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Contact Name
Hadian Mandala Putra
Contact Email
hadian_mandala@hamzanwadi.ac.id
Phone
+62376-23681
Journal Mail Official
printer@hamzanwadi.ac.id
Editorial Address
Jln. Prof. M.Yamin No.35 Pancor Lombok Timur
Location
Kab. lombok timur,
Nusa tenggara barat
INDONESIA
Jurnal PRINTER : Jurnal Pengembangan Rekayasa Informatika dan Komputer
Published by Universitas Hamzanwadi
ISSN : -     EISSN : 30259142     DOI : -
Jurnal Pengembangan Rekayasa Informatika dan Komputer Fakultas Teknik Universitas Hamzanwadi selanjutnya disebut Jurnal Infotek (e-ISSN: 3052-9142) merupakan Jurnal yang dikelola oleh Fakultas Teknik Universitas Hamzanwadi yang mempublikasikan artikel ilmiah hasil penelitian atau kajian teoritis (invited authors) dalam bidang (1) Internet of Things (2) Mikrokontroller (3) Robotika (4) Programmable Logic Controller (5) Rekayasa Perangkat Lunak (6) Keamanan Siber (7) Jaringan Komputer yang belum pernah dipublikasikan.
Articles 47 Documents
Penerapan Algoritma K-Means untuk Mengelompokkan Perilaku Konsumen dalam Berbelanja (Studi Kasus : Platform Lazada) Nurhidayati, Nurhidayati; Yulistia Alwanda, Almi; Fathurrahman, Fathurrahman
Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer Vol. 3 No. 2 (2025): Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jprinter.v3i2.33140

Abstract

Pemahaman terhadap perilaku konsumen menjadi aspek penting karena dapat membantu perusahaan dalam menentukan strategi bisnis, khususnya dalam hal pengadaan barang dagang, strategi pemasaran, promosi, dan pelayanan. Penelitian ini bertujuan untuk menerapkan algoritma K-Means dalam menganalisis pola perilaku konsumen pada platform Lazada. Data yang terkumpul diproses melalui tahap pra-pemrosesan yang meliputi pembersihan, transformasi, dan normalisasi untuk memastikan kualitas data. Proses analisis kemudian dilakukan dengan mengimplementasikan algoritma K-Means pada data yang telah siap diolah. Hasil dari pengelompokan ini, menunjukkan bahwa perilaku konsumen dapat dibagi menjadi tiga klaster, yaitu klaster pertama dengan jumlah 166 responden, klaster kedua dengan jumlah 174 responden, dan klaster ketiga dengan jumlah 160 responden. Setiap klaster mencerminkan perbedaan perilaku konsumen yang didasarkan pada kualitas produk, harga, promosi, layanan pelanggan, kecepatan pengiriman, serta metode pembayaran yang digunakan.
Pemanfaatan Teknologi AI dalam Pembuatan Media Pembelajaran Organ Tubuh Manusia untuk Sekolah Dasar Bahtiar, Hariman; Dina Sopiana; Muh. Adrian Juniarta Hidayat; Martua Hamonangan Nasution
Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer Vol. 3 No. 2 (2025): Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jprinter.v3i2.33167

Abstract

Education is an essential component in the development of every individual, particularly for elementary school students. In the context of modern education, learning objectives play a crucial role. Observations at SDN 1 Korleko revealed that conventional teaching methods and the use of simple learning media are still dominant, while interactive learning media have not been optimally utilized. Approximately 57.89% of 19 students interviewed reported difficulties in learning due to the lack of engaging media and the occasional complexity of teachers’ explanations. Therefore, this study aims to design and develop interactive learning media with the assistance of Artificial Intelligence (AI). The development of this media is expected to overcome limitations of time and resources in conventional learning, while also fostering students’ interest and motivation. The findings show that the interactive learning media on human organs achieved a success rate of 88%, indicating that it was well received and effective in supporting learning objectives at SDN 1 Korleko. Thus, the use of interactive learning media can serve as an effective alternative to improve the quality of education in elementary schools and is expected to make a significant contribution to the development of innovative learning media that can be adopted by other educational institutions.
Media Pembelajaran Video Animasi Legenda Putri Mandalika Berbasis Artificial Intelegence Putra, Yupi Kuspandi; Hasanah, Sosiatul; Fathurrahman, Fathurrahman; Hidayat, Muh. Adrian Juniarta
Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer Vol. 3 No. 2 (2025): Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jprinter.v3i2.33174

Abstract

The rapid development of information technology has brought significant changes in various aspects of life, including in the field of education. The need for effective and efficient learning media is increasingly urgent along with demands to improve the quality of education that is relevant to current developments. The Legend of Putri Mandalika is one of the Indonesian cultural heritages rich in moral values and local wisdom. However, delivering traditional legend stories to the younger generation today still faces challenges, especially in terms of engaging learning methods that are relevant to current digital technology developments. This study aims to produce a 3D animation-based learning medium that presents the story of the Legend of Putri Mandalika by utilizing Blender software and artificial intelligence (AI) technology to support the production process, including character creation, storyboard development, and voice-over. The method used includes pre-production, production, and post-production stages, each designed to maximize the visual and narrative potential of this legend. The final result of this study is a short animated video that can be used as an interactive learning medium for elementary to junior high school students. Thus, the integration of 3D animation with AI technology is not only an innovative solution in developing learning media but also plays an important role in preserving local culture so that it remains alive and relevant in the digital era. This learning medium is expected to increase students’ learning interest, strengthen their understanding of cultural values, and encourage the positive use of technology in educational settings.
Optimasi Proses Fermentasi Tempe Berbasis IoT dalam Mengurangi Produk Cacat Menggunakan Pendekatan Lean Manufacturing dan Value Stream Mapping Perwita Sari, Mutia; Septarini, Shofwatunnida'
Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer Vol. 3 No. 2 (2025): Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jprinter.v3i2.33203

Abstract

Tempe merupakan makanan tradisional berbasis kedelai yang memiliki peran penting dalam pemenuhan kebutuhan gizi dan konsumsi harian masyarakat Indonesia. Namun, proses fermentasi tempe yang masih dilakukan secara konvensional sering menghadapi kendala terkait ketidakstabilan suhu dan kelembapan selama proses pengolahan, sehingga berpotensi menghasilkan produk cacat yang tidak layak konsumsi. Kondisi ini mendorong terjadinya peningkatan Food Lost and Waste (FLW), yang tidak hanya merugikan pelaku usaha dari sisi ekonomi, tetapi juga dapat menurunkan kapasitas produksi dan memberikan dampak negatif terhadap aspek keberlanjutan lingkungan. Oleh sebab itu, diperlukan inovasi teknologi yang mampu mengendalikan parameter fermentasi secara optimal dan konsisten selama proses berlangsung. Penelitian ini bertujuan untuk mengurangi tingkat produk cacat tempe dan meminimalkan FLW melalui perancangan dan implementasi alat fermentasi berbasis Internet Of Things (IoT). Metodologi penelitian meliputi observasi langsung terhadap proses produksi tempe, penyusunan Value Stream Mapping (VSM) As-Is untuk menganalisis aliran proses dan mengidentifikasi pemborosan, perancangan prototipe alat IoT, pengujian eksperimen pada tiga variasi kondisi fermentasi (ruang terbuka, ruang tertutup, dan inkubator IoT), serta penyusunan VSM To-Be untuk mengukur peningkatan efisiensi proses setelah penerapan alat. Hasil implementasi IoT mampu menjaga kelmabapan dan suhu 30℃-40℃ secara otomatis dan mampu mempersingkat waktu fermntasi yang semula 55 jam menjadi 26 jam
Implementasi Algoritma K-Means Dengan Optimasi Elbow Untuk Pengelompokkan Kepuasan Konsumen Gen Z Dalam Berbelanja Online Nur, Amri Muliawan; Muhammad Saiful; Mandala Putra, Hadian; Tiara Febrianti
Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer Vol. 3 No. 2 (2025): Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jprinter.v3i2.33217

Abstract

The development of digital technology has driven the increasing trend of online shopping, especially among Gen Z who actively use social media such as TikTok Shop. Therefore, it is important for business actors to understand the consumer satisfaction window to improve marketing strategies and maintain consumer loyalty. This study aims to analyze the grouping of Gen Z consumer satisfaction in East Lombok in online shopping at TikTok Shop using the K-Means algorithm and with Elbow optimization to determine the optimal number of clusters. The data used in this study were obtained by distributing questionnaires to 507 Gen Z respondents in East Lombok in 2025, with six main variables: product quality, product price, delivery, ease of application, influencer influence, and overall satisfaction. The results of the analysis using Google Colab showed the formation of three main clusters: Cluster 1 with a high level of satisfaction of 169 respondents, Cluster 2 with a moderate level of satisfaction of 255 respondents, and Cluster 3 with a low level of satisfaction of 83 respondents. Each cluster has different characteristics in assessing satisfaction variables. This information can be used as a reference for business actors on TikTok Shop in developing more effective marketing strategies
Sistem Pendeteksi Asap Rokok dengan Notifikasi Whatsapp Berbasis IoT Rohana, Rohana; Fathurrahman, Imam; Suhartini, Suhartini
Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer Vol. 3 No. 2 (2025): Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jprinter.v3i2.33288

Abstract

Merokok di lingkungan sekolah masih menjadi permasalahan serius karena aktivitas merokok sering dilakukan secara sembunyi-sembunyi di area yang sulit dipantau, seperti toilet, sehingga mengganggu kesehatan dan kedisiplinan siswa. Penelitian ini bertujuan merancang dan mengimplementasikan sistem pendeteksi asap rokok berbasis Internet of Things (IoT) menggunakan sensor MQ-2, NodeMCU ESP8266, platform Blynk, LED indikator, serta notifikasi otomatis melalui WhatsApp untuk membantu pihak sekolah memantau pelanggaran merokok di toilet secara real-time. Metode yang digunakan adalah Research and Development (R&D) dengan tahapan analisis, perancangan, pengembangan, pelaksanaan, dan evaluasi hingga menghasilkan prototipe sistem yang siap diuji. Pengujian dilakukan pada toilet berukuran 2x2 meter dengan tinggi 3 meter, menunjukkan bahwa sensor MQ-2 mampu mendeteksi asap rokok dalam rentang sekitar 1–25 detik tergantung jarak sumber asap, dengan ambang batas nilai sensor sekitar 700 untuk membedakan kondisi ada dan tidak ada asap rokok. Sistem berhasil mengirim data kadar asap ke Blynk dan notifikasi WhatsApp dalam waktu sekitar 5–10 detik setelah asap terdeteksi, serta memberikan indikasi visual melalui LED sehingga memudahkan pemantauan kondisi lingkungan. Hasil ini menunjukkan bahwa sistem pendeteksi asap rokok dengan notifikasi WhatsApp berbasis IoT layak digunakan sebagai alat bantu pengawasan perilaku merokok di lingkungan sekolah
Integrasi Artificial Intelligence dalam Sistem Informasi Web untuk Mendukung Upaya Pelestarian Budaya Sasak Gendang Beleq Saiful, Muhammad; L M Samsu; Amri Muliawan Nur; Imam Fathurrahman
Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer Vol. 3 No. 2 (2025): Jurnal PRINTER: Jurnal Pengembangan Rekayasa Informatika dan Komputer
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jprinter.v3i2.33324

Abstract

Intangible cultural heritage such as Gendang Beleq, the traditional musical art of the Sasak people in Lombok, faces preservation challenges in the modern era due to the lack of interactive learning resources and the shifting interests of younger generations. This study aims to address these issues by developing a web-based information system that integrates Artificial Intelligence (AI) technology to support cultural preservation and education. The research method includes needs analysis, system design using the System Development Life Cycle (SDLC) model, web application development, and feasibility evaluation. The designed system utilizes AI to automate the creation and presentation of relevant and personalized multimedia content (audio, visual, and text), making the learning materials more engaging and accessible. The trial results indicate that the web information system operates optimally without technical errors and receives highly positive user responses, achieving a feasibility level of 79% as an educational media. These findings suggest that the integration of AI within a digital platform is an effective and feasible innovative approach to enhance young people’s understanding and awareness of the Sasak culture of Gendang Beleq, while bridging conventional preservation methods with modern technology.