cover
Contact Name
Yusuf Ramadhan Nasution
Contact Email
jirsi.jurnal@gmail.com
Phone
+6285297473212
Journal Mail Official
jirsi.jurnal@gmail.com
Editorial Address
Jl. Kapten M. Jamil Lubis No.45, Bandar Selamat, Kec. Medan Tembung, Kota Medan, Sumatera Utara 20223
Location
Kota medan,
Sumatera utara
INDONESIA
Jurnal Ilmu Komputer dan Sistem Informasi
Published by Unity Academy
ISSN : 28306031     EISSN : 28303954     DOI : -
Core Subject : Science,
Jurnal Ilmu Komputer dan Sistem Informasi (JIRSI) dikelola secara profesional oleh LKP UNITY Academy dalam membantu para akademisi, peneliti dan praktisi untuk menyebarkan hasil penelitiannya dalam panduan Kemendikbud Ristek Dikti. Jurnal Ilmu Komputer dan Sistem Informasi (JIRSI) Adalah sebuah Jurnal blind peer-review yang didedikasikan untuk publikasi hasil karya ilmiah yang berkualitas di bidang Ilmu Komputer dan Teknologi Informasi (bidang rekayasa perangkat lunak, ilmu komputer, sistem informasi, teknologi informasi dan komunikasi, meachine learning, mikrokontroller, artificial intelligence, computer vision, jaringan komputer). Jurnal Ilmu Komputer dan Sistem Informasi (JIRSI) Terbit 3 kali setahun (Januari, Mei, September).
Articles 102 Documents
Perancangan Sistem Informasi Berbasis Web Pada SMKS Ibrahimy Situbond Pratama, Arya Widi; Lidinillah, Lukman Fakih
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.239

Abstract

This study aims to design and develop a web-based e-report information system as a solution to the manual grade management process at SMKS Ibrahimy Situbondo, which previously relied on Microsoft Excel. The system was developed using the Waterfall development method, consisting of requirement analysis, system design using DFD, ERD, CDM, and PDM, implementation with PHP and MySQL, Black Box Testing, and maintenance. The results indicate that the system successfully automates the processes of inputting, summarizing, and distributing grades, thereby improving the efficiency, accuracy, and transparency of academic data management while providing real-time access for teachers, class advisors, students, and parents. Future enhancements may include integrating a mobile application and analytics dashboard to expand functionality and improve accessibility.
Pengembangan Gerakan Beladiri KARATE SHOTO-KAN Berbasis Animasi Menggunakan Kombinasi Unity dengan Teknologi AR Rangkuti, Muhammad Al Khawarizmi; Usman, Ari
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.245

Abstract

Shoto-Kan Karate is a martial art style that emphasizes technique and precision of movement. However, in the traditional learning process, limited visual interaction and demonstration of movements often become obstacles, especially for beginners who do not have a permanent trainer. To address this problem, this study aims to develop interactive learning media based on Shoto-Kan Karate movement animations by utilizing Augmented Reality (AR) technology built using Unity. Test results show that the application runs well on various Android devices and receives positive responses from users, especially in terms of ease of understanding the movements, animation precision, and interactivity offered. In conclusion, the use of Unity-based AR technology is effective in improving the understanding and experience of independent learning of Shoto-Kan Karate. This media can be an innovative solution in the world of martial arts education, especially in today's digital era.
Implementasi Data Mining Dengan Metode Regresi Linier Untuk Memprediksi Laju Pertumbuhan Penduduk Kota Binjai Nawawi Pasaribu, Muhammad Imam
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The Central Statistics Agency (BPS) is a ministerial institution tasked with conducting statistical data collection and is directly responsible to the president. One of BPS's duties and functions is to collect statistical data on the population. The BPS conducts routine data collection every few years. However, BPS Binjai City has difficulty estimating the annual population growth rate due to several constraints. Data mining techniques using linear regression methods can be used to estimate the growth rate. The data mining process begins with data selection from source data to target data, followed by preprocessing to improve data quality, transformation, data mining, and interpretation and evaluation. This process produces new knowledge that is expected to contribute to a better understanding. This method was chosen because it can generate predictions using population growth data, thus establishing useful relationship patterns. Linear regression analysis is a widely used statistical method in social research, particularly economic research. Linear regression is a data mining technique frequently used to determine the level of relationship between dependent variables and the effects of forecasting through independent variables or individual causes. Data processing was performed using Google's Collab Research software, using a dataset from 2019 to 2024, covering the male and female population of Binjai City. Data mining results using a linear regression model on BPS population data from 2019 to 2024 indicate that the population growth rate will increase by 3.01% in 2025.
Implementasi Metode Multimedia Development Life Cycle (MDLC) Dalam Perancangan Aplikasi Augmented Reality Yang Memperkenalkan Budaya Suku Alas di Aceh Akbar , Rizki Aidil; Khairani, Mufida
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.248

Abstract

The rapid development of information technology has significantly transformed the way information is delivered, including efforts to preserve local culture. This research focuses on the implementation of the Multimedia Development Life Cycle (MDLC) method in designing an Augmented Reality (AR) application aimed at introducing the cultural heritage of the Alas Tribe in Southeast Aceh. The Alas Tribe culture, which is rich in traditional values such as traditional houses, clothing, dances, and local wisdom, is increasingly threatened by modernization and the lack of interactive media that can attract the younger generation. Therefore, an innovative digital solution is needed to present cultural information in an interactive, engaging, and accessible way. The MDLC method was chosen because it provides a systematic framework consisting of concept, design, material collecting, assembly, testing, and distribution. Each stage was applied in a structured manner to ensure that the development process runs effectively and efficiently. The AR application enables users to interact with 3D objects representing elements of the Alas Tribe culture through Android devices, offering an immersive learning experience. User testing was conducted using questionnaires, and the results showed that most respondents found the application engaging, easy to understand, and useful for learning about local culture. The findings demonstrate that implementing the MDLC method successfully produces an effective AR application as a medium for cultural education and promotion. Beyond functioning as an educational tool, the application also contributes to cultural preservation and supports the development of the tourism sector in Southeast Aceh. For future development, it is recommended to expand the application by adding more cultural objects, integrating interactive quizzes, and enabling cross-platform compatibility to reach a wider audience. Keywords: Augmented Reality, Multimedia Development Life Cycle, MDLC, Alas Tribe Culture, Learning Media, Cultural Preservation.
Perancangan Sistem Informasi Pendaftaran Pelatihan Kerja Berbasis Web di Dinas Ketenagakerjaan Situbondo Yaqin, M.Ilham Ainul; Ghofur , Abd; Raditya, Prima Devi
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.257

Abstract

This study aims to design and develop a web-based e-report information system as a solution to the manual grade management process at SMKS Ibrahimy Situbondo, which previously relied on Microsoft Excel. The system was developed using the Waterfall development method, consisting of requirement analysis, system design using DFD, ERD, CDM, and PDM, implementation with PHP and MySQL, Black Box Testing, and maintenance. The results indicate that the system successfully automates the processes of inputting, summarizing, and distributing grades, thereby improving the efficiency, accuracy, and transparency of academic data management while providing real-time access for teachers, class advisors, students, and parents. Future enhancements may include integrating a mobile application and analytics dashboard to expand functionality and improve accessibility.
PERANCANGAN APLIKASI SCRAMBEL WORD GAME UNTUK MENINGKATKAN KEMAMPUAN BAHASA INGGRIS ANAK SEKOLAH DASAR BERBASIS ANDROID MENGGUNAKAN ALGORITMA BREADHT FIRST SEARCH Siregar, Dhana Hervia; Sundari, Siti; Khairunnisa, Khairunnisa
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 1 (2026): Januari 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i1.249

Abstract

English has played an important role in life, apart from being an international language that can connect globally, English has also become an added value in the world of work. The design of the scrambled word game application for elementary school children is expected to help increase vocabulary and encourage children to concentrate more and be able to think critically. The design of this Scrambled Word Game application uses the Breadth First Search (BFS) algorithm, where the BFS algorithm will carry out a search to determine the goal to be achieved. It can be seen from the results of the questionnaire that was distributed to 20 respondents that 85% stated "Agree" that this Scrambled word game can help to improve the English language skills of elementary school children, especially in terms of vocabulary and word understanding.
Perancangan Aplikasi Augmented Reality Sebagai Media Pengenalan Struktur Lapisan Matahari Berbasis Android Wijaya, Indra; Khairani, Mufida
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 1 (2026): Januari 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i1.250

Abstract

The structure of the Sun’s layers is a complex subject as it involves multiple physical phenomena, making it difficult to understand when explained only through conventional media such as text or static images. This research aims to design and develop an Android-based Augmented Reality (AR) application as a medium for introducing the structure of the Sun’s layers. The method used is the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The application was built using marker-based AR technology that presents interactive 3D models of the Sun’s layers, accompanied by descriptions and audio explanations to strengthen user understanding. The implementation results show that the application runs smoothly on Android devices, providing key features such as an AR camera and interactive quizzes. Black-box testing confirmed that all functions work as intended, while respondent testing indicated that the application is easy to use, displays 3D objects clearly, and increases students’ learning interest. Therefore, this application is proven to be effective as an innovative learning medium, simplifying the visualization of the Sun’s structure, and enhancing interactivity and engagement in the learning process.
SMART DOOR HANDLE BERBASIS INTERNET OF THINGS (IOT) DENGAN SENSOR TOUCH KAPASITIF DAN ALGORITMA FUZZY LOGIC Fauzan, Ahmad; Suriati, Suriati
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 1 (2026): Januari 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i1.262

Abstract

The development of Internet of Things (IoT) technology offers opportunities to enhance home security through smart devices. This study aims to design and implement an IoT-based Smart Door Handle using a capacitive sensor and a magnetic mounting design that can be easily installed on door handles. The system is equipped with a fuzzy logic model capable of mapping capacitive sensor variables, such as signal amplitude, touch duration, and pattern changes, into real-time threat level decisions. In addition, the device is integrated with notification platforms, namely Blynk and Telegram, allowing users to receive door status information directly and monitor security even when they are away from the location. The test results show that the device can detect touches with adequate accuracy, update security status in real-time, and successfully send notifications to users. The system also allows user management through a web interface, accessible via PC/laptop using mDNS or IP address, and via smartphones using IP address. Based on testing, the system meets the design objectives in terms of monitoring, user management, and real-time notification.
Sistem Informasi Penjadwalan dan Agenda Kegiatan Bagian Kesejahteraan Masyarakat Thisara, Siti Kania; Putri, Raissa Amanda
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 1 (2026): Januari 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i1.276

Abstract

The rapid development of information technology has encouraged government institutions to improve efficiency in managing administrative and operational activities. The Community Welfare Section (Kesra) of the Governor’s Office of North Sumatra still faces difficulties in managing schedules and agendas due to manual recording processes. This often leads to overlapping schedules, delayed information delivery, and poor record management. This study aims to design and develop a web-based scheduling and agenda information system to support more effective and integrated administration. The Waterfall software development method was applied, consisting of requirement analysis, system design, implementation, testing, and maintenance stages. The system was developed using PHP programming language and MySQL database. Testing using the black-box method showed that all system functions operate properly, including agenda management, activity archiving, and notification features. The implementation of this system reduces scheduling errors, accelerates information delivery, and supports decision-making based on well-documented data.
Sistem Pendukung Keputusan Untuk Pemilihan Vendor IT Menggunakan Metode TOPSIS Pada PT IBBI Andi, Zefri; Hermawati, Mercy
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 1 (2026): Januari 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i1.292

Abstract

IT vendor selection is a strategic decision that affects service quality, cost efficiency, and the sustainability of a company’s information technology systems. PT Investasi Bangun Bangsa Indonesia (PT IBBI) faces challenges in its IT vendor selection process, which is still conducted manually and tends to be subjective, potentially leading to suboptimal decisions. This study aims to design and develop a web-based decision support system for IT vendor selection using the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) method. The TOPSIS method is applied to support multi-criteria decision-making by ranking vendors based on their proximity to the positive ideal solution and their distance from the negative ideal solution. The criteria considered include price, service quality, implementation time, portfolio, reliability, and uptime. The research methodology includes system requirements analysis, a literature review, data collection through observation and interviews, system design, implementation of the TOPSIS algorithm, and system testing using black-box testing. The results indicate that the proposed system is capable of providing objective and measurable IT vendor recommendations. Therefore, this decision support system can enhance the effectiveness and efficiency of the IT vendor selection process at PT IBBI while minimizing the risk of decision-making errors.

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