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Contact Name
Karona Cahya Susena
Contact Email
karona.cs@unived.ac.id
Phone
+6281374350305
Journal Mail Official
karona.cs@unived.ac.id
Editorial Address
Jl. Meranti Raya No 32, Sawah Lebar Kota Bengkulu, Indonesia
Location
Kota bengkulu,
Bengkulu
INDONESIA
Jurnal Komputer Indonesia
ISSN : -     EISSN : 29623626     DOI : -
Core Subject : Science,
Jurnal Komputer Indonesia (JKI) diterbitkan oleh Universitas dehasen Bengkulu. JKI memuat naskah hasil-hasil penelitian di bidang Ilmu Komputer. JKI berkomitmen untuk memuat artikel berbahasa Indonesia yang berkualitas dan dapat menjadi rujukan utama para peneliti dalam bidang Ilmu Komputer. Ruang lingkup JKI adalah sebagai berikut: Domain Specific Frameworks and Applications IT Management dan IT Governance e-Government e-Healthcare, e-Learning, e-Manufacturing, e-Commerce ERP dan Supply Chain Management Business Process Management Smart Systems Smart City Smart Cloud Technology Smart Appliances & Wearable Computing Devices Robotic Systems Smart Sensor Networks Information Infrastructure for Smart Living Spaces Intelligent Transportation Systems Models, Methods and Techniques Conceptual Modeling, Languages and design Software Engineering Information-centric Networking Human Computer Interaction Media, Game and Mobile Technologies Data Mining Information Retrievel Information Security Image Processing and Pattern Recognition Remote Sensing Natural Language Processing
Articles 5 Documents
Search results for , issue "Vol. 3 No. 1 (2024): Juni" : 5 Documents clear
Penerapan Model Pembelajaran Number Head Together (NHT) Terhadap Peningkatan Hasil Belajar Siswa Kelas X Dalam Mata Pelajaran Dasar-Dasar Desain Grafis Di SMK Negeri 1 Takalar Nurkhatima, Riswani; Lamada, Mustari M.; Riska, Muhammad
Jurnal Komputer Indonesia Vol. 3 No. 1 (2024): Juni
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v3i1.546

Abstract

This study aims to determine the improvement of student learning outcomes through the application of the Number Head Together (NHT) learning model in class X SMK Negeri 1 Takalar. This research is included in the type of Classroom Action Research (PTK). The research subjects in this thesis are students of class X TKJ 01 at SMK Negeri 1 Takalar. The research was conducted in two cycles, where each cycle consisted of two meetings so that there were a total of four meetings in this study. Data collection techniques used by researchers include observation, Pretest-Posttest tests, questionnaires, and documentation. The data analysis applied was qualitative descriptive analysis using the percentage method to process the data that had been collected. Based on the findings and analysis of research data, it can be concluded that the application of the Number Head Together (NHT) learning model has a positive impact on student learning outcomes. Information was obtained that before the action was taken, the percentage of learning completeness was 28%, including 9 people. After implementing learning in cycle I by applying the Number Head Together method, there was an increase in percentage to 62.5%, involving 20 people. In cycle II, the percentage of learning completeness reached 93.75%, involving 30 people. Based on students' responses to the use of the Number Head Together learning model, it was concluded that out of a total of 32 respondents, 30 people or 94% stated that they were very satisfied, while 2 people or 6% stated that they were satisfied. There were no respondents who gave unfavourable, unfavourable or very unfavourable ratings, so it can be concluded that overall, respondents were very satisfied in using the Number Head Together (NHT) learning model in the learning process. Translated with DeepL.com (free version)
Pemanfaatan Media Pembelajaran Berbasis Powerpoint Terhadap Minat Belajar Siswa Pada Mata Pelajaran Informatika Di Kelas X DKV 3 SMK Negeri 1 Bengkulu Selatan Sani, Lorna Fitri; Sembiring, Lina Tri Astuti Br; Hermawansya, Hermawansya
Jurnal Komputer Indonesia Vol. 3 No. 1 (2024): Juni
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v3i1.550

Abstract

This study aims to determine the utilization of powerpoint-based learning media on students’ learning interest in Informatics subject in class X DKV 3 SMK Negeri 1 of South Bengkulu. The method used in this research is a qualitative research method with a type of descriptive research with a qualitative approach. Data collection techniques in the form of questionnaires, observation, and documentation, the subjects of this study were 34 students of class X DKV 3 SMK Negeri 1 of South Bengkulu in Informatics subject. The results of this study based on the results of questionnaires, observations and documentation conducted that the utilization of powerpoint-based learning media has a positive impact in learning Informatics subject in class X students. Teachers who are able to use this media are able to manage the class better and pay attention to students who are not focused when watching learning videos. The results of the student learning interest response questionnaire are on the indicator of feelings of pleasure 68%. Interest indicator is 64%, student attention indicator is 81%, and student involvement/participation indicator is 63%. It is concluded that the results of the use of powerpoint-based learning media on the material of the social impact of informatics can be categorized as good because it can foster interest in learning and enthusiasm for students in following the learning process.
Dampak Game Online Terhadap Prestasi Belajar Siswa Di Smpn 17 Kota Bengkulu Pratama, Muhammad Ramanda; Masterjon, Masterjon; Yul, Fadlul Amdhi
Jurnal Komputer Indonesia Vol. 3 No. 1 (2024): Juni
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v3i1.551

Abstract

This study aims to determine the impact of online games on the learning achievement of students in class IX A in the subject of Information and Communication Technology at SMPN 17 Bengkulu City. The research was conducted using qualitative methods. The source of data in this study were students of class IX A SMPN 17 Bengkulu City. Data collection techniques used in this research are observation, interviews and documentation. The stages of data analysis are preceded by data reduction, data presentation, then conclusion drawing. The results of this study indicate that there is a negative influence of the habit of playing online games at home on the learning achievement of students of SMPN 17 Bengkulu City in the 2013/2024 academic year. Students who play online games mostly come from middle class families with middle class economic ability. Students who play online games also have learning outcomes that are on average less than the KKM value set by the school, meaning that students who play online games are still unable to achieve better learning outcomes than those who do not play online games.
Development Of Machine Learning Algorithms For Fraud Detection In Digital Transactions Tarigan, Heskyel Pranata
Jurnal Komputer Indonesia Vol. 3 No. 1 (2024): Juni
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v3i1.571

Abstract

This article discusses the development of machine learning algorithms to detect fraud in digital transactions. With the increasing use of online transactions, fraud detection becomes crucial to maintain security. The proposed algorithm uses deep learning techniques to identify anomalous patterns in transaction data. The results show that the algorithm is able to improve the accuracy of fraud detection compared to conventional methods.
Study On The Effect Of Edge Computing On Latency In Iot Applications Saputri , Vettyca Diana; Febriani , Rizki Annisa
Jurnal Komputer Indonesia Vol. 3 No. 1 (2024): Juni
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v3i1.572

Abstract

This article examines the effect of implementing edge computing on latency in Internet of Things (IoT) applications. Edge computing moves data processing closer to the data source to reduce latency and improve efficiency. This research compares the performance of IoT applications with and without edge computing. The results show a significant reduction in latency and an increase in application response speed.

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