prototype, the results obtained that the prototype that had been created obtained an Effectiveness aspect value of 100%, Efficiency of 0.152 goals/sec, and a SUS Score of 92 (Best Imaginable).
IMPLEMENTASI ALGORITMA YOLO UNTUK MENDETEKSI JENIS TANAMAN HIAS BERBASIS ANDROID Rendra Soekarta; Suhardi Aras; Muh Fadhil Rahman
PROGRESS Vol 17 No 1 (2025): April
Publisher : P3M STMIK Profesional Makassar

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Abstract

Ornamental plants possess high aesthetic value and environmental benefits, yet identifying their species often poses a challenge, especially for beginners. This study aims to develop an Android-based application employing the You Only Look Once version 8 (YOLOv8) algorithm to detect ornamental plant species through leaf images in real-time. The dataset comprises 1,096 images of ornamental plant leaves, including snake plant (Sansevieria), aloe vera (Aloe vera), and coral cactus (Cereus peruvianus). The data were annotated using bounding box techniques, and the model was trained on Google Colab with an 80:20 split between training and testing datasets. The training resulted in an accuracy rate of 96% based on the mean Average Precision (mAP) metric. The application was developed using Android Studio with a user-friendly interface, enabling real-time detection on Android devices with a minimum RAM specification of 3 GB. Application testing involved black-box testing to ensure functionality and usability testing with 31 respondents, revealing a user satisfaction rate of 87%. Some challenges encountered included the impact of lighting on detection accuracy and result variability across different devices. This study contributes to the utilization of artificial intelligence technology for biodiversity education and supports environmental conservation efforts.
IMPLEMENTASI APLIKASI TUR VIRTUAL 360 BERBASIS VIRTUAL REALITY UNTUK PENGENALAN KAMPUS UNITAMA Muhajirin; Khaidir Rahman Nasir; Annah; Muhammad Syarif Nugroho
PROGRESS Vol 17 No 1 (2025): April
Publisher : P3M STMIK Profesional Makassar

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Abstract

This research focuses on the development of an Android-based virtual tour application to introduce the facilities and infrastructure of Universitas Teknologi Akba Makassar (UNITAMA) using Virtual Reality (VR) technology and the 360-degree panoramic image method. The objective of this study is to create an interactive medium for students, prospective new students, and their parents to access detailed information about the campus environment. The research employs the Multimedia Development Life Cycle (MDLC) method, consisting of concept, design, material collection, assembly, testing, and distribution. Testing results using the Blackbox method showed that the application functions properly, while user experience evaluation recorded an average score above 91%, with clarity achieving the highest score of 98.3%. This indicates that the application is effective as a digital campus introduction medium and provides an interactive and realistic experience.