cover
Contact Name
Darius Andana Haris
Contact Email
dariush@fti.untar.ac.id
Phone
+6215676260
Journal Mail Official
jiksi@fti.untar.ac.id
Editorial Address
Gedung R Lantai 9 Kampus 1 Jl. Let. Jend. S. Parman No. 1 Jakarta 11440
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
JIKSI (Jurnal Ilmu Komputer dan Sistem Informasi)
ISSN : 23028769     EISSN : 23032529     DOI : -
Core Subject : Science, Education,
Jurnal Ilmu Komputer dan Sistem Informasi (JIKSI) diterbitkan oleh Fakultas Teknologi Informasi Universitas Tarumanagara (FTI Untar) Jakarta sebagai media publikasi karya ilmiah mahasiswa program studi Teknik Informatika dan Sistem Informasi FTI Untar. Karya-karya ilmiah yang dihasilkan berupa hasil penelitian kualitatif dan kuantitatif, perancangan sistem informasi, analisis dan perancangan progam aplikasi. Jurnal ini terbit dua kali dalam setahun yaitu pada bulan Januari dan Agustus.
Articles 937 Documents
PENGEMBANGAN PROTOTYPE PERMAINAN EDUKASI BERDASARKAN PENERAPAN PRINSIP MONTESSORI UNTUK MENINGKATKAN PENGETAHUAN PROFESI DENGAN PENGUJIAN TAM William Susanto
Jurnal Ilmu Komputer dan Sistem Informasi Vol 2, No 2 (2014): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jiksi.v2i2.3232

Abstract

Educational games is one of the types of information technology oriented entertainment and learning. Educational games has become one of the learning tools that can improve cognitive and psychomotor. This study aims to develop and test prototype educational games to guess the profession. Critical theory used is the Montessori method and technology acceptance models. The results of this research is the development of a prototype that contains learning to improve the diversity of knowledge profession. The result of the research obtained in this study are: (a) Prototype educational games to guess the profession can improve students' knowledge of the diversity of the profession, (b) Students receive a well where a prototype , and (c) Assessment of the effect between the variables of perceived ease of use, perceived usefulness and behavioral intention to find out the desire of the students in the use of prototype educational games to guess the profession. Key words metode Montessori, permainan edukasi, technology acceptance model, prototype
REKOMENDASI PEMINATAN STUDI MENGGUNAKAN METODE K-NEAREST NEIGHBOR DAN FUZZY C-MEANS Taysa Natalia; Tri Sutrisno
Jurnal Ilmu Komputer dan Sistem Informasi Vol 6, No 2 (2018): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (208.999 KB) | DOI: 10.24912/jiksi.v6i2.2658

Abstract

Information Technology Advancements has become inseparable things to human’s life in this modern era, technological advancement has already give positive progress and additional value in educational segment in Indonesia.Technology have role to help undergraduate and college student choose specialization in their field of study respectively, which utilize K-Nearest Neighbor and Fuzzy C-Means Clustering calculation method.Clustering consist of 5 distinct specialization which are DA, IS, R, GD, ACS. Data used in evaluation process are 97 Undergraduate Student  with 34 Subject which already decided and 25 Student’s Data to be testing subject.
CUSTOMER SEGMENTATION MENGGUNAKAN FUZZY C-MEANS CLUSTERING PADA E-COMMERCE HENZ COLLECTION Hendry Wijaya; Teny Handhayani
Jurnal Ilmu Komputer dan Sistem Informasi Vol 4, No 2 (2016): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (87.373 KB) | DOI: 10.24912/jiksi.v4i2.107

Abstract

Online shop "Henz Collection" is an onlineshop that sells products such as clothes, bags, and shoes. The main problem faced by the online shop are not yet have a website that specialized in selling the products that it sells itself and difficult to know which customers have loyalty to this shop online. Ecommerce application is built using Fuzzy C-Means. Fuzzy C-Means clustering is a technique in which the existence of each data point is determined by the degree of membership (partition). Value centroid k-means clustering taken from random numbers, so that when the centroid determination will be modified so that the clustering results have not changed, so that the customer data can be grouped consistently and data on the cluster have been no changes during the period that would diklaster not changed. The purpose of the application design e-commerce based website is to look at the criteria for customers who are entitled to a rebate / discount. Based on test results and data modules can be concluded that the application is running as expected. Discounting seen from the experimental formation of clusters that provide the best global value silhouette. Cluster in the period 2014 to have the degree of similarity of 60% of customer data and in the period 2015 to have the degree of similarity of 80% of customer data contained in these clusters with the data of the owner onlineshop discount.
PEMBUATAN GAME ACTION-ADVENTURE 2.5D “DYSPHORIA: DELIRIOUS REALM” DENGAN UNITY Helmy Yusuf Sutanto; Jeanny Pragantha; Darius Andana Haris
Jurnal Ilmu Komputer dan Sistem Informasi Vol 8, No 1 (2020): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (432.914 KB) | DOI: 10.24912/jiksi.v8i1.11470

Abstract

"Dysphoria: Delirious Realm" is a 2.5D action-adventure game for PC with novel elements that allow players to get a different ending after completing the story of the game. This game is designed using the Unity game engine with C # as its programming language. The aim of the game is to complete the stage from beginning to end, except for tutorials that can be skipped. At each stage, players will overcome various obstacles such as monsters, traps, and puzzles to complete the stage. Testing is done by blackbox testing, alpha testing by the supervisor, and beta testing through a survey of 30 respondents. Test results show that the game with the 2.5D action-adventure genre is a very popular genre to play. The game "Dysphoria: Delirious Realm" has an interesting gameplay and a fairly challenging level of difficulty, especially on stage 4 and above but still has shortcomings in the form of ordinary enemy attacks that are easily predicted.
PERANCANGAN APLIKASI PENJUALAN PADA PT.BERLIAN KOMPUTINDO UTAMA BERBASIS WEB Ardy Wijaya
Jurnal Ilmu Komputer dan Sistem Informasi Vol 2, No 2 (2014): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jiksi.v2i2.3196

Abstract

Web-based sales information system are system in the form of a website that can be accessed through the internet. This web site can be accessed through any computer device that connects to the internet around the world. So everyone can see this website. This website can also be accessed 24 hours a day. To simplify management of sales systems and promote the notebook etc. sales as well as increase sales and competitiveness, as well as simplyfy a ". This new system already can be used for online sales transactions. The used method is the SDLC (System Development Life Cycle) and Protoyping Keywords Web-based sales information system, SDLC (System Development Life Cycle), Prototyping
PEMBUATAN GAME PUZZLE PLATFORMER "LEGATO LETS GO TO MUSIC" PADA PLATFORM PC Billy Fernando; Darius A Haris; Viny Christanti
Jurnal Ilmu Komputer dan Sistem Informasi Vol 6, No 2 (2018): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (793.591 KB) | DOI: 10.24912/jiksi.v6i2.2622

Abstract

Game “Legato, Lets Go To Music” adalah game dengan genre Puzzle platformer yang di kombinasikan dengan game bergenre musik sehingga dapat disebut juga musicality platformer game ini menggunakan tampilan 2D pada PC dengan sistem operasi Windows. Game ini dirancang dengan menggunakan game engine Unity dengan C#  sebagai bahasa pemrogramannya dan visual art menggunakan Adobe Photoshop serta musik dengan menggunakan Fl Studio. Game ini memiliki tujuan untuk memberikan pengetahuan serta edukasi kepada pemainnya karena pada permainan “Legato, lets go to music” ini menggunakan 10 lagu daerah dari berbagai macam daerah yang ada di Indonesia sebagai bahan acuannya. Pengujian dilakukan dengan metode blackbox testing, alpha testing oleh dosen pembimbing, dan beta testing dengan melalui survei pada 30 responden.
PEMBUATAN GAME PLATFORM ENDLESS RUNNING “Ruiner” BERBASIS WEB Alex Fenturi; Jeanny Pragantha; Darius Andana Haris
Jurnal Ilmu Komputer dan Sistem Informasi Vol 9, No 2 (2021): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (656.032 KB) | DOI: 10.24912/jiksi.v9i2.13112

Abstract

Ruiner is an endless running game with the perspestive of top down. This game use keyboard for pc and virtual button for smartphone. In this game, the character has to run as far as possible, while collecting the collectables and avoiding the monster and obstacles. Ruiner has 3D display and played in website. Ruiner was made using the Unity game engine with c# as programming language. This game has only one arena called endless stage. The purpose of this game is to reach high score as possible. Testing is done by Black Box testing, Alpha testing and Beta testing which was held by 37respondent. The test result shows that Ruiner level difficulty was normal, entertaining and has convinience control so the player can play with ease. Most of the respondent was interested to play the game again.
APLIKASI PENJUALAN DAN PELETAKAN BARANG DENGAN METODE APRIORI DAN BACKTRACKING (STUDI KASUS UD. SINAR TERANG) Renaldo Ali; Lely Hiryanto; Bobby Tumbelaka
Jurnal Ilmu Komputer dan Sistem Informasi Vol 3, No 2 (2015): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jiksi.v3i2.3325

Abstract

Aplikasi yang dibuat adalah aplikasi penjualan dan stok barang pada UD. Sinar terang dengan pemindaian barang menggunakan QR Code, pengelolaan tata letak barang, dan pemaksimalan tata letak barang. Pemindaian QR Code digunakan untuk mendata penjualan barang. Metode apriori digunakan untuk menemukan hubungan yang memiliki keterkaitan antara dua barang. Pengelolaan tata letak barang dibuat untuk menghasilkan barang-barang berpasangan yang memiliki hubungan atau keterkaitan satu sama lainnya terhadap pembelian pelanggan yang nantinya output barang yang memenuhi minimum confidence sebesar 70% akan diletakkan berdekatan untuk memudahkan dalam hal pengambilan barang. Pemaksimalan tata letak barang menggunakan metode backtracking untuk dapat mencari sisa minimum setiap volume rak barang agar diperoleh hasil penempatan barang pada rak secara maksimal. Hasil pindai barang menggunakan QR Code telah berjalan dengan baik yaitu QR Code dapat digunakan dalam penjualan barang terkait penarikan data barang. Peletakan barang sesuai dengan barang yang sering dibeli bersamaan dan diterapkan oleh aplikasi dengan baik. Pemaksimalan penempatan dengan backtracking dapat mencari rak dengan sisa volume terkecil sehingga penempatan pada rak dapat maksimal.  Key wordsQR Code, Apriori, Peletakan barang, Backtracking, pemaksimalan penempatan.
PERANCANGAN PROGRAM APLIKASI INVENTORI PADA PT. SUMBER REJEKI INDOTANI Hardi Lubis
Jurnal Ilmu Komputer dan Sistem Informasi Vol 1, No 2 (2013): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jiksi.v1i2.3129

Abstract

PT.  Sumber Rejeki  Indotani source is a company engaged in the sale of fertilizers. The purpose of this thesis is to create a new inventory system, where the system is used for the provision of information up-to-date information on the brand, type, size, returns and existing inventory in order to become  more effective and efficient.      With the inventory application program is expected to help companies in the processing and storage of data items so that the system can run relatively inventory more effectively and efficiently so as to help improve the performance of the company.      The method used in the design of this app is the SDLC (system development life cycle) which serves to design, analysis, design and implementation. Keywords: System Development Life Cycle (SDLC), Inventory.
KAJIAN TENTANG APLIKASI SISTEM INFORMASI DAN PENGOLAHAN NILAI BERBASIS WEB DAN ANDROID PADA SD BUNDA MULIA Jennifer Natashia
Jurnal Ilmu Komputer dan Sistem Informasi Vol 5, No 1 (2017): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jiksi.v5i1.774

Abstract

Development of information technology affects human life, one of which is education. Every half term and increase in class, students will receive report cards so that teachers have to calculate the average value of each student subjects. Therefore, this application is made to petrify calculate the average value and help parents find out information about the activities of students in the school. The final value is obtained by first calculating the average task and quiz, then summing this average with UTS and UAS. After getting the results of that amount then the result is divided by 4.

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