Jurnal Komtika (Komputasi dan Informatika)
Aims Jurnal Komtika (Komputasi dan Informatika) is a scientific journal published by the Faculty of Engineering, Universitas Muhammadiyah Magelang and is Accredited by the Ministry for Research, Technology, and Higher Education (RISTEKDIKTI)(No:200/M/KPT/2020). It is a medium for researchers, academics, and practitioners interested in Computer Science and wish to channel their thoughts and findings. Our concept of Informatics includes technologies of information and communication as well as results of research, critical, and comprehensive scientific study which are relevant and current issues covered by the journals. Jurnal Komtika publishes regular research articles. We encourage researchers to publish their theoretical and empirical results in as much detail as possible. For theoretical papers, full details of proofs must be provided so that the results can be checked; for experimental papers, full experimental details must be given so that the results can be reproduced. Additionally, electronic files or software regarding the full details of the calculations, experimental procedure, etc., can be deposited along with the publication as “Supplementary Material”. Scope Jurnal Komputasi dan Informatika (Komtika) focuses on various issues, but not limited in the field of: Software Development: Software development process, Requirements analysis, Software design, Software construction, Software deployment, Software maintenance, Programming team, Open-source model Mathematics of Computing: Discrete mathematics, Mathematical software, Information theory Theory of computation: Model of computation, Computational complexity Human Computer Interaction: Interaction design, Social computing, Ubiquitous computing, Visualization, Accessibility, User Interface Study, User Experience Study Applied Computing: E-commerce, Enterprise software, Electronic publishing, Cyberwarfare, Electronic voting, Video game, Word processing, Operations research, Educational technology, Document management. Machine Learning: upervised learning, Unsupervised learning, Reinforcement learning, Multi-task learning Graphics: Animation, Rendering, Image manipulation, Graphics processing unit, Mixed reality, Virtual reality, Image compression, Solid modeling Information System: Database management system, Information storage systems, Enterprise information system, Social information systems, Geographic information system, Decision support system, Process control system, Multimedia information system, Data mining, Digital library, Computing platform, Digital marketing, World Wide Web, Information retrieval
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Web Game Implementasi Metode Agile dalam Pembuatan Sistem Game Edukatif Berbasis Web untuk Pembelajaran Bahasa Inggris Tingkat Sekolat Dasar
Pratiwi, Ayu Okta;
Qisthiano, M Riski;
Aulia, Nanda Aftaa
Jurnal Komtika (Komputasi dan Informatika) Vol 9 No 1 (2025)
Publisher : Universitas Muhammadiyah Magelang
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DOI: 10.31603/komtika.v9i1.13495
This research aims to develop a web-based educational game system aimed at supporting the English language learning process at the elementary school level. The main problem raised is the low interest and motivation of students in learning English through conventional learning methods which tend to be monotonous. To overcome this, a technology-based approach is used by applying Agile methods in the system development process. The Agile method was chosen because it is flexible and allows system development to be carried out gradually and repeatedly according to user needs. The development process includes planning, design, implementation, testing and evaluation stages. The system developed consists of several main features, such as a login page, user dashboard, and game page which includes listening, vocabulary and sentence material. The results of this research show that the system built is able to provide a more interesting, interactive and effective learning experience for elementary school students. Thus, the application of web-based educational game technology can be an alternative solution that supports improving the quality of English learning
User Experience Prototipe High-Fidelity Preschool Assessment dengan Pendekatan Child-Centered Design
Wulandari, Ika Arthalia;
Pujianto, Pujianto;
Octavia, Rahma;
Clarisa, Nadila Dwi;
Kusuma, Deryzal Prio Dwi
Jurnal Komtika (Komputasi dan Informatika) Vol 9 No 1 (2025)
Publisher : Universitas Muhammadiyah Magelang
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DOI: 10.31603/komtika.v9i1.13517
Every child is unique, showcasing individual personalities, preferences, and skills from an early age. Therefore, families, educators, and caregivers need to monitor children's development to ensure they meet physical, emotional, and cognitive milestones appropriate to their age. Preschool assessment is critical in identifying developmental progress across domains such as moral and religious values, motor skills, mental abilities, language, socio-emotional skills, and artistic expression. However, limited parental knowledge and young children's communication barriers often hinder practical assessment. This study aims to develop and model the user interface of a Preschool Assessment application using the Child-Centered Design (CCD) approach, which positions children at the heart of the system design process. CCD incorporates children's characteristics through indirect engagement facilitated by the involvement of parents and teachers. The resulting interface prototype was evaluated using the System Usability Scale (SUS), with participation from 20 children and 15 parents or teachers. The SUS scores averaged 86.25 from children and 84.17 from parents/teachers, categorized as "Excellent." These results indicate that the interface achieved a high level of usability and is well-aligned with the needs and characteristics of preschool-aged users
Prediksi Curah Hujan Di Kabupaten Bogor Menggunakan Long Short-Term Memory Dan Gemma 2
Wijaya, Indra;
Herlawati, Herlawati;
Sari, Rafika
Jurnal Komtika (Komputasi dan Informatika) Vol 9 No 1 (2025)
Publisher : Universitas Muhammadiyah Magelang
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DOI: 10.31603/komtika.v9i1.13639
Bogor Regency is an area that often experiences prolonged rainfall, especially during the rainy season. High rainfall causes problems such as floods and landslides. Therefore, accurate rainfall prediction is important for various needs, especially in disaster mitigation. This study aims to implement the Long Short-Term Memory (LSTM) algorithm as a model for prediction of historical rainfall data and use the Large Language Model (LLM) GEMMA 2 to provide interpretation of prediction results and recommendations based on the prediction results. The methods used include data collection from the BMKG online data website totaling 1804 data, data pre-processing, model building, model performance evaluation, and interpretation of results using LLM. The results of this study show that LSTM is able to produce the best performance by showing MSE 201.92 mm², Root Mean Square Error (RMSE) of 14.21 mm. the RMSE value shows an average error of 14.21 mm. In addition, the interpretation provided by LLM GEEMA 2 to help understand the prediction and provide practical recommendations for disaster mitigation due to rainfall.