cover
Contact Name
Arie Vatresia
Contact Email
arie.vatresia@unib.ac.id
Phone
+6282179370950
Journal Mail Official
arie.vatresia@unib.ac.id
Editorial Address
Jalan W.R. Supratman gang Cipta Baru no. 12 RT/RW 19/01 Talang Kering
Location
Kota bengkulu,
Bengkulu
INDONESIA
Rekursif: Jurnal Informatika
Published by Universitas Bengkulu
ISSN : 23030755     EISSN : 27770427     DOI : -
Rekursif adalah jurnal ilmiah yang diterbitkan oleh Program Studi Informatika, Fakultas Teknik, Universitas Bengkulu. Rekursif menerima artikel ilmiah dengan topik; Informatika, Sistem Informasi, dan Teknologi Informasi dari peneliti, dosen, guru, dan mahasiswa. Rekursif diterbitakan secara berkala setiap bulan Maret dan November berdasarkan hasil peer-reviewed. ISSN 2303-0755
Articles 217 Documents
Pengembangan Sistem Deteksi Dini Mahasiswa Berisiko Menggunakan Machine Learning Berbasis Data Learning Management System: Studi Kasus: rumahilmu.org Syahputra, Wahyu; Purwandari, Endina Putri; Oktoeberza, Widhia KZ
Rekursif: Jurnal Informatika Vol 13 No 2 (2025): Volume 13 Nomor 2 November 2025
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/rekursif.v13i2.43948

Abstract

Abstract: This research aims to develop an early detection system for at-risk students using machine learning based on data from the Learning Management System (LMS) rumahilmu.org. The system was designed for the Information Systems Study Programs at the University of Bengkulu, analyzing data from 459 student enrollments across five courses. A total of 37–76 features were extracted from LMS activities to predict students likely to score below the 30th percentile at three strategic time points (25%, 50%, and 75% of the semester). This study implemented a per-class optimization approach, testing 11 algorithms to find the best model for each course. The results showed that no single algorithm was universally superior; the most effective models varied for each course, with Gaussian Process, Logistic Regression, and Voting Classifier being the most frequently chosen. However, evaluation on the test data revealed significant challenges: despite high cross-validation scores (F1-score > 0.80), overfitting and performance degradation occurred. The most critical finding was the model's low capability in detecting the 'At-Risk' minority class, with the Recall (At-Risk) metric reaching 0.00 in 8 out of 15 scenarios. The best detection performance was achieved in the Statistics & Probability course with a Recall of 0.50. The implemented system, featuring a 3-tier architecture (FastAPI and React), provides an interactive dashboard, but its predictive effectiveness for early detection is limited by small and imbalanced datasets.
UJI PRIVILEGE ESCALATION PADA LAB VULNHUB LIN.SECURITY MENGGUNAKAN TACTIC FRAMEWORK PRIVILEGE ESCALATION MITRE ATT&CK DENGAN METODE INFORMATION SYSTEM SECURITY ASSESSMENT FRAMEWORK (ISSAF) Putra, Muhammad Willdhan Arya; Coastera, Funny Farady; Putri, Tiara Eka
Rekursif: Jurnal Informatika Vol 14 No 1 (2026): Volume 14 Nomor 1 Maret 2026
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/rekursif.v14i1.41738

Abstract

This study aims to identify and evaluate privilege escalation techniques on Linux kernel-based operating systems using the Information System Security Assessment Framework (ISSAF) methodology and MITRE ATT&CK tactics. The research was conducted in the vulnerable VulnHub Lin.Security lab. Phases included planning (VirtualBox configuration), assessment (system enumeration and testing of 7 MITRE ATT&CK tactics: Abuse Elevation Control Mechanism, Account Manipulation, Create or Modify System Process, Escape to Host, Event Triggered Execution, Exploitation for Privilege Escalation, Hijack Execution Flow), and reporting. Results showed all seven tactics were successfully exploited in the lab environment, revealing vulnerabilities such as SetUID/SetGID misconfiguration, sudo issues, SSH key manipulation, systemd misuse, docker SUID exploitation, shell configuration file vulnerabilities, kernel exploits (PwnKit), and LD_PRELOAD hijacking. The main conclusion is that privilege escalation vulnerabilities in Linux systems can be exploited using MITRE ATT&CK tactics, emphasizing the importance of regular security audits and updates for risk mitigation.
MEDIA PEMBELAJARAN PENGENALAN ANATOMI TUBUH MANUSIA BERBASIS GAME LEARNING (STUDI KASUS: YAYASAN DHARMA BHAKTI KESEJAHTERAAN SOSIAL AMAL MULIA) Arif Budiman, Neferly; Andreswari, Desi; Coastera, Funny Farady
Rekursif: Jurnal Informatika Vol 14 No 1 (2026): Volume 14 Nomor 1 Maret 2026
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/rekursif.v14i1.43853

Abstract

Learning human anatomy is often considered difficult for students to understand, especially for those with special needs such as intellectual disabilities (tuna grahita), due to the abstract nature of the material and the limited availability of visual learning tools. This study aims to design and develop an interactive and engaging learning media based on Game Learning to improve students' understanding of human body systems, including the respiratory, digestive, and circulatory systems. The research employed the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The participants in this study were eighth-grade students at a Special Needs Junior High School (SLB). Data were collected through observation, interviews, validation questionnaires, as well as pre-test and post-test assessments. The validation results indicate that the developed media is highly feasible for use. In addition, usability testing using the System Usability Scale (SUS) produced an average score of 58.89, indicating that the media was well-received by users. Statistical analysis using an independent sample t-test also showed a significant improvement in students' understanding after using the game. Therefore, this game-based learning media proves to be effective in helping students grasp human anatomy material more easily and enjoyably.
PENERAPAN DIGITAL GAME BASED LEARNING PADA GAME EDUKASI BELAJAR HURUF HIJAIYAH UNTUK ANAK TUNARUNGU (Studi Kasus: Yayasan Dharma Bhakti Kesejahteraan Sosial Provinsi Bengkulu) Rahmadani, Iffan Alfitziki; Andreswari, Desi; Ernawati, Ernawati
Rekursif: Jurnal Informatika Vol 14 No 1 (2026): Volume 14 Nomor 1 Maret 2026
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/rekursif.v14i1.46736

Abstract

This study aims to design and develop an educational game based on Android using the Digital Game-Based Learning (DGBL) approach as a learning medium for Hijaiyah letters for hearing-impaired children. These children face challenges in understanding audio-based materials, such as Hijaiyah letters, which are typically taught through conventional methods. Therefore, a visual and interactive approach is needed to enhance their interest and comprehension. The research employs the ADDIE development model, consisting of Analyze, Design, Development, Implementation, and Evaluation stages. The application was developed using Hijaiyah material based on the Iqra’ method by As’ad Humam and integrated with visual hand sign language. It was tested on students at Yayasan Dharma Bhakti Kesejahteraan Sosial, Bengkulu Province. The evaluation involved pre-tests, post- tests, and usability testing using the System Usability Scale (SUS). The results showed a significant improvement in students’ understanding of Hijaiyah letters after using the game. Media feasibility scores reached 88% by media experts and 92% by subject matter experts. Thus, the DGBL-based educational game is considered feasible as an alternative learning medium for hearing-impaired children.
IDENTIFIKASI HIPERTENSI DARI DATA GENOMIC MENGGUNAKAN HYBRID CNN-K MEAN CLUSTERING Lady, Nehemia Artah Sasta; Ernawati, Ernawati; Sari, Julia Purnama
Rekursif: Jurnal Informatika Vol 14 No 1 (2026): Volume 14 Nomor 1 Maret 2026
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/rekursif.v14i1.47435

Abstract

Hypertension is a degenerative disease that ranks as a leading cause of death worldwide. Early detection and accurate classification of hypertension patients are crucial for appropriate and effective treatment. Genetic factors contribute to the risk of hypertension in 30–60% of individuals. Multifactorial and asymptomatic hypertension complicates detection and prediction, necessitating the development of a Hybrid CNN K-Mean Clustering model to predict hypertension. This research method uses a hybrid CNN and K-Means Clustering to analyze genomic data in the form of Single Nucleotide Polymorphisms (SNPs). The results showed 100% classification accuracy with evaluation metrics such as 100% precision, 100% recall, and 100% F1-score, indicating the model's excellent ability to recognize and classify results.
SISTEM INFORMASI OLEH-OLEH KHAS BENGKULU PADA TOKO AKILAH 2R Julia Mayang Sari; Widhia KZ Oktoeberza
Rekursif: Jurnal Informatika Vol 14 No 1 (2026): Volume 14 Nomor 1 Maret 2026
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/rekursif.v14i1.48152

Abstract

Akilah 2R is a Bengkulu traditional souvenir store that previously managed product, stock, and transaction data manually, which caused data inaccuracies and delays in reporting. This study aims to develop a web-based information system that covers both admin and user sides to support digital store management. The admin is provided with features to manage products, categories, tags, orders, deliveries, and to generate sales reports automatically. Meanwhile, users are able to browse product catalogs, place orders, and monitor their order status online. The system was developed using the prototyping method and tested using black box testing. The results show that the system improves data management efficiency, accelerates transaction processing, and provides convenience for customers in ordering products through the website. Keywords: Information System, E-Commerce, Laravel Framework, Web-Based Application, Akilah 2R
SISTEM MANAJEMEN INFORMASI PERPUSTAKAAN FIKES DEHASEN Shalaudin Muhammad Sah; Widhia KZ Oktoeberza
Rekursif: Jurnal Informatika Vol 14 No 1 (2026): Volume 14 Nomor 1 Maret 2026
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/rekursif.v14i1.48264

Abstract

Perpustakaan merupakan fasilitas pendukung utama dalam menunjang kegiatan akademik perguruan tinggi. Pengelolaan perpustakaan yang masih dilakukan secara manual sering menimbulkan berbagai permasalahan, seperti kesalahan pencatatan data, keterlambatan pelayanan, serta kesulitan dalam penyusunan laporan. Penelitian ini bertujuan untuk merancang dan membangun sistem manajemen informasi perpustakaan berbasis web pada Fakultas Ilmu Kesehatan Universitas Dehasen. Metode pengembangan sistem yang digunakan adalah metode Waterfall yang meliputi tahap analisis kebutuhan, perancangan sistem, implementasi, dan pengujian. Sistem dikembangkan menggunakan bahasa pemrograman PHP dan basis data MySQL. Hasil penelitian menunjukkan bahwa sistem yang dibangun mampu meningkatkan efisiensi pengelolaan data perpustakaan, mempercepat proses peminjaman dan pengembalian buku, serta menghasilkan laporan yang lebih akurat. Sistem ini diharapkan dapat meningkatkan kualitas layanan perpustakaan secara keseluruhan. Kata Kunci: sistem informasi, perpustakaan, web, Waterfall, manajemen data.