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Contact Name
Ircham Ali
Contact Email
irchamali@unusia.ac.id
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nuaijournal@unusia.ac.id
Editorial Address
Faculty of Engineering and Computer Science, Universitas Nahdlatul Ulama Indonesia, No.5 Taman Amir Hamzah St., Pegangsaan, Menteng, Central Jakarta, Indonesia
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INDONESIA
Nusantara Journal of Artificial Intelligence and Information Systems
ISSN : 30908876     EISSN : 30908302     DOI : https://doi.org/10.47776/nuai
Core Subject : Science,
Nusantara Journal of Artificial Intelligence and Information Systems (NUAI) publishes high-quality research and review articles that advance the theory and application of Artificial Intelligence (AI) and Information Systems (IS) across industry, government, academia, and research institutions. The journal focuses on innovative approaches in human–AI interaction, machine learning, intelligent systems, data engineering, computer vision, natural language processing, data analytics, blockchain-based systems, and other emerging AI technologies, as well as on the design, development, implementation, and evaluation of information systems including software engineering, software quality assurance, decision support systems, health and accounting information systems, IT governance and audits, spatial and geographic information systems, smart city information systems, socio-technical perspectives, enterprise systems, and the role of information systems in developing countries. NUAI welcomes contributions that provide theoretical insights, practical solutions, and interdisciplinary perspectives that strengthen the integration and advancement of AI and information systems.
Articles 5 Documents
Search results for , issue "Vol. 1 No. 1 (2025): June" : 5 Documents clear
Decision Support Systems for Determining the Best Santri at PPTQ Al Kaukab using Simple Additive Weighting Method Prabowo, I Putu Deny Arthawan Sugih; Mufidianingsih, Hana; Fahlevi, Mohammad Reza
Nusantara Journal of Artificial Intelligence and Information Systems Vol. 1 No. 1 (2025): June
Publisher : Faculty of Engineering and Computer Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47776/nuai.v1i1.1590

Abstract

A Decision Support System (DSS) is a tool developed to aid in making decisions that are more accurate, efficient, and well-organized, particularly when assessing several options using multiple criteria. This research designed a Decision Support System (DSS) utilizing the Simple Additive Weighting (SAW) method to identify the top-performing santri at PPTQ Al Kaukab. The purpose of the system is to enhance educational quality by objectively selecting exceptional students for acknowledgment. The assessment was based on seven weighted criteria, including attitude, attendance, academic performance, and rule violations. Data were collected from seven selected santri, and each was scored and normalized before being processed using the SAW method. The final ranking showed that A3 (Muhda Lutfa Azizah) achieved the highest score of 0.803, followed by A1 (Unifah) with 0.791, and A5 (Tasa) with 0.686. These results indicate that the SAW method is effective in delivering accurate, fair, and transparent recommendations, making it a reliable approach for structured decision-making in pesantren environments.
Classification of Skin Diseases using Digital Image Processing with MobileNetV2 Architecture Tarisafitri, Nahla; Aljabar, Andi
Nusantara Journal of Artificial Intelligence and Information Systems Vol. 1 No. 1 (2025): June
Publisher : Faculty of Engineering and Computer Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47776/nuai.v1i1.1594

Abstract

Skin diseases are prevalent in tropical countries like Indonesia, where geographical and climatic conditions facilitate their spread. This research aims to classify skin diseases using digital image processing with the MobileNetV2 architecture. The DermNet dataset is used to develop and test the model. Various image preprocessing techniques, including resizing, augmentation, and normalization, were applied to the dataset, which consists of 300 images categorized into dermatitis, psoriasis, and scabies. The model achieved a training accuracy of 90% and a validation accuracy of 70%, with notable success in classifying psoriasis. The findings suggest that MobileNetV2, when combined with CNN, is a promising tool for diagnosing skin diseases early and efficiently.
Website Quality Evaluation of PCNU Kota Depok Based on User Satisfaction using WebQual 4.0 Huda, Khairul; Juwono, Musaid Purnomo; Nabawi, Fezan
Nusantara Journal of Artificial Intelligence and Information Systems Vol. 1 No. 1 (2025): June
Publisher : Faculty of Engineering and Computer Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47776/nuai.v1i1.1606

Abstract

This study aims to analyze the quality of the PCNU Kota Depok online news website in relation to user satisfaction. The method used is WebQual 4.0, one of the techniques for measuring website quality based on user perceptions across four dimensions: usability, information quality, interaction quality, and overall impression. The results of the study, based on Crosstab and Chi-Square tests, indicate that differences in perception across attributes in the four dimensions are not entirely influenced by respondent characteristics such as education, gender, age, and occupation. According to user perceptions, the service quality of the PCNU Kota Depok website can be measured by the highest levels of satisfaction in the following order: Overall Impression (4.09), Information Quality (3.92), Usability (3.76), and Interaction Quality (3.61). These results provide valuable insights for improving user experience and guiding future development of the PCNU Kota Depok website.
Development of an Android-Based Tourism Application for Banyumas Regency using the Waterfall Model Hananta, Arnelka; Prasetyo, Novian Adi; Arifa, Amalia Beladinna
Nusantara Journal of Artificial Intelligence and Information Systems Vol. 1 No. 1 (2025): June
Publisher : Faculty of Engineering and Computer Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47776/nuai.v1i1.1613

Abstract

Tourism is a key sector for regional economic growth and needs to be supported by the use of technology. This research aims to design and build an Android-based tourism application for Banyumas Regency using the Waterfall method. The application provides information on various tourist destinations, including nature, artificial attractions, culinary spots, and hotels. The development process followed the sequential stages of needs analysis, system design, implementation, testing, and maintenance. Unified Modeling Language (UML) diagrams were used for system modeling, while Android Studio and Firebase Firestore served as the main development tools. System functionality was validated through Blackbox Testing, while usability was assessed using the System Usability Scale (SUS) method. The application successfully passed functionality tests across multiple smartphone models and achieved an average SUS score of 84.83, indicating excellent usability. The research concludes that the tourism application effectively assists users in finding tourism information in Banyumas Regency. Future improvements are suggested by adding features such as distance-based recommendations and advanced search functions to enhance user experience.
Design and Build Javanese Script Games for Elementary Schools using the Game Development Life Cycle Method Aprylia; Prasetyo, Novian Adi
Nusantara Journal of Artificial Intelligence and Information Systems Vol. 1 No. 1 (2025): June
Publisher : Faculty of Engineering and Computer Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47776/nuai.v1i1.1614

Abstract

The Javanese script is a crucial part of Indonesia’s cultural heritage but is increasingly neglected by younger generations. This study aims to address the declining interest in learning the Javanese script by developing an educational game titled Susun Aksara Jawa for elementary school students in grades 3 to 6. The game was designed using the Game Development Life Cycle (GDLC) method and implemented through Construct 2, integrating gamification elements such as points, levels, badges, and progress tracking to enhance students’ motivation and engagement. The research process involved problem identification, literature review, data collection through pre-questionnaires, game design and development, functional testing using the Blackbox Testing method, and usability evaluation using the System Usability Scale (SUS). Fifteen students participated in user testing, resulting in an average SUS score of 71.5, categorized as “Good” (Grade C). The findings indicate that the integration of gamification effectively improves learning engagement and interest in the Javanese script among elementary students. This educational game demonstrates potential as an interactive and enjoyable alternative learning medium, contributing to the preservation and revitalization of regional language through educational technology.

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