cover
Contact Name
Ismail Setiawan
Contact Email
restia@aiska-university.ac.id
Phone
+6285725497384
Journal Mail Official
ismailsetiawan@aiska-university.ac.id
Editorial Address
Jl. Ki Hajar Dewantara 10 Kentingan, Jebres, Surakarta, Provinsi Jawa Tengah, 57126
Location
Kota surakarta,
Jawa tengah
INDONESIA
Jurnal Riset Sistem dan Teknologi Informasi
ISSN : -     EISSN : 29885663     DOI : https://doi.org/10.30787/restia
Core Subject : Science,
theory and information science, information systems, information security, data processing and structure, programming and computing, software engineering, informatics, computer science, computer engineering, architecture and computer networks, robotics, parallel and distributed computing, operating systems, compilers and interpreters, games, numerical methods, mobile computing, natural language processing, data mining, cognitive systems, speech processing, machine learning, artificial intelligence, expert systems, geographical information systems, computational theory, and informatics applications in various fields.
Articles 53 Documents
Sistem Pendukung Keputusan Pemilihan Working Cafe Terbaik di Sekitar UPNVJ Pondok Labu Menggunakan Metode SAW Jihan Aulia Rahmawati; Sekar Purbaningrum; Avriel Valent Angela; Zatin Niqotaini
Jurnal Riset Sistem dan Teknologi Informasi Vol. 4 No. 2 (2026): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA)
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v4i2.2547

Abstract

Choosing the ideal café for studying is crucial for improving student productivity. Students often face difficulties in selecting the café that best suits their needs due to the wide range of café options around UPN “Veteran” Jakarta Pondok Labu, each offering different facilities. This study aims to develop a Decision Support System (DSS) using the Simple Additive Weighting (SAW) method to help students objectively choose the most suitable café. The criteria considered in this study include Wi-Fi quality, crowd level, number of power outlets, price, and distance from campus. Data were collected through direct observation and questionnaires distributed to students at UPN “Veteran” Jakarta. Five cafés were evaluated as alternatives: Beskabean UPN “Veteran” Jakarta, Sehela Kopi, Unara Coffee, Cuplink Coffee, and Fern Coffee House. The SAW method was applied through determining criterion weights, constructing a decision matrix, normalizing data, calculating preference values, and ranking the alternatives. The results indicate that Sehela Kopi achieved the highest preference value of 0.961 and was identified as the best café recommendation. These findings demonstrate that the SAW method can provide objective and useful recommendations for selecting cafés that meet students’ needs.
PENGEMBANGAN APLIKASI TEBAK ANGKA BERBASIS ANDROID SEBAGAI MEDIA PERMAINAN EDUKATIF Jumrah Dewi Yanti; Syaban Syaban; Iskandar Iskandar; Nur Fitrianingsih
Jurnal Riset Sistem dan Teknologi Informasi Vol. 4 No. 2 (2026): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA)
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v4i2.2558

Abstract

The rapid development of mobile technology, especially Android, provides opportunities in the development of learning media and educational games. This study aims to develop the Android-based Tebak Angka application that can be used as entertainment while training users’ logical thinking skills. The method used includes design, implementation, and testing stages using Android Studio with Java programming language. The developed application features a main menu, difficulty level selection, game timer, hint system, playing chances, high score storage, and sound effects. Testing results show that the application runs well on Android devices and provides an engaging experience for users. This application has potential to be used as an educational game medium for elementary school students.
Simulasi Interaktif Tata Surya Menggunakan Scratch sebagai Media Pembelajaran Berbasis Teknologi: Simulasi Interaktif Tata Surya Menggunakan Scratch sebagai Media Pembelajaran Berbasis Teknologi annisa sastra_alam; jumhai ratun; hairun nisah; nur fitrianingsih
Jurnal Riset Sistem dan Teknologi Informasi Vol. 4 No. 2 (2026): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA)
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v4i2.2564

Abstract

Background: The advancement of information technology provides significant opportunities to create more engaging and interactive learning media. Objective: This article discusses the development of an Interactive Solar System Simulation application using the Scratch platform, transformed into a web-based format using HTML, CSS, and JavaScript, to visualize planetary motion and provide a richer learning experience. Method: Development was carried out using a block-based programming approach on Scratch, subsequently converted to a web application. Results: The application successfully displays a planetary simulation, simulation control features, and interactive features such as an information monitor and a question input box, all accessible via a web browser. Conclusion: The application runs effectively and serves as an alternative learning medium for visually understanding the solar system.