cover
Contact Name
Andri Nofiar.
Contact Email
garuda@apji.org
Phone
+6285726173515
Journal Mail Official
isbn@yayasandpi.or.id
Editorial Address
Pusat Penelitian dan Pengadian pada Masyarakat Kampus Politeknik Kampar JL. Tengku Muhammad KM 2 Bangkinang - Riau
Location
Kab. kampar,
Riau
INDONESIA
Jurnal Elektronika dan Teknik Informatika Terapan
Published by Politeknik Kampar
ISSN : 29880866     EISSN : 29880874     DOI : 10.59061
Core Subject : Science,
Bidang Ilmu Komputer dan Informatika Bidang Ilmu Internet Of Thinks Bidang Ilmu Mikrokontroller Bidang Ilmu Animasi dan Multimedia
Articles 77 Documents
Studi Literatur Pengaruh Pembelajaran Strategi Konflik Kognitif Terhadap Kompetensi Mahasisa dalam Mata Kuliah Algoritma dan Pemrograman Komputer Luthviah Aprilliza Utami; Yahfizham Yahfizham
Jurnal Elektronika dan Teknik Informatika Terapan ( JENTIK ) Vol. 1 No. 4 (2023): Desember: Jurnal Elektronika dan Teknik Informatika Terapan (JENTIK)
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jentik.v1i4.506

Abstract

As information technology advances, so do the competencies or skills that students need in the twenty-first century to meet the demands of the industrial era 4.0. Students' poor ability to analyze and construct algorithms for computer programming is a difficulty when it comes to learning algorithms and computer programming. In courses on algorithms and computer programming, students' proficiency is impacted by their lack of analytical abilities. It is believed that generative learning based on cognitive conflict methods can improve students' proficiency in computer programming and algorithm creation. Because of this, studies have been conducted to gather information from a variety of sources about the impact of learning cognitive conflict management techniques on students' proficiency in computer programming and algorithms courses. by use the Systematic Literature Review approach to examine the literature. The books and several earlier publications whose titles are so that students can increase the quality of the combination of knowledge regarding learning methods for cognitive conflict strategies on student competency are the sources for this collection of articles. It is envisaged that the use of programming algorithms will facilitate the easy advancement of technological knowledge.
Studi Literartur Algoritma Pemograman Pada Pembelajaran Matematika Nursania Simbolon; Yahfizham Yahfizham
Jurnal Elektronika dan Teknik Informatika Terapan ( JENTIK ) Vol. 1 No. 4 (2023): Desember: Jurnal Elektronika dan Teknik Informatika Terapan (JENTIK)
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jentik.v1i4.510

Abstract

An algorithm is an effective step or method used to solve a particular problem or task. Algorithms are designed to be executed in a methodical manner, structured As it is. logical in this way, thus enabling consistent and efficient problem solving. A few issues that could come up during the process of designing an algorithm include: 1. Inappropriate Structure, .2. Illogical Algorithm, .3. Difficulty in Solving Algorithms: Sometimes, solving algorithms can be difficult, especially if the problem at hand is complex. This can cause confusion and require extra time to design the right algorithm. Programming algorithms typically serve as a guide for computer programmers in designing and implementing software solutions. This algorithm must be clear, systematic, and can be implemented well in the chosen programming language. This research shows that It is crucial to deal with this matter in order to plan and design the algorithm carefully. This may involve modeling the problem, logical thinking, and testing the algorithm to ensure that the algorithm is working as intended. Additionally, in software development, teams often work together to solve problems and optimize algorithms. With good practice and experience, solving algorithms can become more efficient and effective. The following are several types of programming algorithms related to mathematics: 1. Basic Mathematical Operation Algorithms, 2. Search and Sorting Algorithms, 3. Graph Algorithms 4. Geometry Algorithms, 5. Cryptographic Algorithms, 6. Statistical Algorithms, 7. Machine Learning Algorithms, 8. Advanced Mathematical Algorithms. This study uses a library approach and is qualitative.
Pelatihan Robot Soccer Bagi Siswa-Siswi SMKN 4 Kota Serang Fikri Ardiyansah; Ihsan Faturrohman; Yoga Dwi Septiyanto; Siti Sypah Fauziyah; Khaila Mardina Fauziah Awalia; Prasta Mahrifatika; Repdhi Febriyan; Yudi Syah Pratama; Hijroh Tamamil Gina; Muhammad Reza Nugraha; Deva Adelya Prestanty; Irwanto Irwanto
Jurnal Elektronika dan Teknik Informatika Terapan ( JENTIK ) Vol. 1 No. 4 (2023): Desember: Jurnal Elektronika dan Teknik Informatika Terapan (JENTIK)
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jentik.v1i4.518

Abstract

In the era of the Merdeka Curriculum, Industry 4.0 encompasses online learning, data analysis, artificial intelligence, the Internet of Things, digital skills development, project-based learning, and innovation. This enables a more personalized, efficient, and relevant education, while prioritizing equal access to technology and student data security and privacy. Community service in this context aims to provide introduction and training packaged in the form of a one-day workshop to attract the interest and talents of students at SMKN 4 Kota Serang to the basics of robotics, hardware components, software, as well as the design of hardware and software for soccer robots. The outcome of this activity is that students are able to understand the basic components, programming concepts of soccer robots, and can assemble a soccer robot module effectively and operate it. Many students are enthusiastic about this activity and express hope that it can continue so that a new robotics team can be formed at SMKN 4 Kota Serang, preparing them for upcoming robot competition championships.
Ruang Lingkup Organisasi Dan Arsitektur Komputer Dewangga Andira Sulaeman; Ismah Nurul Sya’bani; M. Ashof Azria Azka; Didik Aribowo
Jurnal Elektronika dan Teknik Informatika Terapan ( JENTIK ) Vol. 1 No. 4 (2023): Desember: Jurnal Elektronika dan Teknik Informatika Terapan (JENTIK)
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jentik.v1i4.519

Abstract

In computer system architecture, the role of the processor cannot be separated as the main component in the operation of the computer operating system. CPU (Central Processing Unit), or commonly called a processor, is a part in the form of a rectangular chip or integrated circuit, the main component of a computer system, which functions to control computer operations, supported by other departments. The unit of processing speed is Mega Heartz or 1000 MegaHeartz. The higher the value, the faster the process runs on the computer. Processor development has progressed so rapidly from year to year that even pioneers such as Intel and AMD are still competing to this day.
Mock Up Website “Conato Bakery” Dengan Menerapkan Prinsip Usability Mutiara Nur Zarima; Kartika Wulandari; Pingkan Sekar Andini; Lola Maharani Saputri; Oktafia Widya Santoso; Yanais Yalak
Jurnal Elektronika dan Teknik Informatika Terapan ( JENTIK ) Vol. 2 No. 3 (2024): September: Jurnal Elektronika dan Teknik Informatika Terapan (JENTIK)
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jentik.v1i4.523

Abstract

In the increasingly developing digital era, website design has become one of the key elements for online business success and provides a satisfying experience for users. The usability principle is a concept related to the extent to which a website can be easily used by its users.Usability principles include Effective, Efficient, Interesting, Easy to learn and easy to remember. By applying the usability principle, a website can be effective in achieving its goals. Then there is the method used, namely the User Experience Lifecycle, which is a framework that can be applied when you want to develop a product (Prototype, Hardware and Software). There are four stages in this method, namely Analysis, Design, Implementation and Evaluation. The heuristic evaluation method is a process in which experts use rules of thumb to measure the usability of a user interface in independent search and problem reporting. The results are discussed using UX analysis methods.In designing the design has been created in a site map and innovations are adapted to solving problems. In implementation, namely implementing the design results into a web design which has its own function and evaluation applies existing usability principles.
Penerapan Data Mining Dalam Menentukan Tingkat Kepuasan Orangtua Terhadap Kinerja Guru Pada Masa Pandemi Covid-19 : (Studi Kasus: SD Min Bahkapul Pematangsiantar) Priya Adhitia; Riki Winanjaya
Jurnal Elektronika dan Teknik Informatika Terapan ( JENTIK ) Vol. 2 No. 3 (2024): September: Jurnal Elektronika dan Teknik Informatika Terapan (JENTIK)
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jentik.v1i4.527

Abstract

The purpose of the study was to determine parental satisfaction with teacher performance during the COVID-19 pandemic. By knowing the level of parental satisfaction, the Elementary School can improve the quality of learning if it is not good and further improve teacher performance if the level of satisfaction is good. The method used in this study is the C4.5 Algorithm, where the data source used is a questionnaire/ questionnaire technique given to parents of students at SD MIN Bahkapul Pematangsiantar. The variables used include (1) Tangibles, (2) Reliability, (3) Responsive, (4) Assurance and (5) Empathy. The research test process usses RapidMiner software to create a decision tree. From the resultss of the analysis, it is hoped that it can improve the performance of SD MIN Bahkapul teachers so that the services provided to students can be even better.
Implementasi LATURA Diffuser Aromaterapi Anti Stress Berbasis WiFi Dengan Kontrol Smartphone Ranisa Oktaviyanti; Izzal Ihsani; Bagus Dwi Cahyono
Jurnal Elektronika dan Teknik Informatika Terapan ( JENTIK ) Vol. 2 No. 3 (2024): September: Jurnal Elektronika dan Teknik Informatika Terapan (JENTIK)
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jentik.v1i4.531

Abstract

An individual's sleep quality can be hindered by the presence of very bright light, therefore, this research aims to create a device that can enhance the effectiveness and quality of sleep using LATURA (Universal Sleep Lamp), whose light intensity can be controlled using a WIFI and Bluetooth-enabled smartphone. Data collection in this study involves testing the device, accompanied by a survey of public responses after using this tool. The data analysis technique employs a tool performance test. The results of this research indicate that the success rate of LATURA shows that the system's effectiveness, as seen from public responses after using the device, has a success rate of 78%, where, on average, people are satisfied with the created device.
Rancang Bangun Pengembangan Sistem Pompa Galon Air Otomatis Dengan Sensor Infrared Untuk Efisiensi Penggunaan Air Minum Eka Nur Wahid; Dede Fauzul Iman; Repaldi Repaldi
Jurnal Elektronika dan Teknik Informatika Terapan ( JENTIK ) Vol. 3 No. 1 (2025): Maret: Jurnal Elektronika dan Teknik Informatika Terapan (JENTIK)
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jentik.v1i4.540

Abstract

This study examines the automation of electric gallon pumps for drinking water. This automation involves replacing the manual button on the gallon pump with a sensor, which turns on the pump and dispenses drinking water when the glass gets closer without pressing the button. This tool can also be used for gallons of drinking water ranging in size from 5 liters, 10 liters, to 15 liters. The system is designed for practical applications, and all its components are tested to understand their respective functions so as to understand the type of module that suits their needs. Test results reveal that the system is functioning as intended. Electric pump modules, infrared proximity sensors, and relay modules are some of its components.
Perbandingan Metode K-Nearest Neighbor Dan Decision Tree Pada Sistem Rekomendasi Laptop Muhammad Izdihar Alwin; Firza Prima Aditiawan; Muhammad Muharrom Al Haromainy
Jurnal Elektronika dan Teknik Informatika Terapan ( JENTIK ) Vol. 3 No. 1 (2025): Maret: Jurnal Elektronika dan Teknik Informatika Terapan (JENTIK)
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jentik.v1i4.542

Abstract

Nowadays, many people need a laptop to serve their daily needs such as work, study or entertainment. However, not everyone knows the indicators in the selection of laptop products according to taste and criteria for laptop needs with the variety of laptop specifications available on the market. To overcome these problems, a laptop recommendation system has been developed. This system will help consumers choose a laptop that suits their needs by recommending various laptop options based on the preferences and features that users enter. In this research, K-Nearest Neighbor and Decision Tree algorithms are used to see the performance in providing recommendations.
Virtual Tour Objek Wisata Kabupaten Siak Berbasis Website Ade Syefira Rizky; Andri Nofiar Am; Ade Kurniawan
Jurnal Elektronika dan Teknik Informatika Terapan ( JENTIK ) Vol. 3 No. 1 (2025): Maret: Jurnal Elektronika dan Teknik Informatika Terapan (JENTIK)
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jentik.v1i4.591

Abstract

The website-based Virtual Tour of Siak Regency Tourist Attractions is an innovation that uses 306 degree image displays. This Virtual Tour was created using PHP, Javascript, and MySQL, with Bootstrap v5.0 and Bootstrap v3.0 displays via HTML and CSS. The system is designed in the form of a virtual tour to display the location points of the distribution of tourist attractions in Siak Regency. Luther's method was used to complete the research carried out. This research succeeded in creating a virtual tour that can be accessed via a website, providing information on the distribution of tourist attraction locations with the aim of making it easier for the public, especially newcomers, to obtain information regarding tourist attractions in Siak Regency. With this virtual tour, it is hoped that it will make it easier for the public, especially newcomers, to obtain information about tourist attractions in Siak Regency. The results of the average user response reached 91% stated that the website was very good.