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35 Documents
PERANCANGAN SISTEM INVENTORI KARBON AKTIF BERDASARKAN METODE REORDER POINT BERBASIS WEB
Syukron Fajri Afiantanto;
Atiqah Meutia Hilda
Jurnal Teknik Informatika dan Komputer Vol. 1 No. 2 (2022): Jurnal Teknik Informatika dan Komputer
Publisher : UHAMKA Press
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DOI: 10.22236/jutikom.v1i2.11337
This study aims to design an application that makes it easy for users and users to process production inventory records that determine when to buy raw material inventory online and also aims to minimize loss or damage data in reporting the result of a complete and whole. Methods used in this research is in a rapid application development, because this method faster and systematic in order to facilitate in doing design system. The results obtained in the development of this system proved that the Design of an Activated Carbon Inventory System Based on the Web-Based Reorder Point Method at PT. Freeman has been successfully run or used to make it easier for operators to quickly and efficiently manage an inventory of activated carbon data online. Demonstrable satisfaction index of operators pt freeman worth 76,19 % indicating as good category
APLIKASI MOBILE BERBASIS ANDROID UNTUK PEMESANAN MAKANAN
Nunik Pratiwi;
Rois Sovi Meitofa
Jurnal Teknik Informatika dan Komputer Vol. 1 No. 2 (2022): Jurnal Teknik Informatika dan Komputer
Publisher : UHAMKA Press
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DOI: 10.22236/jutikom.v1i2.11367
Order errors are a problem that often occurs in restaurants that have many visitors. This happens because the process of recording orders is done manually, so that there are obstacles to the queue caused by stacks of paper that are not arranged according to the queue. This research designs and builds an Android-based mobile application that aims to reduce errors in the process of ordering food or drinks. The prototyping method is used in the system development process. Based on the results of black box testing, this ordering application can run well according to its function. In addition, system testing was also carried out on 25 respondents. The results obtained state that this application can be used properly and can help overcome the problem of order queues
APLIKASI MARKET BASE ANALITIK UNTUK MEMPELAJARI POLA BELANJA MASYARAKAT PADA TOKO UD GARAM KUSTONO MENGGUNAKAN ALGORITMA APRIORI
Rizki Gunawan;
Wildan Toyib
Jurnal Teknik Informatika dan Komputer Vol. 2 No. 1 (2023): Jurnal Teknik Informatika dan Komputer
Publisher : UHAMKA Press
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DOI: 10.22236/jutikom.v2i1.11438
At this time the transaction data at the UD Garam Kustono store has decreased, this shows that there is an increase in sales competition followed by an increase in applying information technology. To overcome these problems, a very appropriate sales strategy is needed to use the availability of useful data and information. Data mining is a technique that can be used to process transaction data more efficiently. The method used by researchers is the a priori algorithm. The aim of this study is to apply a data mining system to find information on interrelationships between products that can support sales strategies from transaction data. The result of this study will show that the system built can run well, as evidenced by the result of the analysis using the Apriori algorithm, the system is able to find out the shape of the combination between product that have been found in previous sales. This information can assist in making decisions in developing product promotion strategies that will be offered to buyer.
Sistem Monitoring pH Air pada Budidaya Lele Berbasis IoT
Ananta Saka Hutama;
Dimas Febriawan
Jurnal Teknik Informatika dan Komputer Vol. 2 No. 1 (2023): Jurnal Teknik Informatika dan Komputer
Publisher : UHAMKA Press
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DOI: 10.22236/jutikom.v2i1.11439
Maintaining water quality is the most important thing in every aquaculture, in this case catfish farming, so in maintaining water quality, especially water pH, it is necessary to monitor the pH of water in fishery ponds. This activity aims to be able to create a tool. the firebase and blynk platforms use the node MCU microcontroller with the ESP-8266 module which can be monitored remotely in realtime 8266 with the method used is prototype, starting with identifying needs, designing, building and testing prototypes. The research process includes measuring the pH of pool water by a water pH meter sensor device and the data is forwarded and processed by the MCU node which already has an ESP-8266 (wifi module) which can send pH reading data via the internet to firebase and blynk's realtime database platform so that later with it's easy as long as you are in the same network, information on measurement results will be easily accessed via any device, be it a PC, laptop or smartphone. Based on the test result that this monitoring system can run well to measure the pH of water with a relative error of 0.581%. In the end the use of this tool is to benefit from the application and testing of the tool in this case it is expected that the pH quality of the catfish pond water is good.
Perbandingan Akurasi Metode Naïve Bayes Classifier dan Lexicon Based Pada Analisis Sentimen Respon Masyarakat Tentang Kebijakan Kenaikan Harga Minyak Goreng
Faldy Irwiensyah;
Firman Noor Hasan
Jurnal Teknik Informatika dan Komputer Vol. 2 No. 1 (2023): Jurnal Teknik Informatika dan Komputer
Publisher : UHAMKA Press
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DOI: 10.22236/jutikom.v2i1.11500
Cooking oil is a basic need for Indonesian people. Indonesia experienced a shortage of oil in March 2022. This was a hot topic of discussion on social media Twitter last March, many people thought positively or negatively. However behind it all, there are differences in the assessment of parties who feel the pros and cons, various parties have different points of view. In this article, we conduct a sentiment analysis of public responses regarding the scarcity of cooking oil using a dataset obtained from the Twitter digital platform. This article aims to classify tweets related to the scarcity of cooking oil into positive and negative sentiments using a machine learning strategy with the Naive Bayes and lexicon based methods. This algorithm was chosen to make it easier for interested users to compare methods and find out how accurate it is, which is where the level of accuracy obtained from the lexicon method is 42% and the method using the naïve Bayes classifier is 72%. Shows the results of the analysis related to the scarcity of cooking oil for the highest level of accuracy, namely the method that uses the naïve Bayes classifier compared to the method that uses lexicon based
ANALISIS USER EXPERIENCE PADA GAME MOBILE LEGENDS DENGAN MENGGUNAKAN METODE COGNITIVE WALKTHROUGH
I Nyoman Tri Anindia Putra;
Mahesa Chandra;
Tjokorda Istri Agung Pandu Yuni Maharani
Jurnal Teknik Informatika dan Komputer Vol. 2 No. 2 (2023): Jurnal Teknik Informatika dan Komputer
Publisher : UHAMKA Press
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DOI: 10.22236/jutikom.v2i2.11922
Mobile Legends adalah permainan online bergaya MOBA (Multiplayer Online Battle Arena) yang dikembangkan dan diterbitkan oleh Moonton Developer. Game ini berupa aplikasi yang dapat diakses melalui ponsel android maupun IOS. Dalam Mobile Legends, pemain membentuk tim lima orang dan bersaing satu sama lain dalam pertempuran real-time. Setiap pemain memilih hero yang unik untuk dikendalikan, masing-masing dengan kemampuan dan gaya bermain mereka sendiri. Tujuan permainan ini adalah untuk menghancurkan markas musuh, sambil mempertahankan markas anda sendiri. Hal itu merupakan kesempatan untuk membuat permainan dikenal dan sukses di pasar. Ada satu ilmu yang bisa menentukan permainan ini sukses dipasar, hal itu memiliki istilah pengalaman pengguna (User Experience). Pengalaman Pengguna (User Experience) adalah bagian yang sangat penting dalam pembuatan game. Pengalaman pengguna (User Experience) memiliki antarmuka pengguna (User Interface), antarmuka pengguna (User Interface) adalah ilmu yang mempelajari penampilan (Visualisasi). Untuk mengetahui apakah tampilan dari game Mobile Legend cukup baik, dilakukan analisis dengan menggunakan metode Cognitive Walkthrough. Metode Cognitive Walkthrough adalah suatu teknik evaluasi desain yang digunakan untuk mengidentifikasi kesulitan yang mungkin dialami pengguna dalam menggunakan sebuah produk atau sistem. Metode ini merupakan metode yang tepat digunakan untuk penelitian jurnal ini dibandingkan metode yang lain. Tujuan dari adanya penelitian jurnal ini adalah membuktikan apakah permainan Mobile Legend mudah dipahami oleh pemain pemula.
ANALISIS SENTIMEN TERHADAP ULASAN PENGGUNAAN SHOPEE MELALUI TWEET PADA TWITTER MENGGUNAKAN ALGORITMA NAÏVE BAYES
Hilmy Zhafran Muflih;
Hafizh Dhery Al Assyam;
Faisal Akbar Pangestu;
Mia Kamayani
Jurnal Teknik Informatika dan Komputer Vol. 2 No. 2 (2023): Jurnal Teknik Informatika dan Komputer
Publisher : UHAMKA Press
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DOI: 10.22236/jutikom.v2i2.12199
The increasing use of the internet among the public is because it is a means to carry out various activities, one of which is buying and selling online or known as e-commerce. One of the largest e-commerce in Indonesia is Shopee. Shopee offers various features for its users. The large number of shopee users results in the large number of responses given to shopee, so the researcher wants to carry out a sentiment analysis process regarding user responses to shopee, whether the response of shopee users is negative or positive. The responses or opinions of Shopee users are taken from tweets in the Twitter application. Tweets typed and written and published by Twitter users about shopee. In this study, researchers used the RapidMiner application to collect tweets data from Twitter users and to apply the Naïve Bayes algorithm. The researcher collected 200 data regarding shopee from Twitter. The results obtained from sentiment analysis using the Naïve Bayes algorithm get 78% negative sentiment and 22% positive sentiment from 200 datasets. The process of testing the Naïve Bayes algorithm using the confusion matrix obtains an accuracy value of 77.50%.
DEVELOPMENT OF LEARNING APPLICATIONS FOR EARLY CHILDREN
Estu Sinduningrum;
Muhammad Irfan Faris
Jurnal Teknik Informatika dan Komputer Vol. 2 No. 2 (2023): Jurnal Teknik Informatika dan Komputer
Publisher : UHAMKA Press
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DOI: 10.22236/jutikom.v2i2.12463
Introducing the Hijaiyah letters to elementary school children is very important at the Al-Qur'an Education Park, elementary school level and Islamic Religious Education in Kindergarten. The problem felt by students at SDN JATIRANGGA II is that they still use media such as blackboards, books and posters in learning hijaiyah letters during Islamic Religious Education subjects. So students have a little difficulty in getting material related to learning hijaiyah letters. To overcome this problem, the author created an Android-based learning application using the multimedia development life cycle (MDLC) method. Making applications specifically for children under 10 years of age. This application only discusses hijaiyah letters and the harakat or punctuation marks in hijaiyah letters. The results of this research can make it easier for teachers and students to learn material related to hijaiyah letters and harakat. Based on the questionnaire that was given to teachers and students, 89.6% agreed that this application could help children understand the letters and hijaiyah characters. So this Android-based learning media can help teaching activities at SDN Jatirangga II.
PERBANDINGAN ALGORITMA K-NEAREST NEIGHBOR (K-NN) DENGAN DECISION TREE (C4.5) UNTUK MENENTUKAN JUDUL BUKU BERDASARKAN PEMINATAN PADA PERPUSTAKAAN KANTOR PUSAT BPK RI
ari ardiansyah sinta;
Tezar Maula;
Agus Budiyantara
Jurnal Teknik Informatika dan Komputer Vol. 2 No. 2 (2023): Jurnal Teknik Informatika dan Komputer
Publisher : UHAMKA Press
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DOI: 10.22236/jutikom.v2i2.12654
Buku adalah kumpulan kertas atau bahan lain yang berisi teks, gambar, atau lampiran yang digabungkan menjadi satu pada satu ujungnya. Penanda buku yang pertama adalah judul, yaitu judul atau judul artikel, dan biasanya muncul di sampul depan. Judulnya yang singkat, padat, jelas dan biasanya menarik membuat orang tertarik untuk membaca buku tersebut. Terjadi permasalahan pada perpustakaan BPK RI penjaga perpustakaan kesulitan saat membuka kembali catatan data peminjaman buku dan kesulitan mengumpulkan judul buku yang paling banyak dipinjam mengingat banyaknya data peminjam yang terdapat di dalam buku catatan. Tujuan dari penelitian ini adalah untuk menganalisa akurasi dan mengklasifikasikan judul buku favorit berdasarkan catatan peminjaman buku pada perpustakaan kantor pusat BPK RI dan untuk membandingkan algoritma K-Nearest Neighbor (K-NN) dengan Decision Tree (C4.5) dalam menentukan judul buku berdasarkan peminatan. Dataset yang digunakan dalam penelitian ini berjumlah 644 data. Dari 644 data tersebut di proses atau dibagi menjadi data training sebanyak 451 dan data testing sebanyak 193 data menggunakan tools rapidminer. Dari hasil perbandingan algoritma K-Nearest Neighbor (K-NN) memperoleh hasil akurasi sebesar 94,82% sedangkan Decision Tree (C4.5) memperoleh hasil akurasi 95,34%. Dapat disimpulkan bahwa hasil akurasi Decision Tree lebih baik dari pada nilai akurasi K-Nearest Neighbor.
SISTEM PAKAR PENENTUAN JENIS EKSTRAKURIKULER SISWA DENGAN METODE FORWARD CHAINING DI SDN SUKABUMI UTARA 05 PAGI
Muhammad Hisyam Muzakki Marcel;
Tamba Erikson Sinaga;
Goldie Gonadi
Jurnal Teknik Informatika dan Komputer Vol. 2 No. 2 (2023): Jurnal Teknik Informatika dan Komputer
Publisher : UHAMKA Press
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DOI: 10.22236/jutikom.v2i2.12655
Peningkatan kemampuan non akademik siswa dalam minat dan bakat maka seluruh siswa SD Negeri Sukabumi Utara 05 kelas satu hingga kelas enam mengikuti kegiatan ekstrakulikuler yang diselenggarakan oleh sekolah. Ekstrakulikuler terbagi menjadi dua jenis, yaitu ekstrakulikuler wajib dan pilihan, serta nilai dari kegiatan ini akan masuk ke dalam raport. Jenis ekstrakulikuler yang diselenggarakan oleh sekolah yaitu: pramuka, pencak silat, seni musik, seni tari, futsal, dan paskibra. Permasalahnya adalah siswa cenderung bingung untuk memutuskan ekstrakurikuler yang mau dipilih dan Kemampuan yang tidak sesuai membuat siswa menjadi kehilangan minat dalam mengikuti kegiatan ekstrakurikuler. Tujuan penulis melakukan penelitian adalah untuk merancang dan membuat sebuah sistem pakar yang dapat menentukan ekstrakurikuler siswa agar tidak bingung saat menentukan jenis ekstrakurikuler dan untuk merancang dan membuat sistem pakar menggunakan metode forward chaining sehingga siswa menjadi minat dalam mengikuti kegiatan ekstrakurikuler. Teknik pengumpulan data yang digunakan yaitu observasi, wawancara, dan studi pustaka. Metode untuk membuat sebuat sistem neggunakan forward chaining. Pengujian aplikasi menggunakan blackbox. Hasil dari penelitian ini yaitu rancangan dan aplikasi sistem pakar dapat menentukan jenis ekstrakurikuler sehingga siswa tidak bingung lagi saat menentukan ekstrakurikuler pada SDN Sukabumi Utara 05 Pagi dan metode forward chaining dapat diterapkan pada sebuah sistem pakar untuk menentukan jenis ekstrakurikuler sehingga siswa menjadi minat dalam mengikuti kegiatan ekstrakurikuler.