cover
Contact Name
Hendri Rasminto
Contact Email
hendri@stekom.ac.id
Phone
+6289669609417
Journal Mail Official
hendri@stekom.ac.id
Editorial Address
(LPPM)LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern Jl. Diponegoro No.69, Dusun I, Wirogunan, Kec. Kartasura, Kabupaten Sukoharjo, Jawa Tengah 57166Email : lppm@stiestekom.ac.id
Location
Kab. sukoharjo,
Jawa tengah
INDONESIA
Jurnal Manajemen Informatika & Teknologi
ISSN : 28087550     EISSN : 27980235     DOI : 10.51903
Core Subject : Science,
scope adalah Sistem Informasi, Manajemen Informatika, Computer Science, IT Audit & Assessment, Programming & Algorithm, Big Data, Data Mining, Cloud Computing, Smart City, IoT (Internet of Things), Artificial Intelligence, Networking & Communication, dengan scope adalah Sebagai berikut: Sistem Informasi Manajemen Informatika Computer Science IT Audit & Assessment Programming & Algorithm Big Data, Data Mining Cloud Computing Smart City IoT (Internet of Things) Artificial Intelligence Networking & Communication
Articles 89 Documents
Integrasi Algoritma Rekursif pada Pemrosesan Data Multilevel untuk Aplikasi Berbasis AI Muhammad Bagus Pratama; Riffal Setiawan; Tata Sutabri
Jurnal Manajemen Informatika & Teknologi Vol. 5 No. 1 (2025): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/g04chv51

Abstract

The growing volume and complexity of data in various artificial intelligence (AI) applications demand processing strategies capable of handling multilevel or hierarchical data structures. One computational approach with significant potential in this context is the recursive algorithm, which is known for its effectiveness in navigating and managing hierarchical data. This study aims to examine and integrate recursive algorithms into multilevel data processing workflows to enhance the efficiency of AI systems. By developing a processing architecture that applies recursion in key stages—such as hierarchical feature extraction, layered decision-making, and multilevel classification—this research demonstrates that recursive algorithms can simplify data complexity and improve prediction accuracy. Case studies are conducted on several applications, including document pattern recognition and hierarchical image segmentation. Experimental results show that recursive-based models outperform conventional non-recursive approaches in terms of scalability and computational efficiency. These findings reinforce the relevance of recursion in multilevel data processing and open up broader opportunities for integration within modern AI architectures.
Implementasi Game Edukasi Berbasis Multimedia Studi pada 'The Way of Life' untuk Siswa Sekolah Dasar Budi Hartono; Santi Widiastuti; Hendri Rasminto; Desta Pratama Arya Adjie
Jurnal Manajemen Informatika & Teknologi Vol. 5 No. 1 (2025): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/gthbgt61

Abstract

Studi ini bertujuan untuk merancang dan menghasilkan sebuah permainan edukatif anak berjudul "The Way of Life" yang diperuntukkan bagi siswa sekolah dasar dengan memanfaatkan multimedia. Permainan ini dibuat untuk mendukung anak-anak dalam memahami nilai-nilai kehidupan dan keterampilan dasar melalui interaksi yang menyenangkan dan informatif. Proses pembuatan game ini dimulai dengan analisis kebutuhan dan perancangan konten yang sesuai dengan kurikulum pendidikan dasar. Konsep permainan mencakup elemen pendidikan seperti pengenalan nilai-nilai etika, keterampilan sosial, serta pengetahuan dasar lainnya yang disampaikan melalui cerita yang menarik dan interaksi multimedia. Rancangan game ini mencakup penggunaan grafik warna-warni, animasi, dan suara untuk menghadirkan pengalaman belajar yang menarik dan interaktif. Metode pengembangan yang diterapkan meliputi tahap perancangan, pengembangan, pengujian, dan evaluasi untuk memastikan bahwa game ini mencapai tujuan edukasi dan berfungsi optimal pada perangkat yang digunakan oleh siswa. Temuan dari studi ini menunjukkan bahwa permainan "The Way of Life" mampu meningkatkan pemahaman siswa tentang nilai-nilai kehidupan serta keterampilan dasar dengan pendekatan yang menarik dan efektif. Percobaan yang dilakukan pada sekelompok murid sekolah dasar menunjukkan reaksi positif terhadap elemen pendidikan dan kesenangan dari permainan ini. Dengan cara ini, permainan edukasi ini dapat berfungsi sebagai perangkat yang berguna dalam proses pengajaran, menawarkan pilihan inovatif untuk materi pembelajaran konvensional. Studi ini berkontribusi pada pengembangan media pendidikan berbasis multimedia yang mendukung pembelajaran yang lebih interaktif dan menyenangkan untuk anak-anak.
Kurangnya Etika dan Moral pada Anak Sekolah Dasar di Era Globalisasi Ramadhan Putra Pamungkas; Diah Puri Widyawati; Tasya Putri; Dinda Zahra Ummami
Jurnal Manajemen Informatika & Teknologi Vol. 5 No. 1 (2025): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/xggh5427

Abstract

The development of information technology in the era of globalization has a positive and negative impact on people's lives, including elementary school children. While technological advances open up unlimited access to science, the uncontrolled flow of information also affects children's moral values. This article discusses the problem of low ethics and morals in elementary school children, identifies the causative factors, explains the role of teachers as moral agents, presents guidance and counseling strategies, and provides practical recommendations for teachers. With the right strategy, teachers are expected to be able to help students face global moral challenges and grow as a generation of character.Keywords: Ethics, morals, elementary school children, globalization, counseling guidance, character education
Sistem Pemantauan Tempat Sampah Pintar Berbasis IoT dengan Jaringan NB-IoT Emilia Julita Kadja; Menhya Snae
Jurnal Manajemen Informatika & Teknologi Vol. 5 No. 1 (2025): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/s79tw983

Abstract

The Smart Trash Can Monitoring System aims to create an automated solution for monitoring and managing trash can conditions. The method used in this system is IoT-based smart trash can monitoring technology, which utilizes ultrasonic sensors to measure the height of the trash and proximity sensors to detect objects around the trash can. The sensor data is processed by Node Mcu. There are 2 bins for organic and non-organic waste. Each of them is installed with one capacitive proximity sensor and one inductive proximity sensor. If the user detects organic waste in the right bin with a distance of less than 10 cm, the system will drive the servo motor to open the bin cover, and send a message to Telegram. In addition, if the height of the garbage exceeds the threshold, the system sends a notification to Telegram. The result of implementing this system has the potential to increase the efficiency of waste collection and create a healthier environment.
Perbandingan Metode Simple Additive Weigthing (SAW) dan Analytic Hierarchhy Process (AHP) dalam Pemilihan Lapangan Badminton Terbaik di Kota Kupang Akeld Gamaliel Denil; Yohanis Malelak
Jurnal Manajemen Informatika & Teknologi Vol. 5 No. 1 (2025): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/w7p94y75

Abstract

The court is a badminton game area that is rectangular in shape and has a net in the middle, the increasing number of new badminton courts or what is often called gor shows that badminton is now popular among the community. This research aims to help the community in determining the choice of badminton courts based on predetermined criteria. In this study, two methods were used to make a comparison by applying the Simple Additive Weighting (SAW) and Analytical Heiarchy Process (AHP) methods. Data collection is carried out by means of observation and direct interviews with field managers, the data obtained will be implemented in a web-free Decision Support System (SPK) with the SAW and AHP methods to produce the best alternative where this method seeks the weighted sum of the best peformance ratting on each alternative on all criteria. The results of this research are in the form of a website-based system where the system can provide recommendations that can help badminton court users in choosing the appropriate badminton court.
Optimasi Pemilihan Soal Ujian Try Out Menggunakan Algoritma Greedy Berdasarkan Tingkat Kesulitan dan Waktu Pengerjaan Zelly Apriza; Septi Mujiranda; Tata Sutabri
Jurnal Manajemen Informatika & Teknologi Vol. 5 No. 1 (2025): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/d6q0cf16

Abstract

The selection of appropriate questions for the trial exam is one of the main factors in objectively evaluating the readiness of participants. This process not only considers the level of difficulty of the questions, but also the duration of the work required. This study proposes the application of the greedy algorithm as a method for selecting questions based on these two main parameters. The greedy algorithm was chosen because it can provide a quick solution by selecting the best option at each step of decision making. In practice, the system will sort the questions based on the ratio of the value between the level of difficulty and the time required to complete them, then select questions until the maximum time is reached. The test results show that this method can form a collection of questions that are balanced between the time to complete and the level of difficulty. This method can also be applied in various trial exam situations with a set time. This study offers an initial overview of the use of the greedy algorithm in developing an efficient and responsive question selection system.
Pengamanan Data Transmisi Aplikasi Web Menggunakan Algoritma Kriptografi RSA: Studi Kasus dan Analisis Hermalia Putri; Lurya Virna; Tia Febrianti; Tata Sutabri
Jurnal Manajemen Informatika & Teknologi Vol. 5 No. 1 (2025): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/rdbsne23

Abstract

In the rapidly developing digital era, web applications have become the main means of exchanging information, ranging from personal data, financial transactions, to business communications. However, the process of transmitting data over the internet network is very vulnerable to various security threats, such as eavesdropping, data tampering, and man-in-the-middle attacks. Therefore, a security mechanism is needed that can guarantee the confidentiality, integrity, and authentication of the data sent. One method that is widely used to secure data transmission is cryptography. This study focuses on the use of the RSA (Rivest–Shamir–Adleman) asymmetric cryptography algorithm, which uses a pair of public and private keys in the data encryption and decryption process. RSA provides advantages in terms of key distribution and security based on the mathematical complexity of large prime number factorization. The case study was conducted on a simple web application in the form of a personal data entry form that is usually sent in plain text. In this implementation, data from the client side is encrypted using the RSA public key, then sent to the server, and decrypted using the private key to be stored in the database. The test results show that RSA is able to secure data well and prevent data from being read directly even if wiretapping occurs. In addition, an analysis of the algorithm's performance in terms of encryption and decryption speed for various data sizes was also carried out. Although effective in terms of security, the RSA algorithm has limitations in handling large data, which causes a significant decrease in performance. Therefore, RSA is more suitable for use in hybrid systems with symmetric algorithms such as AES to encrypt message contents. This study provides a practical overview of how RSA can be applied in the context of the modern web and an analysis of its advantages and limitations in real practice
Penggunaan algoritma Backtracking untuk Penyelesaian Masalah N-Queens: Studi Perbandingan Iteratif dan Rekursif Rachmat Adiaz Arrofi; M.Erlangga Fauzi; Tata Sutabri
Jurnal Manajemen Informatika & Teknologi Vol. 5 No. 1 (2025): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/x68fky35

Abstract

The N-Queens problem is a classic problem in computer science that requires the placement of N queens on an NxN chessboard without attacking each other. One of the common algorithmic approaches used to solve this problem is the backtracking algorithm, which is a technique for finding solutions by systematically trying all possibilities and backtracking when reaching a dead end. This study compares two implementation methods of the backtracking algorithm, namely the recursive and iterative approaches, in the context of solving the N-Queens problem. The focus of this study is to analyze the performance of the two approaches based on execution time, memory efficiency, and program code complexity. Experiments were conducted on various board sizes (N=4 to N=20) using the Python programming language. The test results show that the recursive approach has a simpler and easier-to-understand code structure, but is susceptible to stack overflow at large N values. Meanwhile, the iterative approach is more complex in its implementation, but tends to be more stable and efficient in the use of computer resources. This study contributes to a comparative understanding of the two approaches, as well as being a reference in choosing the right programming strategy to solve other combinatorial problems.
Implementasi Algoritma Backtracking pada Penyelesaian Sudoku: Studi Kasus dan Evaluasi Kinerja M. Zakiansyah; Dzikri Thoriq Al Ariiq; Tata Sutabri
Jurnal Manajemen Informatika & Teknologi Vol. 5 No. 1 (2025): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/qqf4p394

Abstract

Sudoku is a 9x9 grid-based number logic puzzle that requires filling in digits from 1 to 9 uniquely in each row, column, and 3x3 subgrid. This study implements the backtracking algorithm as a systematic solution-searching method for solving Sudoku puzzles automatically. The implementation is done using Python, and performance is evaluated based on puzzles of varying difficulty levels. The analysis focuses on execution speed and memory efficiency. The results indicate that backtracking performs effectively for easy and medium-level puzzles but experiences significant performance drops with more complex puzzles. This research provides a measurable overview of the backtracking algorithm’s performance in solving Sudoku.
Perbandingan Kinerja Algoritma K-Means dan DBSCAN dalam Pengelompokan Data Nilai Kelas VIII A pada SMP Negeri 01 Palembang Danisa Enjelika; Nabila Putri Hariani; Tata Sutabri
Jurnal Manajemen Informatika & Teknologi Vol. 5 No. 1 (2025): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/0b0wy438

Abstract

Penelitian ini bertujuan untuk mengelompokkan 30 siswa kelas VIII A berdasarkan nilai tiga mata pelajaran utama, yaitu Matematika, Bahasa Indonesia, dan Bahasa Inggris, menggunakan metode clustering K-Means dan DBSCAN. Penentuan jumlah klaster optimal pada K-Means dilakukan dengan analisis SSE dan Silhouette Score, menghasilkan tiga klaster kemampuan siswa: tinggi, sedang, dan rendah. DBSCAN membagi siswa ke dalam dua klaster, yaitu remedial dan tidak remedial. Hasil clustering membantu guru dalam mengidentifikasi kelompok siswa yang membutuhkan perhatian khusus dan menyusun strategi pembelajaran yang lebih efektif. Penerapan teknik clustering ini berpotensi meningkatkan efisiensi proses pembelajaran dan keberhasilan akademik siswa.