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 158 Documents
Perancangan Antarmuka Q-Commerce Multi-Vertical Dengan Pendekatan Human-Centered Design Untuk Digitalisasi UMKM Saliyah Macky
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 2 (2025): Mei 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i2.445

Abstract

The growth of E-commerce in Indonesia has driven the emergence of Quick Commerce (Q-commerce), a location-based business model offering instant delivery services. However, existing platforms remain limited to specific product categories and are unable to accommodate urgent multi-vertical needs. This study aims to design a multi-vertical Q-commerce application interface using the Human-Centered Design (HCD) approach, consisting of three phases: inspiration, ideation, and implementation. The inspiration phase was conducted through comparative studies, interviews, and user questionnaires. The ideation phase produced functional requirements and a visual prototype using Figma. The implementation phase evaluated the prototype using the System Usability Scale (SUS) questionnaire. The results produced a SUS score of 75,92, falling under the Good and Acceptable category, suggesting that the designed interface is well-received and usable by the target users
Komparasi Algoritma Machine Learning Untuk Klasifikasi Risiko Depresi Remaja Berbasis Perilaku Digital Menggunakan SMOTE Sarwadi Sarwadi; Muhammad Khaibar Putra Adithia
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 2 (2025): Mei 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i2.582

Abstract

Adolescent depression is an increasingly alarming global mental health issue, particularly amid the rapid adoption of social media platforms. This study compares the performance of four machine learning algorithms Random Forest, XGBoost, Support Vector Machine (SVM), and Logistic Regression, in classifying adolescent depression risk using 12 digital behavioral and lifestyle features. The dataset comprises 1,200 records with severe class imbalance (97.4% vs 2.6%), addressed through Synthetic Minority Over-sampling Technique (SMOTE) with k=5. Eight experiments (four algorithms × two conditions) were conducted and evaluated using Precision, Recall, F1-Macro, AUC-ROC, and 5-fold cross-validation. Results demonstrate that SMOTE consistently enhanced all model performances, with an average F1-Macro improvement of 25.7%. XGBoost achieved perfect F1-Macro and AUC-ROC scores (1.0000) under both conditions, while SMOTE yielded the greatest gains for SVM (+67.9%) and Logistic Regression (+63.7%). Feature importance analysis identified sleep hours, stress level, anxiety level, and daily social media usage as dominant predictors, while academic performance contributed negligibly. These findings underscore the critical importance of imbalanced data handling and provide a methodological framework for developing digital behavior-based early depression detection systems.
Evaluation of Information Technology Governance Readiness at LKP Karya Prima Based on ISO/IEC 38500 Using the CIPP Model Muhammad Hasanuddin; Muhammad Amin; Andysah Putera Utama Siahaan
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 2 (2025): Mei 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i2.290

Abstract

Effective information technology governance plays an important role in supporting institution goals, including those of non-formal educational institutions. LKP Karya Prima Kursus has implemented information technology to support its operational activities; however, no comprehensive evaluation has been conducted to assess the readiness of its information technology governance. This study aims to evaluate the readiness level of information technology governance at LKP Karya Prima Kursus using the ISO/IEC 38500 framework integrated with the Context, Input, Process, Product (CIPP) evaluation model. The study employed a mixed-methods approach by collecting data through observation, interviews, documentation, and questionnaires distributed to 23 respondents using a total sampling technique. The collected data were analyzed using descriptive statistics based on a Likert scale and interpreted according to the CIPP evaluation components. The findings indicate that the overall readiness level of information technology governance achieved an average score of 2.41, categorized as Less Ready. The evaluation results show that the Context component scored 2.41 (Less Ready), Input scored 2.42 (Less Ready), Process scored 2.14 (Less Ready), while Product achieved the highest score of 2.65 (Moderately Ready). The Process component represents the weakest aspect and should therefore become the primary focus for organizational improvement. This study proposes several recommendations, including the establishment of formal IT governance policies, enhancement of human resource competencies, development of standard operating procedures, implementation of continuous monitoring and evaluation, and alignment of IT strategies with organizational objectives. These recommendations are expected to improve the effectiveness and sustainability of information technology governance implementation at LKP Karya Prima Kursus.
Pengenalan Olahraga Squash Sebagai Media Interaktif Menggunakan Teknologi Augmented Reality (AR) Berbasis Android Andana Maulana Munggaran; Siti Sundari
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.v4i3.251

Abstract

This research discusses the design and development of an interactive media application based on Augmented Reality (AR) technology to introduce the sport of squash to students. The developed Android-based application is capable of displaying 3D objects of squash equipment and basic techniques through predetermined markers. In addition to interactive visualization, this media is also equipped with supporting information, educational quizzes, and explanatory audio to enrich the user’s learning experience. The implementation results show that the use of Augmented Reality technology can enhance the understanding of squash in a more realistic and comprehensive way. The 3D visualization displayed through the camera provides a direct representation of squash techniques, while the interactivity in the form of descriptive texts and supporting audio makes the learning process more engaging, easier to understand, and able to foster students’ interest in the subject matter. Based on testing and questionnaire distribution, the application received positive feedback from users. A total of 94.44% of respondents gave positive assessments of the developed learning media, 5.56% responded neutrally, and none responded negatively. Thus, it can be concluded that AR-based learning media has been successfully designed and implemented as an effective and interactive tool, capable of improving learning motivation and providing a more attractive learning experience in understanding squash.
Implementasi Content-Based Filtering dan Singular Value Decomposition untuk Rekomendasi Film Muhammad Iqbal Pradipta; Mhd. Basri
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 3 (2026): September 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i3.682

Abstract

The growth of online video catalogs creates information overload that makes it difficult for users to discover movies matching their preferences. This study develops and evaluates two movie recommender approaches: content-based filtering using TF-IDF and cosine similarity, and collaborative filtering using Singular Value Decomposition (SVD). The dataset includes 4,803 movies with production-credit records and 100,004 user-rating interactions. The research stages comprise data cleaning and integration, content representation, latent-factor modeling, a 75:25 train-test split, and evaluation using Precision and Root Mean Squared Error. The content-based experiment achieved a Precision of 0.70 based on genre overlap, while director- and actor-based recommendations obtained a precision of 1.00 because the ranking features were identical to the relevance criteria. The SVD model achieved an RMSE of 0.9007 and generated personalized recommendations from user-rating patterns. The study contributes an evaluation of two baselines with different objectives, an analysis of potential bias in precision measurement, and an emphasis on consistent movie identifiers across datasets. Content-based filtering is effective for retrieving movies with similar metadata, whereas SVD captures latent user preferences. However, the results of the two approaches must be interpreted using metrics appropriate to their respective objectives.  
Desain dan Pengembangan Sistem Informasi Manajemen Proyek Berbasis Web di Apotek Cemara Fikri Darojatul Ilmi; Purnomo Sidiq
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 3 (2026): September 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i3.337

Abstract

Project management at Cemara Pharmacy faced challenges such as poor team coordination, progress monitoring difficulties, and data inaccuracies, hindering operational efficiency in the pharmaceutical sector. This study aimed to design and develop a web-based project management information system to support real-time planning, execution, and evaluation of projects. The research employed the Waterfall model, with data collection via field observations, interviews with managers and staff, document analysis, and literature review; the population comprised Cemara Pharmacy staff as primary participants, using UML (Use Case, Activity, Sequence, Class Diagrams), WBS, Gantt Chart, and PERT as instruments; data analysis involved functional, integration, and User Acceptance Testing (UAT). Results demonstrated that the Laravel- and MySQL-based system enhanced transparency, reduced administrative errors, and improved efficiency by up to 30%, with user evaluations highlighting interface ease and multi-platform accessibility. The study concludes that the system significantly contributes to professional project management in pharmacy SMEs, implying broader operational digital transformation.
Analisis Sentimen Berbasis Aspek pada Ulasan Aplikasi JConnect Mobile Menggunakan IndoBERT dan mBERT Nadin Isna Monica; Abdul Rezha Efrat Najaf; Nambi Sembilu
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 3 (2026): September 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i3.512

Abstract

JConnect Mobile is a mobile banking application developed by Bank Jatim that provides various digital banking transaction services. Although the number of users has continued to increase, the application still receives numerous complaints regarding its interface, features and performance, and service quality, as reflected in user reviews and its relatively low application rating. This study aims to compare the performance of the IndoBERT and mBERT models for aspect-based sentiment classification of JConnect Mobile user reviews. The dataset consists of 4,344 user reviews collected from Google Play Store and App Store between 2021 and 2025. The research methodology includes data collection, data labeling, preprocessing, feature extraction, modeling, and evaluation. The experiments were conducted using 5-fold cross-validation with 24 experimental scenarios involving combinations of hyperparameters, including 5 and 10 epochs, dropout rates of 0.2, 0.4, and 0.6, and batch sizes of 16 and 32. The results of the 5-fold cross-validation show that IndoBERT achieved the best performance, with mean F1-scores of 0.86 for the interface aspect, 0.83 for the features and performance aspect, and 0.74 for the service aspect. Based on these results, IndoBERT was selected as the best-performing model because it consistently outperformed mBERT across all aspects. Evaluation on the test dataset further demonstrated that the best-performing model achieved F1-scores of 0.80 for the interface aspect, 0.83 for the features and performance aspect, and 0.81 for the service aspect.
Implementasi Metode Weighted Moving Average dan Least Square Untuk Persediaan Obat Pada Apotek Kimia Farma Anggreini Anggreini; Samsudin Samsudin
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 3 (2026): September 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i3.670

Abstract

Drug inventory management is an important aspect of pharmacy services because it directly affects medicine availability for patients. Inaccurate inventory planning may lead to stock shortages (stockout) or excess inventory (overstock), which can reduce service quality and increase storage costs. This study aims to develop a drug inventory forecasting system for Kimia Farma Pharmacy using the Weighted Moving Average (WMA) and Least Square methods. The research employed the Research and Development (R&D) approach, while the system was developed using the Rapid Application Development (RAD) method. The dataset consisted of historical sales records of ten types of medicines from January to November 2023, collected through observation, interviews, and literature review. The results indicate that the developed system is capable of automatically forecasting future drug inventory based on historical sales data. The Weighted Moving Average method provides forecasts that are more responsive to recent demand changes by assigning greater weights to the latest observations, while the Least Square method generates forecasts based on sales trends. The developed system assists pharmacy staff in determining appropriate inventory levels, thereby reducing the risk of stock shortages and overstock situations. Therefore, the proposed forecasting system can improve the effectiveness of drug inventory management at Kimia Farma Pharmacy.