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Contact Name
Karona Cahya Susena
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karona.cs@unived.ac.id
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+6281374350305
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Jl. Meranti Raya No 32, Sawah Lebar Kota Bengkulu, Indonesia
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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 61 Documents
The Effect Of Blended Learning On Fifth-Grade Students’ Literacy And Numeracy Outcomes Aji Dwi Priansyah; Jumiati Siska; Lina Tri Astuty Br Sembiring
Jurnal Komputer Indonesia Vol. 5 No. 1 (2026): Maret
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i1.1349

Abstract

This study addresses the ongoing challenge of improving literacy and numeracy competencies in Indonesian elementary education, particularly within the implementation of the Merdeka Curriculum. Although numerous studies have examined Blended Learning, limited research has specifically explored the integration of face-to-face instruction and Google Sites–based online learning to strengthen literacy and numeracy skills at the elementary level. This study aims to analyze the effect of Blended Learning on fifth-grade students’ literacy and numeracy learning outcomes.A quantitative approach with a pre-experimental one-group pre-test post-test design was employed. The participants were 26 fifth-grade students at SD Negeri 59 Kota Bengkulu. The research instrument consisted of validated and reliable literacy–numeracy tests. Data were analyzed using the Shapiro–Wilk normality test and paired sample t-test.The findings revealed a significant improvement between pre-test (M = 55.65) and post-test (M = 78.62) scores, with a significance value of < 0.001. The 41.3% increase indicates that Blended Learning effectively enhances students’ literacy and numeracy outcomes. Theoretically, this study contributes to the discourse on technology integration in competency-based learning, while practically offering an innovative instructional strategy aligned with 21st-century learning demands in elementary education.
A Case Study on the Use of Wordwall as A Formative Assessment Tool in Informatics Learning Ii Pratiwi; Jumiati Siska; Imma Rachayu
Jurnal Komputer Indonesia Vol. 5 No. 1 (2026): Maret
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i1.1551

Abstract

This study aims to describe the implementation of Wordwall as a formative assessment tool and analyze the transformation of student responses in Informatics learning at SMP Negeri 8 Bengkulu. The research methodology employed is qualitative with a case study design. The researcher serves as the key instrument, collecting data through limited participant observation, semi-structured interviews with teachers and students, and field notes. Data analysis techniques follow the Miles and Huberman model, while data validity is ensured through source and technique triangulation based on Moleong's theory. The results indicate that the use of Wordwall successfully transformed the classroom atmosphere from passive to interactive compared to conventional methods. Gamification features and instant feedback significantly increased student enthusiasm and independence in completing evaluations. Although this study is qualitative, supporting data shows an increase in average scores from 5.41 on written tests to 7.83 when using Wordwall. In conclusion, Wordwall is effectively used as a formative assessment medium capable of providing an enjoyable learning experience while facilitating teachers in automatic grade processing. Suggestions for educators include optimizing the variety of features within Wordwall and ensuring the readiness of digital infrastructure to support the sustainability of interactive assessment.
Citation-Enhanced Retrieval-Augmented Generation For Automated Scientific Literature Review: A Novel Multi-Factor Ranking Approach Ida Bagus Kresna Sudiatmika; Made Adi Paramartha Putra
Jurnal Komputer Indonesia Vol. 5 No. 1 (2026): Maret
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i1.1618

Abstract

Scientific literature review is a fundamental process in academic research that requires significant time and effort. This study proposes a novel framework that combines Retrieval-Augmented Generation (RAG) with Citation-Enhanced mechanisms and a Multi-Factor Ranking algorithm to automate the scientific literature review process intelligently and accurately. The proposed approach integrates three main components: (1) semantic-based document retrieval module using dense vector embeddings, (2) a citation augmentation system that analyzes citation networks between scientific papers, and (3) a multi-factor ranking algorithm that considers semantic relevance, citation impact, publication recency, and author authority. Experiments were conducted on the S2ORC (Semantic Scholar Open Research Corpus) dataset containing over 200,000 scientific papers across various domains. Evaluation using ROUGE-L, BLEU-4, BERTScore, and Citation F1 metrics demonstrates that the proposed approach yields significant improvements over conventional RAG methods. The proposed system achieves a ROUGE-L score of 0.612 and BERTScore of 0.847, improving by 8.3% and 6.1% respectively compared to standard RAG baseline. The results demonstrate that integrating citation information in the retrieval and text generation process substantially enhances the quality, accuracy, and completeness of automatically generated literature reviews.
Web-Based Decision Support System For Evaluating The Performance Of Security Guards At Pt Army Using The Simple Additive Weighting (SAW) Method: Erlin Bilfister Waruwu; Nurul Afni; Richard Parlindungan Simanjuntak
Jurnal Komputer Indonesia Vol. 5 No. 2 (2026): Juni
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i2.1665

Abstract

The manual process of evaluating security guard performance presents various challenges, such as subjective assessments, inaccurate results, and a lengthy decision-making process. This study aims to design and develop a web-based decision support system using the Simple Additive Weighting (SAW) method to facilitate the evaluation of security guard performance in an objective, rapid, and measurable manner. The SAW method was chosen because it is capable of conducting evaluations based on multiple criteria through a simple, systematic, and effective weighting process. The criteria used include attendance, honesty and responsibility, cleanliness and neatness, cooperation and leadership, as well as theoretical knowledge and the application of that knowledge. The research methods employed were observation, interviews, and literature review. The results indicate that the developed system can automatically calculate scores, generate performance rankings and ratings for security guards, and provide evaluation reports that are faster, more accurate, and more transparent. This system assists management in decision-making regarding promotions, contract renewals, issuing verbal warnings, written warnings, and even termination of employment. Thus, the implementation of the web-based Simple Additive Weighting (SAW) method can enhance the effectiveness, efficiency, and objectivity of security guard performance evaluations at PT. Army.
The Effect Of Quizizz Gamification Application As A Learning Media To Improve Students’ Learning Outcomesin Informatics Subjectgrade Vii Of SMP Negeri 15 Bengkulu Selatan Muhamad Kaka; Yenni Fitria; Hermawansa Hermawansa
Jurnal Komputer Indonesia Vol. 5 No. 1 (2026): Maret
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i1.1668

Abstract

This study aims to determine the effect of the Quizizz gamification application learning media on student learning outcomes in Informatics subjects for grade VII at SMP Negeri 15 Bengkulu Selatan. This type of research is experimental. This study used two classes, namely class VII B as the control class and class VII A as the experimental class. The sampling technique used saturated sampling with a sample size of 38 students. Data collection techniques were carried out through tests, observations, and documentation. The research instruments were in the form of pretest and posttest questions that had been tested for validity and reliability using the SPSS version 26 application. Data analysis was carried out using the Independent Sample t-test to determine the effect of using the Quizizz gamification application learning media on student learning outcomes. The results showed that the average pretest score of the control class was 66.94 and increased to 79.16 in the posttest. Meanwhile, the average pretest score of the experimental class was 62.05 and increased to 87.50 in the posttest. The results of the hypothesis test show a significance value of 0,049 < 0,05 and a calculated t value of 2,04. This indicates that there is a significant influence of the use of the Quizizz application on student learning outcomes. The research analysis shows that the use of gamification-based learning media can increase student motivation, activity, and involvement in the learning process so that learning becomes more interactive and enjoyable. The conclusion of this study is that the use of the Quizizz gamification application learning media has a positive effect on improving student learning outcomes in Informatics subjects for class VII at SMP Negeri 15 Bengkulu Selatan.
The Effect Of Interactive Multimedia-Assisted Learning Model On Students' Practice Learning At SMAN 7 Bengkulu Selatan Nevia Putri Wangi; Yenni Fitria; Hermawansa Hermawansa
Jurnal Komputer Indonesia Vol. 5 No. 1 (2026): Maret
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i1.1670

Abstract

This study aims to determine the effect of interactive multimedia-assisted drill learning on practical learning of students of SMAN 7 Bengkulu Selatan. The method used in this study is a quantitative approach with a quasi-experimental method. This study used subjects of class X students of SMAN 7 Bengkulu Selatan with a sample of 2 classes, namely class Xa totaling 33 students as the experimental class and class Xb totaling 33 students as the control class. The techniques used to collect data are Observation, Tests, Questionnaires, and Documentation. Based on the results of the research conducted, it can be seen from the discussion through the analysis method of obtaining Pretest and Posttest scores using interactive multimedia-assisted drill learning on students' practical learning which states that interactive multimedia-assisted drill learning on students' practical learning has a significant influence on student learning outcomes in informatics subjects at SMAN 7 Bengkulu Selatan. In testing the hypothesis using the Independent Sample t-test test, it shows an increase in learning outcomes with a significant value of 0.000 <0.05 so that the hypothesis can be accepted.
The Effect of Quizizz-Based Learning Media on Students' Learning Outcomes in Informatics Subject for Grade X Students At SMK Negeri 7 Bengkulu City Selvera Amanda; Asnawati Asnawati; Hermawansa Hermawansa
Jurnal Komputer Indonesia Vol. 5 No. 2 (2026): Juni
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i2.1676

Abstract

This study aims to determine the effect of Quizizz-based learning media on students’ learning outcomes in the Informatics subject for Grade X students at SMK Negeri 7 Kota Bengkulu. This research used a quantitative method with a one group pretest-posttest design. The sample consisted of 49 students, including 23 students from Class X PH 3 and 26 students from Class X PH 4. Both classes were treated as one research group to examine the difference in students’ learning outcomes before and after the use of Quizizz. The data were collected through a pretest and posttest, with the Minimum Mastery Criterion (MMC) set at 75. The results showed that the students’ pretest scores ranged from 55 to 66, while the posttest scores ranged from 78 to 88. The average pretest score was 60.78, which increased to 82.80 in the posttest, resulting in an average improvement of 22.02 points. Learning mastery also improved, as none of the students achieved the MMC before using Quizizz, while all students successfully reached the MMC after learning through Quizizz. The hypothesis test using the Paired Sample t-Test obtained a mean difference of 22.020, a standard deviation of 0.520, a standard error mean of 0.074, a t-count value of 296.424, and df = 48. At a significance level of 0.05 with a two-tailed test, the t-table value was 2.01063. Therefore, t-count 296.424 > t-table 2.01063, and the significance value was 0.000 < 0.05, meaning that H₀ was rejected and Hₐ was accepted. Based on these results, it can be concluded that Quizizz-based learning media has a significant effect on improving students’ learning outcomes in the Informatics subject for Grade X students at SMK Negeri 7 Kota Bengkulu.
The Effect of the Project-Based Learning (PJBL) Method on Microsoft Word Learning Skills in Grade 10 Students at Senior High School 4 North Bengkulu Alkes Solindar; Asnawati Asnawati; Hermawansa Hermawansa
Jurnal Komputer Indonesia Vol. 5 No. 2 (2026): Juni
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i2.1684

Abstract

This study aims to determine the effect of the Project Based Learning (PjBL) method on Microsoft Word learning skills in class X students of SMA Negeri 4 Bengkulu Utara. The study used a quantitative approach with the Quasi Experimental Design method of the Nonequivalent Control Group Design type. The research sample consisted of 72 students divided into experimental and control classes. Data were collected through pretest and posttest tests, then analyzed using normality, homogeneity, and t-test tests. The results showed that the average value of the control class increased from 61.67 to 67.94 or by 6.27 points, while the average value of the experimental class increased from 63.31 to 81.08 or by 17.77 points. This indicates that the increase in learning outcomes in the experimental class was higher than the control class after the implementation of the Project Based Learning (PjBL) method. The results of the hypothesis test showed a significance value of 0.001 < 0.05 and a α value of 7.020 > α of 2.030, thus H2 is rejected and H3 is accepted. Therefore, it can be concluded that the use of the Project-Based Learning method has a significant effect on student learning outcomes. Furthermore, improvements in student skills and learning outcomes are influenced by several factors, namely learning methods, student activeness, learning motivation, and the role of the teacher.
The Effect Of Using Ai In Adaptive Learning To Improve Student Learning Outcomes At State Senior High School 7 South Bengkulu Jezi Mariani; Yenni Fitria; Hermawansa Hermawansa
Jurnal Komputer Indonesia Vol. 5 No. 2 (2026): Juni
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i2.1686

Abstract

This study aims to determine the effect of the use of Artificial Intelligence (AI) in adaptive learning on student learning outcomes in the Informatics subject of Microsoft Excel material at SMA Negeri 7 Bengkulu Selatan. This study is motivated by the low student learning outcomes and the need to utilize technology as a learning medium that can improve student understanding effectively. The research method used is a quasi-experiment with a pretest-posttest control group design. The research sample amounted to 67 students of grade X consisting of the experimental class and the control class. Data collection techniques were carried out through observation, tests, and documentation. Data were analyzed using Validity Test, Reliability Test, normality test, homogeneity test, and hypothesis testing using Paired Sample t-Test. The results showed that the use of AI in adaptive learning provided a higher increase in learning outcomes compared to conventional learning. The average value of the experimental class increased from 65.60 to 80.44, while the control class increased from 62.69 to 72.06. The results of the hypothesis test show a calculated t value of 12.479, which is greater than the t table of 1.697, with a significance value of 0.001 < 0.05. Thus, H₀ is rejected and Hₐ is accepted. The conclusion of this study is that the use of AI in adaptive learning has a significant effect on improving student learning outcomes. It is recommended that teachers utilize AI as an innovative learning medium and schools support the implementation of AI technology in the learning process.
The Role Of Interactive Learning Media Based On Canva In Supporting Student Learning Outcomes Meliyanti Meliyanti; Imma Rachayu; Yenni Fitria
Jurnal Komputer Indonesia Vol. 5 No. 2 (2026): Juni
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jki.v5i2.1689

Abstract

This study aims to find out the role of Canva-based interactive learning media in supporting student learning outcomes and students' responses to its use in the Computer and Network Engineering subject for class X TKJT 2. The study uses a qualitative descriptive method with data collection techniques including observation, interviews, and questionnaires. The research subjects consist of class X TKJT 2 students and one teacher. The questionnaire was filled out by 26 students, while interviews were conducted with 10 students and 1 teacher. The results of the study show that Canva-based interactive learning media plays a role in supporting student learning outcomes by presenting material in a more interesting, interactive, and easy-to-understand way. Using Canva also helps increase students' attention, motivation, and activeness during the learning process. Students' responses to the use of Canva media reached a percentage of 89.43%, categorized as very good. These results indicate that students give Positive responses towards the material aspects, media appearance, as well as interactivity and use of technology. Based on the research results, it can be concluded that interactive learning media based on Canva plays a positive role in supporting students' learning outcomes and receives a very good response from students.