cover
Contact Name
Errissya Rasywir
Contact Email
errissya.rasywir@gmail.com
Phone
+6285809949385
Journal Mail Official
errissya@unama.ac.ic
Editorial Address
Jl. Jendral Sudirman. Thehok. Kecamatan Jambi Selatan. 36138.Jambi City Jl. A. Tarmizi Kadir. No.04. RT 05. Kelurahan Pakuan Baru. Kecamatan Jambi Selatan. 36138.Jambi City
Location
Kota jambi,
Jambi
INDONESIA
Jurnal Informatika dan Rekayasa Komputer
ISSN : 28085469     EISSN : 28085000     DOI : https://doi.org/10.33998/jakakom.v3i1
Core Subject : Science,
Jurnal Informatika Dan Rekayasa Komputer (JAKAKOM) merupakan jurnal yang berada dibawah naungan Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Dinamika Bangsa dan diterbitkan oleh Universitas Dinamika Bangsa Jambi. Jurnal Informatika Dan Rekayasa Komputer (JAKAKOM) menerbitkan jurnal 2 kali dalam setahun yaitu pada bulan September dan April. Misi dari Jurnal Informatika Dan Rekayasa Komputer (JAKAKOM) adalah untuk menyebarluaskan, mengembangkan dan memfasilitasi hasil penelitian bidang informatika dan rekayasa komputer.
Articles 26 Documents
Search results for , issue "Vol 4 No 1 (2024): JAKAKOM Vol 4 No 1 APRIL 2024" : 26 Documents clear
Perancangan Aplikasi Game Edukasi Matematika Untuk Anak SD Menggunakan Metode Permainan Quiz Interaktif Prastyo Aji, Dimas; Nugroho, Agus; Setiawan, Roby
Jurnal Informatika Dan Rekayasa Komputer(JAKAKOM) Vol 4 No 1 (2024): JAKAKOM Vol 4 No 1 APRIL 2024
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/jakakom.2024.4.1.1463

Abstract

Games have become a means of entertainment based on multimedia that is most in demand by the public, especially among young children today. This is the factor that drives many game developers to innovate with game products that have a positive impact on their fans. This research aims to contribute to the world of games, especially games that are educational for children who attend elementary schools. The educational side of this game is learning math quizzes that are simple and interesting. In this game, players can enjoy a quiz game based on the Android platform which at the same time adds knowledge and learning to count by answering questions in the educational game. Scores will be obtained based on the number of correct answers. This game aims to improve children's learning abilities, especially elementary school students grades 1 to 3 and increase understanding of how to calculate mathematics. The results obtained in this study are interactive and interesting games that can help students improve understanding and reduce boredom in learning mathematics.
Perancangan Game Edukasi “Kabataku” Untuk Anak Sekolah Dasar Dengan Menggunakan Metode Quiz Team Pranata S., Panca Wira; Nugroho, Agus; Roby Setiawan
Jurnal Informatika Dan Rekayasa Komputer(JAKAKOM) Vol 4 No 1 (2024): JAKAKOM Vol 4 No 1 APRIL 2024
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/jakakom.2024.4.1.1467

Abstract

This research is motivated by the absence of supporting applications for learning mathematics that can attract students' interest in learning mathematics at SD Negeri 130, Jambi City. This is because the learning and teaching system seems monotonous and boring by only using textbooks as the main teaching material. The purpose of this research is to design a kabataku educational game for elementary school children using the quiz team method. The system development method used is data collection and interviews and also uses the waterfall method using modeling tools use case diagrams, activity diagrams, class diagrams, and flowcharts. The software used is Contract 2, Pictart. By designing this educational game, you can add to the method of learning and teaching mathematics while playing the kabataku educational game using the quiz team method.
Perancangan Aplikasi Mobile Pembukuan Pengadaan Kayu Bangsal Delima Jambi Berbasis Android Yudhistira, Reynaldi; Gunardi; Nugroho , Agus
Jurnal Informatika Dan Rekayasa Komputer(JAKAKOM) Vol 4 No 1 (2024): JAKAKOM Vol 4 No 1 APRIL 2024
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/jakakom.2024.4.1.1468

Abstract

This research is motivated by the absence of a bookkeeping application that can be accessed anywhere by the owner of the Jambi Delima Ward. This is because the bookkeeping system is manual and cannot be carried anywhere. The purpose of this research is to design a bookkeeping application for owners using mobile. The system development method used is data collection and interviews and also uses the waterfall method using modeling tools use case diagrams, activity diagrams, class diagrams, and flowcharts. The software used is Android Studio and Firebase. With the design of this mobile application can be accessed anywhere and anytime
Perancangan Aplikasi Reservasi Laundry Pada Peach Laundry Jambi Berbasis Web Yolanda, Imel; Hendri; Mery
Jurnal Informatika Dan Rekayasa Komputer(JAKAKOM) Vol 4 No 1 (2024): JAKAKOM Vol 4 No 1 APRIL 2024
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/jakakom.2024.4.1.1469

Abstract

Peach Laundry Jambi is one laundry services that are located in Jambi city where data management still use books and counting tools. So that problems occur loss occurs that they should come to data customers and orders data because the notes of destroyed or lost , got mixe up clothing customers caused sameness of name on the notes, calculation error flags or transaction data to name goods and the amount paid and process of the reports that need a relatively long time. Hence this study aims to designing laundry reservation application use PHP programing laungage and DBMS MySQL.This research using waterfall development system and modeling system like use case diagram, activity diagram and class diagram .The result of this research is that this system is hoped to enable in data processing good transaction calculation, a search and the preparation of reports on , so that data processing and dissemination of information become more quickly and correctly
Perancangan UI/UX Fitur Free Trial Pada Aplikasi Netflix Dengan Metode Design Thinking Proyek Kampus Merdeka Mitra PT. Zona Edukasi Nusantara (ZENIUS) Kurniawan, Muhammad Aldino; Beny, Beny; Herty Yani
Jurnal Informatika Dan Rekayasa Komputer(JAKAKOM) Vol 4 No 1 (2024): JAKAKOM Vol 4 No 1 APRIL 2024
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/jakakom.2024.4.1.1470

Abstract

Netflix is an on-demand video streaming application which is very popular among the public. However, there are not a few new users who feel aggrieved by the policy of having to subscribe before being able to access the application. Therefore the author has the idea to design a User Interface and User Experience design for the free trial feature of the Netflix application. In this design the author uses the Design Thinking method which is widely used by UI/UX Designers to design an application. During the creation of the author assisted by the Mentor for the design and implementation. And as a result the author has succeeded in making a design plan which can then be implemented by Netflix.
Analisis Kualitas Website Stikes Garuda Putih Kota Jambi Menggunakan Metode Webqual 4.0 Syah, Firman; Ahmad Husaein; Ronald Naibaho
Jurnal Informatika Dan Rekayasa Komputer(JAKAKOM) Vol 4 No 1 (2024): JAKAKOM Vol 4 No 1 APRIL 2024
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/jakakom.2024.4.1.1472

Abstract

Firmansyah, 8040190307 ANALYSIS OF THE QUALITY OF THE GARUDA PUTIH STIKES WEBSITE IN JAMBI CITY USING THE WEBQUAL 4.0 METHOD Keywords: website, webqual, STIKES GARUDA PUTIH (xii + 77+ Appendix) The rapid development of IT has made the website an integral part of an educational institution, especially in terms of services for academic activities, lecturers, students and education staff. Services in a web-based information system need to be measured to determine the quality level of the website for users. this research, to determine the quality of the Garuda Putih STIKES website in Jambi City in meeting the needs of satisfied users using the webqual 4.0 method. The method used in determining the quality of the White Garuda Stikes website, Jambi city, is the webqual 4.0 method which consists of four variables, namely the variableusability, information quality, interaction quality andUser Satisfaction. The research sample is 173 respondents. Random and stratified sampling. Data was collected through a questionnaire containing statements about student perceptions of the Garuda Putih SITKES website, Jambi city. The collected data was processed with SPSS and conducted a test to determine the quality of the Garuda Putih City STIKES website, Jambi. From the results of calculations that have been carried out by researchers, variable values ​​are obtainedIntraction Quality bigger than the variableInformation Quality and variablesUsability Quality, thus VariableIntraction Quality has a greater influence than the other variables, which can be seen from the t value calculated for the Interaction Quality variable of 5,946 compared to the t calculated variableInformation Quality of 1,510 and variableUsability Quality of 2,838. Bibliography (2015-2022)
Perancangan Penyortir Kentang Berdasarkan Ukuran Menggunakan Load Cell Berbasis Arduino Uno Randa, Wahidul; Bustami, M. Irwan; Riyadi, Willy
Jurnal Informatika Dan Rekayasa Komputer(JAKAKOM) Vol 4 No 1 (2024): JAKAKOM Vol 4 No 1 APRIL 2024
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/jakakom.2024.4.1.1502

Abstract

Dalam proses penyortiran kentang waktu yang dibutuhkan dalam sortir manual yang memakan banyak waktu, ketidakonsistenan dalam klasifikasi kentang oleh manusia, akurasi pengukuran berat yang kurang terjaga, kesulitan dalam penyortiran kentang dalam skala produksi besar, dan biaya tenaga kerja yang tinggi. Dengan demikian dibutuhkan alat penyortir kentang karena proses penyortiran manual kentang oleh petani memiliki sejumlah kendala, seperti ketidakonsistenan dalam mengklasifikasikan kentang berdasarkan ukurannya, waktu yang dibutuhkan yang cukup lama, tingkat akurasi yang kurang terjaga, serta biaya tenaga kerja yang tinggi. Maka dibuatlah alat penyortir kentang menggunakan teknologi sensor cahaya (LDR) dan sensor load cell untuk memungkinkan penyortiran secara otomatis dan akurat berdasarkan berat dan ukuran kentang. Dengan adanya alat ini, proses penyortiran kentang menjadi lebih efisien, konsisten, dan hemat waktu, sehingga dapat membantu petani dalam meningkatkan produktivitas dan kualitas produk. Penggunaan alat penyortir kentang ini telah menghasilkan perbandingan yang signifikan dibandingkan dengan metode penyortiran manual. Dalam pengujian, alat ini mampu menyortir kentang secara otomatis berdasarkan berat dan ukuran dengan tingkat akurasi yang lebih tinggi, diperkirakan mencapai lebih dari 95% ketepatan dalam mengklasifikasikan kentang. Proses penyortiran menjadi lebih efisien dan cepat, menghemat waktu dan tenaga petani secara signifikan dibandingkan dengan penyortiran manual yang memerlukan upaya yang lebih besar. Dibandingkan dengan penyortiran manual yang cenderung tidak teratur dalam mengklasifikasikan kentang kecil dan besar, alat ini memberikan hasil yang konsisten dan sesuai dengan standar yang telah ditentukan, yang diperkirakan dapat meningkatkan hasil produksi kentang hingga 20-30% atau bahkan lebih. Hal ini juga mengurangi risiko kesalahan manusia dalam pemilihan dan pengukuran berat kentang, sehingga dapat menghasilkan efisiensi yang lebih besar dalam rantai pasokan kentang secara keseluruhan. Dengan demikian, penggunaan alat penyortir kentang ini tidak hanya meningkatkan produktivitas dan kualitas, tetapi juga memberikan manfaat ekonomis yang signifikan dalam pemenuhan permintaan pasar yang semakin meningkat
Penerapan Data Mining Untuk Prediksi Penyakit Diabetes Menggunakan Algoritma C4.5 Zudyanti Dwi Rahma Sari1, Ja Zudyanti Dwi Rahma Sari; arvita, yulia; Jasmir Jasmir
Jurnal Informatika Dan Rekayasa Komputer(JAKAKOM) Vol 4 No 1 (2024): JAKAKOM Vol 4 No 1 APRIL 2024
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/jakakom.2024.4.1.1624

Abstract

Kesehatan merupakan peranan terpenting dalam kehidupan. Salah satu penyakit yang dapat menyebabkan komplikasi dan kematian adalah diabetes. Diabetes merupakan penyakit yang disebabkan oleh pankreas yang tidak memproduksi insulin yang cukup untuk tubuh sehinggan kadar gula dalam darah melebihi normal. Diabetes merupakan penyakit keturunan, penyakit ini dapat diturunkan kepada anaknya dari orang tua yang mengidap penyakit diabetes, sangat disayangkan jika usia yang masih muda sudah mengidap penyakit diabetes. Pemeriksaan dalam dunia medis dilakukan dengan cara pendiagnosaan penyakit berdasarkan gejala-gejala yang dirasakan oleh penderita yang dapat menghasilkan rekam medis gejala penyakit. Untuk meminimalisir angka kematian dari penyakit Diabetes ini, para pakar kesehatan harus melakukan pendiagnosaan penyakit dengan sedini mungkin. Salah satu metode yang dapat digunakan dalam permasalahan ini adalah data mining dengan teknik klasifikasi dengan menggunakan algoritma C4.5. Penelitian ini bertujuan untuk membantu para medis untuk mengklasifikasi para pasien yang memiliki gejala-gejala penyakit diabetes. Algoritma C4.5 merupakan metode yang digunakan untuk klasifikasi yang menghasilkan model berupa pohon keputusan. Pohon keputusan merupakan metode klasifikasi dan prediksi yang terkenal. Algoritma C4.5 merupakan metode yang dapat digunakan untuk memprediksi dan mengetahui nilai akurasi pada pasien dengan gejala-gejala yang diderita pasien apakah pasien tersebut mengidap penyakit Diabetes atau tidak. Berdasarkan hasil pengujian dengan metode cross validation pada tools RapidMiner menggunakan 2 options yaitu 5-Fold Cross Validation yang menghasilkan akurasi 95,88% dan 10-Fold Cross Validation menghasilkan akurasi 95,90%. Yang mana pengujian dengan 10 Fold Cross Validation menghasilkan akurasi yang lebih baik dibandingkan menggunakan 5 Fold Cross Validation. Dengan jumlah kelas data yang sama yaitu pada class positive sebanyak 224 data dan pada class negative sebanyak 140 data. Kata Kunci: Diabetes, Data Mining, Prediksi, Algoritma C4.5, RapidMiner
Perancangan Sistem Informasi Persediaan Barang Berbasis Web Pada Toko Kuat Irvan Triana; Agus Nugroho; Meisak, Despita
Jurnal Informatika Dan Rekayasa Komputer(JAKAKOM) Vol 4 No 1 (2024): JAKAKOM Vol 4 No 1 APRIL 2024
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/jakakom.2024.4.1.1644

Abstract

The Strong Shop is a shop that organizes business activities in the basic food, electronics and household furniture sectors. Currently, in inventory management at the Strong Store, they experience problems in the process of providing information on the inventory they have, where the process of counting goods is still carried out by means of physical counting. every time and takes a long time due to labor limitations, time constraints, and the many types of goods that exist. The purpose of this study is to analyze and study the problems that exist in the inventory system that runs on the Strong Store to help in designing the inventory system. To design the inventory system for the Strong Store using the PHP programming language and MySQL DBMS. The author develops the system using the waterfall method and uses the unified model language system model approach using use case diagrams, activity diagrams and class diagrams. This study resulted in an inventory system design to make it easier to search for certain information, for example information on goods data, supplier data, outgoing goods data, incoming goods data, supply reports, goods reports, incoming goods reports, outgoing goods reports related to inventory activities in Strong Shop.
Perancangan Sistem Informasi Penjualan Berbasis Web Lincah Variasi Store Bagus Saputro, Susanto Hertio; Amroni, Amroni; Gusriyanti, Dwi Ayu
Jurnal Informatika Dan Rekayasa Komputer(JAKAKOM) Vol 4 No 1 (2024): JAKAKOM Vol 4 No 1 APRIL 2024
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/jakakom.2024.4.1.1650

Abstract

Abstract− The influence of technology on everyday human life at this time has a very large impact. One of the inFormation technology that is being discussed at this time is the internet, which has become a necessity for the community and is widely used by companies or shops in marketing and data processing. Lincah Variation Store is a business venture engaged in the sale of car accessories and equipment. Over time, consumer demand for car accessories and equipment has also increased, but currently the system at the Lincah Variations Store is still conventional. This often causes errors in processing transaction data. Therefore we need a system that can increase the effectiveness and efficiency of work. In this study, the author tries to design a web-based sales inFormation system. Where the author develops the system using the waterfall method and UML (Unified Modeling Language) in the modeling. This system provides a new solution for processing sales transaction data at the Lincah Variations Store. Keywords: System, Information, Web, Lincah Variasi Store

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