cover
Contact Name
Hadiq
Contact Email
hadiq@stikombanyuwangi.ac.id
Phone
+6282141245859
Journal Mail Official
jikom.stikom@gmail.com
Editorial Address
Street of Jenderal Ahmad Yani No. 80, Taman Baru, Banyuwangi, Jawa Timur 68416
Location
Kab. banyuwangi,
Jawa timur
INDONESIA
Jikom: Jurnal Informatika dan Komputer
ISSN : -     EISSN : 2597372X     DOI : https://doi.org/10.55794/jikom.v8i1.22
Core Subject : Science,
Jikom: Jurnal Informatika dan Komputer merupakan jurnal yang berisi makalah-makalah hasil penelitian, hasil kajian dan hasil review terkini dalam ilmu informatika dan komputer, termasuk matematika komputasional dan teknologi terapan.
Articles 134 Documents
Sistem Informasi Jasa Repaint Vespa Pada Bengkel Cat Karya Mandiri galuh arvana galuh; Tintin Harlina
Jurnal Informatika dan Komputer Vol 13 No 2 (2023): Oktober
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v13i2.116

Abstract

The aim of this research is to develop a web-based information system for repaint services at Karya Mandiri Paint Workshop. In constructing this system, the researcher employed the waterfall methodology, which consists of five phases: system requirements analysis, system design, implementation, system testing, and maintenance. This study resulted in a web-based application for the information system of repaint services at Karya Mandiri Paint Workshop. The system allows for customer data entry, order data input, addition of paint color data, and recording of repaint order queues. The built repaint service system can assist Karya Mandiri Paint Workshop and has been verified through blackbox testing to function effectively
Pembuatan Augmented Reality Menggunakan Metode Marker Based Tracking Sebagai Media Edukasi Budidaya Ikan Lele Di Bomo Krajan Banyuwangi rivaldo aldiansyah; Rachman Yulianto
Jurnal Informatika dan Komputer Vol 13 No 2 (2023): Oktober
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v13i2.117

Abstract

The lack of information is one of the challenges faced by people who want to start catfish farming in Banyuwangi, due to a lack of knowledge about catfish farming methods. This is what motivates the author to provide information recommendations using Augmented Reality-based technology as an educational medium. The implementation aims to reach people who want to learn how to farm catfish, from selecting fingerlings to the harvesting process. The method used in creating this learning media is the application of AR (Augmented Reality) technology. Augmented Reality can provide easily understandable and absorbable supporting information. This technique also offers an attractive interface by combining various multimedia aspects, including visuals, audio, and text simultaneously. Augmented reality-based video is applied through brochures. Testing on different smartphones resulted in effective marker recognition in lighting conditions of 10 Lux and above, at distances below 20cm. Marker recognition becomes challenging when markers are torn, wet, scribbled, or damaged.
Implementasi Sistem Kehadiran Guru Berbasis Internet of Thing di SDIT Darul Hikmah Amrullah, Ridhwan; Chusyairi, Ahmad
Jurnal Informatika dan Komputer Vol 14 No 1 (2024): April
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v14i1.118

Abstract

The teacher attendance system currently implemented at SDIT Darul Hikmah Jakarta still uses the manual method by filling in the arrival time and signing the attendance book available in the office. The system has several drawbacks such as manipulation of attendance, damaged or missing attendance books, and ineffective reporting because the general coordinator needs to copy back attendance data to be submitted to the principal and chairman of the foundation as material for evaluating teacher performance. Therefore, this study aims to create an Internet of Thing-based presence system using NodeMCU ESP 32 and a fingerprint sensor. This research process uses the Prototype method. This research produced a teacher attendance recorder that teachers can use as proof of attendance when they arrive at class. In addition, the website utilized to manage teacher attendance data to make reports and is used by teachers to fill out learning agendas that can provide feedback to student parents regarding student participation in learning through the Telegram application.
Implementasi Authentication Captive Portal Pada Wireless Local Area Network di PT. St. Morita Industries Siregar, Jonathan Daniel; Chusyairi, Ahmad
Jurnal Informatika dan Komputer Vol 14 No 1 (2024): April
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v14i1.119

Abstract

PT. St. Morita Industries has a Wireless Local Area Network (WLAN) which is used as a medium for exchanging data and information by utilizing wireless transmission media, WLAN currently uses WPA2-PSK as a security system to authenticate users to access the internet. However, the use of WPA2-PSK as WLAN security still has a weakness due to the use of the same 1 password for many users in order to connect to the WLAN hotspot will be an opportunity for cyber crime. This happens because it will be very easy for irresponsible users to enter the WLAN. Therefore, in this study, captive portal authentication will be applied as an effort to increase WLAN security replaces WPA2-PSK. This research process uses the Network Development Life Cycle (NDLC) method. All the configurations needed to build the captive portal authentication take advantage of the Winbox program. This research has resulted in a special user authentication limitation for users who have registered on the WLAN is permitted to access this company's internet. In addition, the Winbox program can also be used for monitoring all users connected to the WLAN, both active and inactive users. By setting up captive portal authentication on a WLAN network using a proxy routerboard device which comprises an IP address, DHCP server, hostpot setup, NAT firewall, and DNS server one can create a WPA2-PSK security system. This configuration is completed with the aid of the Winbox v3.37 software.
Perancangan Website Penjualan Toko Online Pada Toko Usaha Tani Mandiri Sintang Dengan Menggunakan Framework Codeigniter -, Dany Fahrurrozi; David David; Gusti Syarifudin; Sandy Kosasi; Susanti Margaretha Kuway
Jurnal Informatika dan Komputer Vol 14 No 1 (2024): April
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v14i1.122

Abstract

The Mandiri Farming Business Store has a need to be able to increase sales, manage goods/products so that they can be conditioned, and sales or marketing that is classified as conventional, which causes human error and farmers who have to come all the way to the store to get product information. This research aims to build a codeigniter-based sales website that has an MVC concept and a product recommendation system. This will simplify the shop activity process. The scope of the research uses the CodeIgniter framework which has an MVC concept and a product recommendation system to build sales websites. Using the midtrans API as a payment gateway. The form of research used is a case study. The research method used is DSR (Design Science Research). The design method used is the Agile Extreme Programming (XP) method. The results of this research produced a fertilizer and plant seed sales website that provides product and goods information to buyers and makes it easier for buyers to make purchases online. The conclusion of this research is that it facilitates sales and purchase transaction activities in stores. This research suggests adding other features such as delivery services.
Website Penjualan Pada Gerai Rabbani Pontianak Menggunakan Framework Laravel Maulidania, Resvi; David, Davi; Yuliani, I Dewa Ayu Eka; Kosasi, Sandy; Syarifudin, Gusti
Jurnal Informatika dan Komputer Vol 14 No 1 (2024): April
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v14i1.124

Abstract

Rabbani Store is a business that operates in the field of selling hijabs, clothing and other accessories which currently still uses a conventional or simple system, where the transaction and shopping process still requires consumers to come directly to the shop, so they wait to find out whether the goods are still in stock. or not. To overcome this problem, a sales website is needed at Rabbani Stores so that the sales system at Rabbani Stores can be further developed because it is online or digital based. Consumers no longer need to come to the store and wait a long time to shop, and consumers can make transactions directly from the sales website. In designing this sales website using the Laravel Framework by applying the MVC concept. The design method used is the Extreme Programming method. The research method used is Design Science Research (DSR). The results of this research produced a sales website at Gerai Rabbani using the Laravel Framework so that it could help sales at Gerai Rabbani. The conclusion of the designed website is that it can help the shop owner of Gerai Rabbani to market the products being sold. The suggestion is that the website used needs to be further developed in the interface so that it is easier and more attractive for users to use.
Pengembangan Multimedia Interaktif Untuk Pembelajaran Sejarah Indonesia Dengan Metode Think Pair Share Pada Kelas X Smk Nh Multimedia Poncokusumo Ojat, Achmad Darojat; Edo, Armedo Futhi Munadzar
Jurnal Informatika dan Komputer Vol 14 No 1 (2024): April
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v14i1.128

Abstract

Every teaching and learning activity the potential of media cannot be ignored, and often the object to be studied is too complex. This study aims to develop an interactive multimedia lesson on Indonesian History that has been validated for Tenth Grade SMK NH Multimedia Poncokusumo. In the trial activity, this Interactive Multimedia is combined with the Think Pair Share learning model, the learning activities will be even more interesting because it is different from conventional multimedia learning. The test results for developing interactive multimedia on media experts are 91.3% (valid). Data The results of testing the validity and development of the Interactive Multimedia method on material experts are 93% (valid). Meanwhile, the data from the test results of the validity and development of the Interactive Multimedia method on the audience or respondents are 95% (valid), the results of the small group audience trial are 92% (valid), and the learning outcomes test is 100% (effective). Overall, based on the product eligibility criteria, it can be concluded that the learning media is included in a valid statement, so it is feasible and effective to use in learning.
Perancangan Sistem Informasi Peminjaman dan Pengembalian Berkas Rekam Medis Rawat Jalan dengan Metode Waterfall Arta, I Gusti; sutha, diah; Ali, Amir; Putra, Yunior Bimasekti
Jurnal Informatika dan Komputer Vol 14 No 1 (2024): April
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v14i1.129

Abstract

Wiyung Sejahtera Hospital in recording the borrowing and returning of outpatient medical records still uses expedition books which are recorded manually. The research aims to design and develop an information system to facilitate the process of borrowing and returning outpatient medical record files using the Waterfall method approach. The Waterfall method was chosen because of its ability to divide system development into structured stages, starting from requirements analysis to maintenance. The needs analysis stage involves an in-depth study of existing processes and user needs. Next, system design is carried out by building a design plan that includes database structure, user interface design, and system workflow. System implementation is carried out by developing applications based on previous designs, while system testing is carried out thoroughly to ensure quality and performance before full implementation. The maintenance stage is carried out to ensure system operation and carry out continuous repairs and improvements. As a result, it is hoped that this system can improve the efficiency and quality of outpatient medical record file management and health services as a whole. The conclusion of this research is the successful design and development of a computer-based information system for borrowing and returning outpatient medical records at Wiyung Sejahtera Hospital using the waterfall method.
Webquest Sebagai Pembelajaran Dimasa Pandemi Covid-19 Pada Mata Pelajaran Sejarah Indonesia Kelas X Di Smk Nurul Huda Poncokusumo Kabupaten Malang Armedo Futhi Munadzar; Achmad Darojat
Jurnal Informatika dan Komputer Vol 14 No 1 (2024): April
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v14i1.131

Abstract

The pandemic disease outbreak due to corona virus disease (Covid-19) has affected learning activities at both elementary and tertiary levels. The government requires students to carry out online learning activities. One online learning alternative that can be implemented is WebQuest. WebQuest is a type of web-based learning that is inquiry-oriented. In developing this WebQuest, the model used is Web-Based Instructional Design with four stages: 1) Analysis Stage, 2) Concurrent Design Stage, 3) Implementation Stage, 4) Evaluation Stage. This research was applied to 40 students of class Results of WebQuest trials with 3 experts. The results of data analysis from design experts obtained an average percentage of 80% suitable for use. The results of media expert data analysis obtained an average percentage of 90% suitable for use. The results of material expert data analysis obtained an average percentage of 88% suitable for use. The results of individual data analysis obtained an average percentage of 86.6% suitable for use. The results of small group data analysis obtained an average percentage of 85.7% suitable for use. The results of field test data analysis obtained an average percentage of 83.1% suitable for use. The number of students who fulfill the SKM reaches a percentage level of 87.5%, so the product is said to be effective. Meanwhile, in individual trials, small groups and field trials, it can be concluded that the WebQuest that has been developed is valid and suitable for use in learning activities. Learning with WebQuest can be the main alternative for online learning during the Covid-19 pandemic. WebQuest makes it easy for students to access study material by simply opening one website page. Apart from the material in WebQuest, there are also assignments/activities that can attract students to learn using WebQuest.Keyword: WebQuest, Study activity in the time of Covid-19 Pandemic, Indonesian History.
Perancangan Sistem Pendataan Santri Dan Pendataan Hafalan Berbasis Android Di Ma’had Tahfizhul Qur’an Ahlus Shuffah Karyawati, Endang
Jurnal Informatika dan Komputer Vol 14 No 1 (2024): April
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v14i1.134

Abstract

This research aims to further analyze how to design and implement a student data collection application at Ma'had Tahfizhul Qur'an "Ahlus Shuffah" Balikpapan which can run on two different platforms, namely Detskop and Android. This research aims to produce an information system for managing student data and mobile-based student memorization data that runs on the Android platform and controlling student development and student memorization will become easier and more computable. The research method uses the waterfall method. The novelty of this research uses the design of a data collection application built using Android Studio and storing the data in an online database, which previously still used a manual system which was very troublesome, especially the invalidity and mismatch of data. The software used to build this application is Android Studio 3.1.2 using a database that can be operated online, namely Firebase. The results of this research make it easier to control the development of students' memorization and make it easier to check the data that has been input.

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