cover
Contact Name
Muhammad Wali
Contact Email
journal@stmiki.ac.id
Phone
+62651-7552408
Journal Mail Official
jimik@stmiki.ac.id
Editorial Address
Jl. Teuku Nyak Arief No. 400 Jeulingke Banda Aceh
Location
Kota banda aceh,
Aceh
INDONESIA
Jurnal Indonesia : Manajemen Informatika dan Komunikasi
ISSN : 27768074     EISSN : 27237079     DOI : https://doi.org/10.35870/jimik
Core Subject : Science, Education,
Jurnal Indonesia: Manajemen Informatika dan Komunikasi is a scholarly publication dedicated to advancing the fields of information technology and communication management in Indonesia. The journal serves as a platform for researchers, academicians, practitioners, and policymakers to share their insights, knowledge, and expertise in these domains. This journal is a peer-reviewed online journal dedicated to high-quality research publications focused on research, implementation. Jurnal Indonesia: Manajemen Informatika dan Komunikasi is a scholarly publication dedicated to advancing the fields of information technology and communication management in Indonesia.
Articles 741 Documents
Analisis Perubahan Segmentasi Konsumen secara Longitudinal Menggunakan Time-Based Clustering pada Data Produk NVIDIA: Studi Kasus Data Shopee Danie Abdillah Iskandar; Alz Danny Wowor
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.1990

Abstract

This study analyzes longitudinal changes in consumer segmentation on Nvidia product data using time-based clustering method. With the increasing demand for Nvidia products in the global market, particularly for gaming GPUs and AI applications, understanding changes in consumer behavior over time becomes crucial for marketing strategy. The research utilizes Nvidia consumer transaction data spanning 5 years (2021-2025) with RFM-T (Recency, Frequency, Monetary, Time) approach enriched with Interpurchase Time (IPT). The clustering method employed is K-Means algorithm with validation using silhouette score, Davis-Bouldin index, and Calinski-Harabasz index. The research results indicate the formation of 4 main consumer segments experiencing dynamic changes: (1) Loyal AI Enthusiasts, (2) Gaming Power Users, (3) Potential Upgraders, and (4) Churn Risk Customers. This longitudinal segmentation reveals a pattern of shift from gaming-centric to AI-centric preferences alongside AI technology development. This study contributes to the development of more targeted CRM strategies and retention strategies for technology hardware companies.
Analisis Efek Lag Kualitas Udara terhadap Kasus COVID-19 Menggunakan Metode Spearman Time-Lagged Jehzkiel Rangga Sere; Alz Danny Wowor
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.1991

Abstract

The spread of the COVID-19 virus in urban areas is accelerating because air quality serves as a vector for the pathogen’s transmission. Epidemiological evaluations generally do not account for the virus’s incubation period and the time lag in the effects of pollutants, leading to errors in timing assessments. This study examines the long-term effects of pollution exposure on the rise in COVID-19 cases in the DKI Jakarta region, using the time-lagged Spearman correlation method. A retrospective time-series ecological study was conducted over 1,077 days of observation, from July 2020 to June 2023, combining Air Pollutant Standard Index (ISPU) data with daily case counts that had been normalized using the Min-Max Scaling method to eliminate biases caused by differences in scale, before being analyzed using time-lagged shifts ranging from H-1 to H-14. The results showed that as the duration of exposure decreased, the correlation increased, reaching its highest value at H-14 with a coefficient of 0.213. This finding supports the virus’s incubation period (5–14 days); it indicates that the decline in respiratory tract resilience caused by air pollution takes two weeks to manifest as a clinical increase in cases. From a management perspective, this model functions as an early warning system. A significant increase in air pollution today signals to authorities to prepare hospital capacity for the next two weeks.
Implementasi Artificial Intelligence untuk Analisis Attack Surface dan Rekomendasi Remediasi Kerentanan Keamanan Berbasis Vulnerability Assessment pada Website UMKM Willy Wijayanto; Yuma Akbar; Mesra Betty Yel
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.2005

Abstract

The rapid digitalization of Micro, Small, and Medium Enterprises (MSMEs) in Indonesia has raised the need for adequate website security, yet limited technical resources leave many MSME owners unaware of their platform's security posture. This research designs and implements VulnScope, a web-based vulnerability assessment (VA) system that integrates a Large Language Model (LLM) to analyze the attack surface and generate contextual remediation recommendations. The system is built on the FastAPI framework with eight core scanning modules, an aggressive scanner, and a VAPT Engine that classifies findings based on OWASP Top 10:2021 and CVSS v3.1. Artificial intelligence is integrated through the Claude and Nous Hermes models using an agentic tool-use pattern. Black box functional testing confirmed that all features work as specified. Applied to the MSME website ibadahterpanjang.com, the system detected four vulnerabilities (one Critical, one Medium, two Low) with an overall CRITICAL risk level (score 38/100). The results show that integrating VA with artificial intelligence effectively helps MSME owners independently identify and remediate website security vulnerabilities.
Analisis Pola Penggunaan Microsoft Teams terhadap Efektivitas Komunikasi Kerja Karyawan PT Senantiasa Makmur Menggunakan Visualisasi Dashboard Power BI Adityo Purwo Nugroho; Edhy Poerwandono; Mesra Betty Yel
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.2006

Abstract

This study aims to analyze Microsoft Teams usage patterns, measure workplace communication effectiveness, test the statistical relationship and effect between the two variables, and present the findings through a Power BI dashboard among employees of PT Senantiasa Makmur. A quantitative approach with a descriptive and correlational design was applied. Primary data were collected through a five-point Likert-scale questionnaire using Google Forms from 20 respondents. Variable X consisted of usage intensity, ease of use, feature utilization, and usage quality, while variable Y consisted of information clarity, information timeliness, work coordination, and communication productivity. After item X12 was removed based on the validity test, the composite score for X was calculated from 15 items and Y from 16 items. The results showed a mean X of 4.323 and a mean Y of 4.294. Pearson correlation was 0.683 with a significance value of 0.001, indicating a positive and statistically significant relationship. The R Square of 46.65% indicates the proportion of variation in communication effectiveness explained by Microsoft Teams usage patterns in the model. Simple linear regression produced Y = 1.101 + 0.738X, with significant t and F tests at α = 0.05. The findings were visualized through a Power BI dashboard containing KPI cards, indicator charts, a scatter plot, insights, and recommendations. The dashboard functions as a visualization medium for survey data rather than a real-time Microsoft Teams log monitoring system.
Implementasi Metode Gamification pada Learning Management System (LMS) untuk Meningkatkan Minat Belajar Siswa SIAP IT di Mangun Jaya, Tambun, Bekasi Salsabila Salsabila; Edhy Poerwandono; Mesra Betty Yel
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.2009

Abstract

Programming learning is often considered abstract and difficult, causing low motivation and learning interest among students, especially in small-scale course institutions like SIAP IT at Tambun Selatan. This research aims to design, implement, and evaluate the application of gamification methods (points, levels, badges, and progress bars) on a web-based Learning Management System (LMS) to enhance student learning interest in basic web programming classes (HTML and CSS). The research uses a Research and Development (R&D) approach with the Waterfall model, including needs analysis, system design, implementation, testing, and evaluation. The system was developed using a modern architecture with React, TypeScript, Vite, Tailwind CSS, and Supabase as the backend. The evaluation of gamification's impact on learning interest was measured using questionnaires based on indicators of attention, curiosity, volition, and satisfaction distributed to 20 students, as well as the System Usability Scale (SUS) to measure the system's ease of use. Black box testing results showed all 25 test cases were successful (100%). The average student learning interest reached 4.34 (very high), with gamification elements averaging 4.39 (very high). The SUS score reached 88.5 (Excellent). The research concludes that gamification implementation in LMS effectively increases student learning interest, aligning with Self-Determination Theory.
Implementasi Gamifikasi Berbasis Canva AI dalam Pembelajaran Bahasa Inggris di Sekolah Dasar: Pendekatan Technology Acceptance Model Muhammad Fadlan; Yuma Akbar; Mesra Betty Yel
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.2011

Abstract

The use of digital technology provides opportunities to create more interactive learning through the integration of gamification and artificial intelligence. This study examines the implementation of Canva AI as a gamification-supporting medium in English language learning at SD IDN An-Naba, focusing on Perceived Ease of Use (PEOU), Perceived Usefulness (PU), student engagement, and implementation challenges. The study employed a descriptive qualitative approach, with data collected through observation, interviews, and documentation. The results showed that Canva AI was relatively easy to use and helped teachers prepare engaging learning media while supporting the implementation of gamification elements such as points, challenges, levels, and feedback. During implementation, observable student engagement was demonstrated through active participation, attention, enthusiasm, and involvement throughout the learning process; however, these findings do not constitute statistical evidence of increased engagement. The main challenges were limited instructional time and students’ tendency to continue the game activities. Thus, Canva AI has the potential to support gamified English language learning when aligned with learning objectives, student characteristics, and available instructional time.
Khanza Hospital Information System and Outpatient Service Efficiency at Bhayangkara Brimob Hospital Sofyan Dili Nurfitriadi; Suryarini Widodo
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.2027

Abstract

This study analyzes the implementation of the Khanza Hospital ‎Management Information System in outpatient services at Bhayangkara ‎Brimob Hospital, Depok, and its contribution to perceived and process-‎based service efficiency. The field study was conducted in 2025 using a ‎descriptive qualitative design. Thirty-eight participants were selected ‎purposively: 29 main informants from registration, outpatient clinics, ‎pharmacy, cashier/finance, and information technology, and nine ‎triangulation informants in coordinating or supervisory roles. Data were ‎collected through guided in-depth interviews with open-ended questions, ‎direct observation, and document review. Interview recordings were ‎transcribed, organized by participant characteristics and work units, and ‎analyzed using five implementation dimensions—infrastructure, human ‎resources, standard operating procedures, supervision, and external ‎systems—together with recurring usability and technical issues. Findings ‎were strengthened through cross-source triangulation. Khanza supported ‎integrated information flow, electronic clinical documentation and ‎prescriptions, more structured pharmacy and financial processes, ‎improved data accessibility, and better inter-unit coordination. ‎Nevertheless, these benefits were constrained by dependence on a single ‎internet provider, non-uniform updates, software errors, interface ‎complexity, incomplete medical-device integration, data-entry errors, ‎and uneven supervision and user adoption. The study therefore ‎supports a positive contribution to perceived and process-based ‎outpatient efficiency rather than quantified economic or time efficiency. ‎Strengthening governance, role-based training, systematic monitoring, ‎network redundancy, usability, data validation, and interoperability is ‎recommended.
Analisis Pola Konsumsi Mahasiswa STIKOM CKI pada Wattpad Ditinjau dari Frekuensi, Durasi, Keterlibatan (Engagement), dan Preferensi Genre Cerita Indah Wahyuni; Eddy Purwandono; Mesra Betty Yel
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.2013

Abstract

Wattpad is a digital platform that offers a variety of stories and enables users to not only read but also interact with writers and other readers. The usage patterns of Wattpad among students exhibit diverse characteristics, including access frequency, reading duration, engagement level, and genre preference. This study aims to analyze and categorize the consumption patterns of Wattpad stories among STIKOM CKI students based on these four characteristics using the K-Means Clustering algorithm. The research employs a descriptive-exploratory quantitative approach, with data collected through a five-point Likert scale questionnaire consisting of 15 statement items. A total of 30 respondents were used for instrument testing, while 80 respondents served as the main data set. The analysis process includes data examination, variable score formation, and standardization using Z-score. The results reveal two optimal clusters: Cluster 0 (65% of respondents), categorized as active and engaged readers, and Cluster 1 (35% of respondents), categorized as passive or selective readers. The preference for the teenage romance genre emerged as the indicator with the highest average score. These findings indicate that the consumption patterns of stories among students are not uniform, suggesting that clustering approaches can be utilized for a more comprehensive segmentation of reader behavior.
Digitalisasi UMKM Bengkel melalui Sistem Booking Servis dan Monitoring secara Real-Time Apriyanus Laia; Dadang Iskandar Mulyana; Mesra Betty Yel
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.2014

Abstract

Digital transformation is increasingly important for micro, small, and medium enterprises (MSMEs), including vehicle repair workshops that still rely on manual registration, queue management, service records, and communication of repair progress. This study aims to design and implement a web-based service booking and real-time work monitoring system for workshop MSMEs. A qualitative research approach was applied using observation, interviews, literature review, and documentation. The system was developed iteratively using the Agile method and supports customer registration, service booking, customer and vehicle data management, reservation verification, mechanic work management, real-time status monitoring, notifications, payment recording, service history, and reports. The system was modeled using flowmaps, use case diagrams, activity diagrams, sequence diagrams, class diagrams, and an ERD. Black-box testing covered registration, login, booking service, real-time monitoring, payment, and reporting. The test results showed 100% success for all tested modules. The implementation also centralized operational data and improved the speed of information retrieval, while allowing customers to monitor vehicle repair progress without repeatedly contacting the workshop. The study concludes that the proposed system can support more structured, efficient, and transparent workshop services and contribute to MSME digitalization.
Implementasi Aplikasi Penjualan dan Pembayaran Kacamata Berbasis Android untuk UMKM Bintang Makmur Jakarta Salsabila Listania Iqhlima; Eddy Purwandono; Mesra Betty Yel
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.2016

Abstract

Digitalization provides significant opportunities for Micro, Small, and Medium Enterprises (MSMEs) to enhance sales services, transaction management, and ease of access to product information for customers. This study aims to implement an Android-based sales and payment application for UMKM Bintang Makmur Jakarta. The research employs a qualitative approach through observation, interviews, and documentation to identify the existing sales and payment processes and translate them into system requirements. The application is developed using Kotlin and Android Studio, with Firebase supporting data storage and application services. The main functions of the application include registration and login, product catalog, product details, product search, shopping cart, checkout, payment confirmation through proof-of-payment upload, order status and history, product ratings and comments, customer-admin chat, profile management, and an admin dashboard for product and order management. System design is represented using use case and activity diagrams. Testing using Black Box Testing shows that all tested functions operate according to the defined requirements. This application provides a more structured digital channel for delivering product information, ordering, payment confirmation, and order management at UMKM Bintang Makmur.