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Contact Name
M Rhifky Wayahdi
Contact Email
technolabsindonesia@gmail.com
Phone
+6281396692946
Journal Mail Official
technolabsindonesia@gmail.com
Editorial Address
Jl. Umar No. 26A, Kel. Glugur Darat 1, Kec. Medan Timur, Medan, Sumatera Utara.
Location
Kota medan,
Sumatera utara
INDONESIA
Journal of Technology and Computer (JOTECHCOM)
ISSN : -     EISSN : 30480477     DOI : -
Core Subject : Science,
The Journal of Technology and Computer (JOTECHCOM) brings together researchers, academics (faculty and students), and industry practitioners to develop the field, discuss new trends and opportunities, exchange ideas and practices, and promote cross-disciplinary and cross-domain collaboration. JOTECHCOM aims to integrate all scientific disciplines, such as computer science, information systems, informatics, information technology, data science, databases, artificial intelligence, data mining, decision support systems, expert systems, and other related disciplines. This journal is published by PT. Technology Laboratories Indonesia (TechnoLabs) Publisher division. Accepted papers will be available online (free open access).
Articles 84 Documents
Design of an Automatic Trash Can Based on Ultrasonic Sensors and Arduino at LP3I Medan Polytechnic Tembusai, Zoelkarnain Rinanda; Santoso, Ahmad Imam; Butarbutar, Firma Deni
Journal of Technology and Computer Vol. 3 No. 1 (2026): February 2026 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

This study aims to design, develop, and test a prototype of an automatic trash bin based on HC-SR04 ultrasonic sensors and Arduino Uno R3 microcontrollers to improve cleanliness, efficiency, and awareness of waste management at the LP3I Polytechnic in Medan. This system is designed to detect the presence of users at a distance of less than 30 cm using an ultrasonic sensor, which then triggers the SG90 servo motor to automatically open the trash can lid and display information on capacity status and full warnings via a 16x2 LCD screen. After a 2-second delay, the lid will close again to prevent the spread of odors and maintain environmental hygiene. The prototype was developed through a research approach that included direct observation in the campus area, literature studies from reliable sources, and system design with hardware and software integration. Testing was conducted at strategic locations such as rest areas and campus corridors for 10 days, involving 100 trials with 10 daily tests per location. The test results showed a system effectiveness rate of 92%.
Designing an Interactive Educational Game for Class IV Students of Cahaya Azhari Primary School Gunawan, Syahrizal Ilham; Purwawijaya, Ellanda; Rambe, Aripin
Journal of Technology and Computer Vol. 3 No. 1 (2026): February 2026 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

One of the main problems in mathematics learning at the elementary level, especially in fourth grade, is the low learning motivation of students. Game-based learning using interactive media is believed to enhance students’ engagement and understanding through appealing visuals and enjoyable game mechanics. This study aims to design and develop an interactive educational game based on GameMaker Studio 2 as a mathematics learning medium for fourth-grade students at SD Cahaya Azhari, aligned with the learning outcomes of the Merdeka Curriculum. The research employed the Research and Development (R&D) method with stages including needs analysis, design, development, implementation, and evaluation. Research instruments consisted of expert validation, student and teacher response questionnaires, and pretest–posttest assessments. Validation results showed an excellent category (material 94.5%, media 96.2%). Student and teacher responses reached 92.8% and 94.1%, respectively. Effectiveness testing indicated an improvement in learning outcomes with an N-Gain value of 0.78 (high category). Thus, the developed educational game is declared feasible and effective as an engaging and interactive mathematics learning medium for fourth-grade students.
Optimising Digital Marketing Using Marketplaces to Increase Onion Sales at Wale Warehouse Pangaribuan, Muhammad Alfin; Harahap, Baginda; Siregar, Muhammad Furqon
Journal of Technology and Computer Vol. 3 No. 1 (2026): February 2026 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

This study aims to analyse and describe the digital marketing optimisation strategies implemented by Gudang Wale to increase onion sales through the Facebook marketplace. This study also identifies effective digital marketing strategies and reveals the obstacles faced in implementing digital marketing in this marketplace. The approach used is descriptive qualitative with data collection techniques through in-depth interviews with 8 informants consisting of the owner of Gudang Wale, senior management, IT staff, digital marketing staff, operational staff, and regular consumers. Informants were determined using purposive sampling techniques. The results show that the digital marketing optimisation strategy is not yet fully effective, with the main obstacles including limited technological knowledge, inadequate IT infrastructure, and unattractive product displays. Although the use of the Facebook marketplace influences consumer behaviour, fierce competition and difficulty in finding products are challenges for consumers. Barriers to digital marketing optimisation impact the effectiveness of sales growth. Therefore, Gudang Wale needs to improve its digital strategy by utilising more advanced technology and enhancing the appeal of its content on the Facebook marketplace to overcome existing barriers and significantly increase onion sales.
Predictive Analysis of Flood Risk Factors Based on a Machine Learning Approach: Comparative Study of SVM and XGBoost Algorithms Darma, Surya; Al Fayed, Ahmad Jihad; P Pardede, Surya Maruli; Aqsha, Muhammad Hizbul; Novelan, Muhammad Syahputra
Journal of Technology and Computer Vol. 3 No. 1 (2026): February 2026 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

Flood events in Indonesia continue to increase in frequency and impact due to high rainfall variability, land-use change, and complex hydrological conditions. Accurate predictive modeling is therefore essential to support flood risk assessment and mitigation planning. This study evaluates the predictive performance of two supervised machine learning algorithms, Support Vector Machine (SVM) and Extreme Gradient Boosting (XGBoost), for flood risk classification. The analysis is conducted using a publicly available dataset comprising 500 samples that represent multiple environmental and spatial factors related to flood occurrence. Data preprocessing includes cleaning, normalization, and feature consistency adjustment prior to model implementation. Both algorithms are trained and tested using the same dataset configuration to ensure objective comparison. Model performance is assessed using accuracy, precision, recall, and F1-score metrics. Experimental results indicate that XGBoost achieves higher accuracy and precision, demonstrating stronger capability in reducing false-positive predictions, while SVM shows relatively higher recall, reflecting better sensitivity in identifying flood-prone cases. Overall, XGBoost provides more reliable predictive performance for flood risk modeling on the dataset used. The findings confirm the effectiveness of machine learning-based approaches for flood risk prediction and highlight the importance of algorithm selection in disaster risk analysis.