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Ardi Susanto
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informatika.ejournal@poltektegal.ac.id
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INDONESIA
Jurnal Informatika: Jurnal Pengembangan IT
ISSN : 24775126     EISSN : 25489356     DOI : https://doi.org/10.30591
Core Subject : Science,
The scope encompasses the Informatics Engineering, Computer Engineering and information Systems., but not limited to, the following scope: 1. Information Systems Information management e-Government E-business and e-Commerce Spatial Information Systems Geographical Information Systems IT Governance and Audits IT Service Management IT Project Management Information System Development Research Methods of Information Systems Software Quality Assurance 2. Computer Engineering Intelligent Systems Network Protocol and Management Robotic Computer Security Information Security and Privacy Information Forensics Network Security Protection Systems 3. Informatics Engineering Software Engineering Soft Computing Data Mining Information Retrieval Multimedia Technology Mobile Computing Artificial Intelligence Games Programming Computer Vision Image Processing, Embedded System Augmented/ Virtual Reality Image Processing Speech Recognition
Articles 29 Documents
Search results for , issue "Vol 10, No 3 (2025)" : 29 Documents clear
Identifikasi Penyakit Pada Daun Kelapa Sawit Dengan Pendekatan CNN AlexNet Mandiri, Tobyanto Putra; Dharmawan, Benedictus Budhi; Ibn, Ferreyla Setara; Untoro, Meida Cahyo
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 3 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i3.8456

Abstract

Oil palm is a plant that plays an important role in Indonesia's agricultural commodities. Cultivating oil palm is suitable for Indonesia due to its tropical climate, which greatly supports the growth of this plant. However, cultivating oil palm is not easy. The emergence of leaf diseases in oil palm can hinder growth, thereby affecting fruit production levels. This research aims to identify diseases on oil palm leaves using one of the methods of Deep Learning, namely the Convolutional Neural Network (CNN) method. This method was chosen because CNN leverages image-based datasets for classification and prediction, making it highly suitable for identifying diseases on oil palm leaves. The research begins with collecting a dataset of images of diseased oil palm leaves. The collected dataset will undergo pre-processing to enhance image quality, enabling more efficient processing by the model. The classification results will subsequently be evaluated to determine the accuracy level of the image processing performed by the model. By implementing Convolutional Neural Network, this research is expected to produce an effective and accurate system for identifying diseases on oil palm leaves, assisting farmers in cultivating oil palm, reducing losses, and ultimately increasing the productivity of oil palm plantations.
Peramalan Permintaan Produk Menggunakan ARIMA Berbasis Data Mining Amiri, Yusril Izzi Arlisa; Wardati, Nanda Kurnia
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 3 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i3.8665

Abstract

Demand forecasting is a crucial component of business strategy to anticipate customer demand fluctuations and optimize inventory management. Data mining serves as an important analytical approach to uncover hidden patterns in historical data, enabling the generation of accurate predictions. This study aims to forecast the demand for association-related products at Toko As-Sakinah ’Aisyiyah using the Auto Regressive Integrated Moving Average (ARIMA) method, with Moving Average employed as a baseline comparison model. The dataset consists of monthly sales data aggregated from daily records spanning the period of January 2020 to December 2024, resulting in a total of 60 observations. The research stages followed the CRISP-DM framework, encompassing business understanding, data preparation, modeling, evaluation, and deployment. The analysis results indicate that the ARIMA(1,1,1) model is the most suitable, as it meets residual assumptions and yields lower error values compared to Moving Average. The comparison further confirms that ARIMA is more adaptive to trend patterns and short-term fluctuations. The 2025 demand projection reveals a consistent upward trend from January to December. Based on these findings, it is recommended that the store management gradually increase inventory levels to prevent supply shortages in the future
Optimization of Random Forest Algorithm Performance for Early Detection of Stroke Disease Using Medical Record Data Amarya, Theo Krisna; Ristyawan, Aidina; Firliana, Rina
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 3 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i3.8424

Abstract

Stroke is a medical condition that occurs when blood flow to the brain is blocked, causing damage to brain tissue. Stroke is the second largest cause of death and disability in the world, this disease can affect all ages and is influenced by various risk aspects, such as unhealthy lifestyles, high blood pressure, high blood sugar levels, and other risks. It is very important to detect stroke in patients as soon as possible to prevent it. This study proposes the optimization of the performance of the Random Forest algorithm as an early detection model for stroke by utilizing a hybrid sampling method called SMOTETomek and also conducting several experiments on the parameter settings of the Random Forest algorithm. The results of this study show an increase compared to the previous one which had an accuracy was 94% with a standard deviation of 2%, In this study, it managed to reach accuracy of 96% with a standard deviation of 0% with a ROC curve (AUC) value of 0.96 or 96%. The algorithm that has 96% accuracy in the discussion is Random Forest Algorithm as estimator of AdaBoost.
Analisis Forensik Digital terhadap Kasus Penipuan pada E-Commerce Menggunakan Metode ACPO Alawi, Hanna Syahida; Riadi, Imam; Sunardi, Sunardi
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 3 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i3.8604

Abstract

Abstrak – Perkembangan e-commerce berbasis media sosial telah meningkatkan risiko kejahatan siber, terutama kasus penipuan yang dilakukan di luar sistem resmi platform. TikTok Shop menjadi salah satu platform yang paling banyak digunakan, tetapi maraknya transaksi di luar sistem menimbulkan tantangan dalam investigasi kejahatan digital. Penelitian ini bertujuan untuk menganalisis efektivitas metode ACPO (Association of Chief Police Officers) dalam proses investigasi forensik digital guna mengidentifikasi dan mengamankan bukti elektronik terkait kasus penipuan pada e-commerce berbasis media sosial. Penelitian dilakukan dengan pendekatan eksperimental menggunakan Belkasoft dan MOBILedit Forensic Express untuk mengekstraksi bukti digital dari perangkat seluler. Dataset awal terdiri dari 2 akun, 2 gambar, 1 video, dan 8 percakapan pesan, sehingga total terdapat 13 bukti digital. Hasil pengujian menunjukkan bahwa Belkasoft berhasil mengekstraksi gambar dan video (100%) tetapi gagal memperoleh akun serta percakapan pesan, sedangkan MOBILedit Forensic Express berhasil mengekstraksi seluruh bukti (100%) kecuali video. Dengan menerapkan prinsip ACPO, memastikan penyelidikan bahwa seluruh bukti digital dikumpulkan secara sistematis dengan tetap menjaga integritasnya agar dapat digunakan dalam proses hukum. Hasil penelitian ini menunjukkan bahwa metode ACPO dapat diimplementasikan secara efektif dalam analisis forensik digital guna mendukung investigasi kejahatan siber di platform e-commerce berbasis media sosial. Penerapan metode ini berkontribusi dalam meningkatkan efektivitas investigasi dan validitas bukti digital dalam sistem peradilan. 
Enhancing E-Learning User Engagement Through Scrum-Based Development Sibarani, Alexander J.P.; Pasaribu, Sutrisno Arianto
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 3 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i3.8590

Abstract

Abstract – Higher education faces challenges in meeting evolving needs while existing e-learning systems often fail to adapt to these changes. The current open-source e-learning system cannot accommodate the dynamic requirements of students, faculty, and administrators, hindering the effectiveness of the learning process. This research aims to design and develop an adaptive e-learning system using the Scrum methodology to bridge the gap between existing systems and the changing demands of higher education. The goal is to create a system that can quickly adapt to changes, accommodate user needs, and enhance learning effectiveness. The study applies the Scrum methodology, which supports iterative and incremental development, enabling continuous user feedback and risk management. The research involves a needs analysis, system design, and prototype development, followed by usability testing using the System Usability Scale (SUS) to evaluate the system's usability and effectiveness. The usability testing results show that the prototype system received neutral evaluations, indicating that while it provides a functional solution, further refinements, and additional iterations are necessary to fully meet user expectations. This study contributes to the understanding of how adaptive e-learning systems can be developed using Scrum and how they can be improved to better support the transformative goals of higher education in Indonesia. Keywords: E-learning, Ishikawa Diagram, Scrum, System Usability Scale (SUS), User Engagement Abstrak – Pendidikan tinggi menghadapi tantangan dalam memenuhi kebutuhan yang terus berkembang sementara sistem pembelajaran yang ada sering kali gagal beradaptasi dengan perubahan ini. Sistem pembelajaran sumber terbuka yang tersedia saat ini tidak dapat mengakomodasi kebutuhan dinamis mahasiswa, fakultas, dan administrator, sehingga menghambat efektivitas proses pembelajaran. Penelitian ini bertujuan untuk merancang dan mengembangkan sistem pembelajaran elektronik adaptif menggunakan metodologi Scrum untuk menjembatani kesenjangan antara sistem yang ada dan tuntutan pendidikan tinggi yang terus berubah. Tujuannya adalah untuk menciptakan sistem yang dapat dengan cepat beradaptasi dengan perubahan, mengakomodasi kebutuhan pengguna, dan meningkatkan efektivitas pembelajaran. Penelitian ini menerapkan metodologi Scrum, yang mendukung pengembangan iteratif dan inkremental, yang memungkinkan umpan balik pengguna dan manajemen risiko yang berkelanjutan. Penelitian ini melibatkan analisis kebutuhan, desain sistem, dan pengembangan prototipe, diikuti oleh pengujian kegunaan menggunakan Skala Kegunaan Sistem (SUS) untuk mengevaluasi kegunaan dan efektivitas sistem. Hasil pengujian kegunaan menunjukkan bahwa sistem prototipe menerima evaluasi netral, yang menunjukkan bahwa meskipun memberikan solusi fungsional, penyempurnaan lebih lanjut, dan iterasi tambahan diperlukan untuk sepenuhnya memenuhi harapan pengguna. Studi ini berkontribusi pada pemahaman tentang bagaimana sistem e-learning adaptif dapat dikembangkan menggunakan Scrum dan bagaimana sistem tersebut dapat ditingkatkan untuk lebih mendukung tujuan transformatif pendidikan tinggi di Indonesia. Kata Kunci: E-learning, Diagram Ishikawa, keterlibatan pengguna, Scrum, System Usability Scale (SUS).
Developing a Web-based MSME Sales Revenue Data Management and Reporting Portal Using OAuth 2.0 Setiyawati, Nina; Bangkalang, Dwi Hosanna
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 3 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i3.8598

Abstract

The Cooperatives and SMEs Service (DinKopUKM) under the Ministry of Cooperatives and SMEs play a vital role in coordinating the implementation of tasks, coaching and providing administrative support for MSMEs. In this research, a portal for managing MSME data and Sales Revenue reporting was carried out to support transparent information management, monitoring MSME business implementation, and encouraging orderly administration in MSMEs so as to optimize efforts to empower MSMEs. The portal was developed using Laravel technology for the backend and NextJS for the frontend, with a responsive web design so that it can be accessed from various devices. Apart from that, to support data integration and data communication with resources that have been built in previous research, OAuth 2.0 was implemented. The development process is in accordance with the Prototyping process model. The portal developed was tested using the black box testing method. It was found that this portal was in accordance with the needs and design of the system. The portal developed helps DinKopUKM in carrying out its duties of data collection on MSMEs, monitoring MSMEs, and encouraging MSMEs to maintain orderly administration
Efektivitas Flashcard Digital Sebagai Media Pedagogis dalam Pembelajaran Kosakata Bahasa Inggris: Systematic Literature Review Al Faruq, Habibatul Azizah; Wardati, Nanda Kurnia; Abdillah, Firman Puji; Putri, Sayang Indriani
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 3 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i3.8668

Abstract

Vocabulary mastery is a fundamental aspect in English language learning. However, vocabulary learning is often boring and less interactive, so students have difficulty remembering and understanding new words. Digital learning applications such as flashcards offer an innovative solution to overcome this obstacle by having interactive features that can improve students' memory and learning interest. This study aims to evaluate the effectiveness of using digital flashcard applications as a pedagogical medium for teaching English vocabulary. Although some findings state that flashcards are effective in improving vocabulary in learning activities, a systematic review of the existing literature is needed to assess the extent to which digital flashcard applications have an impact on vocabulary learning both in terms of improving learning outcomes, learning motivation, and other aspects related to pedagogy. This study uses the Systematic Literature Review (SLR) method by reviewing several journals discussing the research topic. The results of the study indicate that digital flashcards as a learning media strategy can be said to be effective in improving students' vocabulary mastery ranging from elementary school, MTs, vocational high schools, to undergraduate students, which in this case can enrich vocabulary; easy, easy to recognize images, words, and meanings; Students are more active, focused, and enthusiastic when learning English; improve receptive and productive aspects in vocabulary knowledge; remembering material easily; and increasing students' learning motivation.
Evaluasi User Experience Google Lens pada Pengguna Baru Menggunakan Metode Cognitive Walkthrough Sari, Luky Vianika; Rosalin, Rizqi Praimadi; Mulyanto, Agus; Zamzami, Ahmad; Juliyanto, Tatang
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 3 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i3.8651

Abstract

New users often experience difficulties using Google Lens due to a lack of familiarity with Augmented Reality (AR) technology. This study aims to evaluate the usability of Google Lens using the Cognitive Walkthrough method, focusing on three main task scenarios: text translation, object identification, and barcode scanning. A total of 60 respondents participated in the study, with data collected through a Likert-based questionnaire (1–5) and direct observation of user interactions. The quantitative analysis results showed that Google Lens obtained an average score of 3.5 for satisfaction, 3.8 for efficiency, and 3.2 for ease of navigation. Evaluation per scenario showed the highest success rate for barcode scanning (92%), followed by text translation (85%), while object identification had the lowest success rate (78%). Qualitative findings revealed that less intuitive navigation, unclear function icons, a lack of initial guidance, and limited object identification accuracy were the main obstacles for new users. Based on these results, this study recommends several improvements, including optimizing the interface design, adding descriptive labels to icons, providing personalization features, and developing interactive tutorials for new users. With these recommendations, it is hoped that Google Lens can become an application that is easier to learn, more efficient, and provides a more satisfying experience, while also enriching the literature related to usability evaluation of Augmented Reality-based applications. 
Rancang Bangun Aplikasi Jatah Makan Karyawan Berbasis Android Dengan Qr Code (Studi Kasus: PT Wijaya Karya Beton Majalengka) Wahyuni, Tantri; Muttaqin, Aji Zaenal
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 3 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i3.8642

Abstract

Pengembangan aplikasi jatah makan karyawan berbasis Android dengan QR Code di PT WIKA Beton bertujuan untuk meningkatkan efisiensi dan akurasi pendistribusian jatah makan. Sistem manual yang ada seringkali menimbulkan kesalahan data dan manipulasi, sehingga diperlukan mekanisme yang lebih efektif. Aplikasi ini dirancang untuk memonitor pendistribusian jatah makan, meningkatkan transparansi, dan memastikan setiap karyawan menerima haknya sesuai ketentuan. Metodologi pengembangan yang digunakan adalah Extreme Programming (XP), yang meliputi perencanaan, perancangan, pengkodean, dan pengujian. Pengumpulan data dilakukan melalui observasi dan wawancara untuk memahami sistem yang berjalan dan menganalisis kebutuhan pengguna. Sistem yang diusulkan menggunakan QR Code untuk identifikasi karyawan, yang dipindai saat pengambilan jatah makan. Data QR Code dibuat secara online dengan format id#nama. Aplikasi ini memiliki fitur seperti scanner dan riwayat pengambilan jatah makan. Hasil pengujian menunjukkan bahwa aplikasi ini efektif dalam membatasi kecurangan dan memastikan data yang akurat. Aplikasi ini memberikan kemudahan bagi karyawan dan staf kantin, serta menghilangkan kesalahan pencatatan manual. Penelitian lanjutan akan fokus pada peningkatan antarmuka, penambahan fitur senter pada scanner QR Code, dan penggunaan database online. Dengan demikian, aplikasi ini memberikan keuntungan signifikan dalam transparansi dan akurasi pendistribusian jatah makan di PT WIKA Beton

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