cover
Contact Name
Tri A. Sundara
Contact Email
tri.sundara@stmikindonesia.ac.id
Phone
+628116606456
Journal Mail Official
ijcs@stmikindonesia.ac.id
Editorial Address
Jalan Khatib Sulaiman Dalam 1, Padang, Indonesia
Location
Kota padang,
Sumatera barat
INDONESIA
The Indonesian Journal of Computer Science
Published by STMIK Indonesia Padang
ISSN : 25497286     EISSN : 25497286     DOI : https://doi.org/10.33022
The Indonesian Journal of Computer Science (IJCS) is a bimonthly peer-reviewed journal published by AI Society and STMIK Indonesia. IJCS editions will be published at the end of February, April, June, August, October and December. The scope of IJCS includes general computer science, information system, information technology, artificial intelligence, big data, industrial revolution 4.0, and general engineering. The articles will be published in English and Bahasa Indonesia.
Articles 1,170 Documents
Optimizing the Quantity of Pile Production Using Goal Programming Method Sukma, Dwi; Arfianto, Alfiyo Ramadhany
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3556

Abstract

Goal Programming (GP) is a mathematical model that is used as a basis for making a decision to analyze and make solutions to problems that involve many objectives so that optimal alternative problem solving is obtained. PT Bungah Andya Teknik is a telecommunication network contractor company established on December 24, 2018. PT Bungah Andya Teknik focuses on the production of poles for fiber optic networks. this company only produces 250 pcs of poles every month with a production target that should be 300 pcs of poles every month, with a production cost of IDR 1,500,000 per pcs of poles and with a sales profit of IDR 300,000 per pcs of poles. The revenue obtained by the company in real terms for the period August 2023 to October 2023 is IDR 261,800,000, - and the revenue obtained from the calculation results using the Goal Programming method is IDR 403,900,000, -, so it can be concluded that the Goal Programming method can provide the best solution and the revenue obtained is greater than the company's real income.
Revitalisasi Pembelajaran Hukum Newton melalui Augmented Reality pada Aplikasi NewtonAR dengan Metode MDLC Hermansyah, Vicky; Nur Aini, Afifah; Purwanto, Agus
The Indonesian Journal of Computer Science Vol. 13 No. 1 (2024): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i1.3557

Abstract

Ilmu Pengetahuan Alam (IPA), khususnya dalam Fisika, memiliki peran vital dalam pengembangan Ilmu Pengetahuan dan Teknologi (IPTEK). Pembelajaran IPA memerlukan kemampuan berpikir, berargumen, beranalisis, dan sikap ilmiah untuk menerapkan pengetahuan sebagai solusi terhadap masalah sehari-hari. Konsep fisika sering kali sangat abstrak, seperti Hukum Newton, yang sulit diobservasi langsung. Untuk memahami penerapan Hukum Newton, diperlukan praktikum agar siswa memahami materi lebih mendalam. Namun, kebanyakan sumber pembelajaran saat ini lebih cenderung menggunakan buku. Penelitian ini mengatasi tantangan tersebut dengan mengembangkan aplikasi media pembelajaran fisika berbasis Augmented Reality (AR) melalui metode Multimedia Development Life Cycle (MDLC). Aplikasi ini menciptakan antarmuka menarik dengan animasi 3D visualisasi Hukum Newton dan memanfaatkan AR untuk pengalaman belajar interaktif. Hasil uji kelayakan dengan siswa SMA menunjukkan respons positif dengan tingkat kelayakan sebesar 96,9%, membuktikan aplikasi ini sebagai alternatif efektif untuk meningkatkan pembelajaran fisika di tingkat SMA dengan teknologi terkini.
Penerapan Logika Fuzzy Untuk Analisis Tingkat Kepuasan Layanan Pelabuhan Domestik Sekupang Kota Batam Joni Eka Candra; Noviardi, Refli; Eko Prasetyo, Stefanus; Burhan, Rifa’atul M.; Rushadi
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3558

Abstract

Penelitian ini bertujuan untuk menganalisis dan mengetahui seberapa besar pengaruh tingkat layanan yang diberikan terhadap respon kepuasan bagi para penumpang kapal di pelabuhan domestik Sekupang kota Batam. Dalam kelancaran penelitian ini digunakan metode studi kepustakaan, observasi, dan penyebaran kuesioner dengan menggunakan skala likert, serta metode fuzzy. Berdasarkan analisis dan pembahasan yang dilakukan terhadap 50 orang responden, dengan metode skala likert responden menyatakan cukup puas. Ini berarti pelabuhan sekupang Kota Batam, cukup berhasil memberikan layanan yang terbaik atau cukup memuaskan kepada para penumpang, baik dari Dimensi Kehandalan, Dimensi Daya Tanggap, Dimensi Kepastian, Dimensi Empati dan Dimensi Berwujud secara keseluruhan konsumen merasa cukup puas, dengan rata-rata presentase sebesar 71 % (35,5 dari 50 responden). Tidak jauh berbeda dengan hasil uji coba Fuzzy Logic metode Mamdani dilihat dari hasil nilai output untuk kepuasan konsumen sebesar 150 (dengan range 50-250) yang artinya tingkat kepuasan konsumen cukup puas akan pelayanan yang diberikan oleh Pelabuhan Sekupang Kota Batam.
Analysis and Design of User Interface Private Tutor Mobile Application with Agile System Development Methodologies Jansen Wiratama; Melody, Michelle; Krisnanto, Obie; Johan, Christian
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3559

Abstract

Wijaya Learning Center in Gading Serpong faced challenges with low course participation due to an inefficient registration system, and to overcome these challenges, a UI analysis and design were conducted, leading to the development of a mobile application. This application allows clients to easily access class information, register online, and make payments. The backend, designed for the owner, supports schedule checks, transaction monitoring, and teacher management tasks. Class schedules, entered by the owner, remain consistent with changes permitted once a month. Clients can select their preferred schedule through the user interface. The study utilized Agile system development methodologies, known for their success in various fields. The research concludes that Agile methodologies significantly streamline the application design process, resulting in a functional mobile application that meets user requirements. Rigorous testing confirms the smooth usability of the application's four main functions, enhancing the private tutoring experience at Wijaya Learning Center.
Analisis Data Mining Clustering Dan Classification pada Kepuasan Pengguna Layanan Bus Trans Kota Batam (Studi Kasus UPT Pelayanan Jasa Transportasi): Data Mining Dewi, Indah Kusuma; Veza, Okta; RAMADHAN, RIDHO
The Indonesian Journal of Computer Science Vol. 13 No. 1 (2024): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i1.3560

Abstract

Di bidang pemerintahan ini kepuasan layanan sudah menjadi suatu acuan keberhasilan terutama dari UPT. Pelayanan Jasa Transportasi Batam dalam kualitas pelayanan Trans Batam. Acuan tersebut dapat dijadikan sebuah evaluasi untuk meningkatkan dan mempertahankan kualitas layanan bus Trans Kota Batam. Tujuan dari penelitian ini untuk menghasilkan segmentasi kepuasan layanan pengguna bus Trans Kota Batam dengan algoritma K-means serta informasi klasifikasi berupa unsur pelayanan yang paling berpengaruh pada kepuasan pengguna layanan bus Trans Kota Batam dengan algoritma Decision Tree. Pada penelitian ini peneliti menggunakan metode pendekatan KDD (Knowledge Discovery in Database) dengan metode penelitian kualitatif dalam analisis data mining clustering dan classification lalu peneliti mengimplementasikan data mining clustering pada tools Orange dan data mining classification pada tools RapidMiner. Hasil yang didapatkan dari analisis data mining clustering dan classification pada kepuasan layanan pengguna bus Trans Kota Batam ialah didapatkan segmentasi kepuasan pelanggan dengan 2 cluster yaitu C1 dengan segmentasi kepuasan pelanggan “Puas” dengan jumlah 481 responden dari 995 responden dan C2 dengan segmentasi kepuasan pelanggan “Sangat Puas” dengan jumlah 514 responden dari 995 responden serta didapatkan informasi klasifikasi berupa unsur pelayanan yang berpengaruh pada kepuasan pelanggan yaitu unsur pelayanan persyaratan pelanggan, unsur pelayanan perilaku pelaksana, unsur pelayanan waktu pelayanan, unsur pelayanan produk layanan, unsur pelayanan sarana dan prasarana, unsur pelayanan sistem, mekanisme, dan prosedur yang digunakan serta unsur pelayanan kompetensi pelaksana
Development of Buy The Best: A Consolidated Shopping Experience Nazar, Mobeen; Zaveri, Ayesha Anees; Waqas, Abdul; Naeem, Rimsha; Mashood, Ramsha; Sami, Naveera; Faisal, Nabiha
The Indonesian Journal of Computer Science Vol. 13 No. 1 (2024): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i1.3562

Abstract

This research paper presents the development of "Buy by Best," a user-friendly platform designed to save users' time by providing a consolidated shopping experience. The project addressed the inconvenience of visiting multiple websites and logging in to various accounts to shop for different brands. Extensive research was conducted to explore existing shopping websites, user behaviors, and industry trends. The project team analyzed multiple sites, considering brand reputation, product variety, and user experience. Based on the findings, "Buy by Best" was developed to streamline the shopping process. The platform features a centralized login where users can access products from various brands, eliminating the need for multiple website visits and logins. Technologies like the MERN stack and Python libraries like Selenium and Beautiful Soup were used for web development and web scraping of brand products. The platform offers a user-friendly interface with options to browse products by brand, apply filters, and view product details. Users can place orders seamlessly and be redirected to the brand's official website. Future work includes developing a mobile application, enhancing the user interface, expanding the range of brands, and integrating other platforms. In conclusion, "Buy by Best" offers users a convenient and time-saving solution by consolidating products from various brands into a single platform. The project successfully achieves its objective through web scraping, user authentication, and intuitive interfaces.
Implementasi Platform E-Training Entrepreneur untuk Mahasiswa PTIK Khairi, Ashabul; Tirtana, Masagus Muhammad Arief; Ambiyar; Verawardina, Unung
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3563

Abstract

Penelitian ini bertujuan menciptakan platform E-training Entrepreneur, yang dirancang khusus untuk meningkatkan pemahaman mahasiswa tentang pelatihan kewirausahaan. Proses pengembangan aplikasi mengadopsi metode SDLC dengan model waterfall, menggunakan bahasa pemrograman PHP, dan database server MySQL. Evaluasi sistem mencakup penilaian functionality dan usability. Hasil pengujian menunjukkan bahwa nilai functionality mencapai 1 (Sangat Baik), dan uji usability mencapai persentase 81% (Layak). Aplikasi ini menawarkan berbagai fitur untuk memperkaya pengetahuan mahasiswa dalam konteks kewirausahaan. Dengan fokus pada kenyamanan pengguna, efektivitas fungsionalitas, dan nilai pendidikan, E-training Entrepreneur memberikan peluang bagi mahasiswa untuk mengembangkan keterampilan dan wawasan mereka dalam dunia kewirausahaan secara interaktif dan dinamis.
Driving Educational in Management Excellence: The Interconnected Roles of Cautious Thinking and Cooperation Capability for Successfully in Cognitive Presence Sisrayanti; Asmar Yulastri; M Giatman; Fadhilah
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3564

Abstract

In the realm of education, the dynamics of learning have always been a subject of keen interest and in-depth investigation. This research explores the intricate relationship between cautious thinking, cooperation capability, and cognitive presence within the educational context. The results of data analysis indicate that these three variables have a strong and significant relationship. Notably, cautious thinking plays a pivotal role in enhancing students' critical thinking abilities, while cooperation capability exerts a positive influence on their cognitive presence. These findings provide a solid foundation for understanding the pivotal roles of cautious thinking and cooperation capability in elevating the quality of students' learning experiences. Furthermore, the implications of this research resonate profoundly in the field of management, offering the promise of enhancing educational practices and human resource development. With a hopeful outlook, the researchers anticipate that the outcomes of this study will serve as a stepping stone for further research and will contribute substantially to the ongoing enhancement of educational standards and management practices in the future.
Entrepreneurial Knowledge, Self-Efficacy, and The Impact of The Environment on The Entrepreneurial Interests in Electronic Engineering Department Students Elsa Sabrina; Ganefri; Asmar Yulastri; Ambiyar
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3565

Abstract

The purpose of this study was to demonstrate the potential impact of entrepreneurial knowledge, self-efficacy, and environmental factors on entrepreneurial interest. This study uses an explanatory research approach. The population is students of Universitas Negeri Padang, Department of Electronics Engineering, using a purposive sampling technique. A sample of 80 respondents was determined using accidental sampling technique. Data was collected using questionnaires and tests. Then the method used is purposive sampling and data collection using accidental sampling. The analytical tool used is multiple linear regression analysis. The results of the study show that entrepreneurship education, entrepreneurial self-efficacy and environmental factors influence interest in entrepreneurship
Effectiveness of Android-Based Learning Media in Digital Simulation Subjects Saputri, Renny Permata; Fransisca, Monica
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3566

Abstract

The increasingly rapid digital development demands that the learning media used can attract students' interest and attention. The research method used is Research and Development with 4D development stages (Define, Design, Develop, Disseminate). The aim of this research is to determine the effectiveness of Android-based learning media in digital simulation subjects at Padang City Vocational Schools. The research population was 73 Padang City Vocational High School students who were randomly selected from SMKN 1 Padang, SMKN 2 Padang, and SMKN 4 Padang. Based on data from the effectiveness test results, the average effectiveness was 84.96%. So it can be concluded that the use of Android-based learning media in digital simulation subjects at the Padang City Vocational High School is categorized as an effective media.

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