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Jurnal Edik Informatika : Penelitian Bidang Komputer Sains dan Pendidikan Informatika
ISSN : 24070941     EISSN : 25413716     DOI : -
Core Subject : Science,
Journal Edik Informatika is a scientific publication of research results in the field of Computer Science and Education Informatics that raised the issue: 1) Development Research Results in the Field of Information Systems, 2) Research Results Informatics Education. Journal Edik Informatika published 2 times a year in March and November
Arjuna Subject : -
Articles 146 Documents
EFEKTIVITAS MEDIA ONLINE SEBAGAI MEDIA PROMOSI SARUNG SUTRA MANDAR DI KABUPATEN POLEWALI MANDAR s, asmawati
Jurnal EDik Informatika Vol 7, No 1 (2020)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2020.v7i1.4295

Abstract

The purpose of this study was to determine the effectiveness of online media on the promotional aspects of mandar silk sarongs in Polewali Mandar district. The type of research used in this research is descriptive research with a quantative approach, which aims to describe the effectiveness of online media in promoting silk sarongs in Polewali Mandar Regency. The research sample was 30 respondents who were determined by proportional random sampling technique. The instrument used was a questionnaire. Data were analyzed using descriptive analysis with the AISAS model concept approach. The results of the descriptive analysis will show that the stages of the AISAS model are in the high category so that the use of online media as a promotional medium for mandar silk sarongs makes it easier for consumers to find information anywhere and anytime, compared to promotions through cultural exhibitions or festivals, television and print media that need it. quite a lot of costs and limited marketing
FORENSIC IMAGE FORGERY MENGGUNAKAN TEKNIK WAVELET DENOISING PADA CITRA 2D Endardhi, Azmi Rahmat; Ulfah, Aniq Noviciatie; Lizarti, Nora; Susandri, Susandri; Harianto, Koko
Jurnal EDik Informatika Vol 7, No 2 (2021)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2021.v7i2.4862

Abstract

Citra sangat banyak dan mudah didapatkan di berbagai tempat seperti di sosial media, browser dan berbagai situs lainnya. Hal ini membuat masyarakat dengan mudah dan cepat mengetahui informasi baik yang berada disekitar ataupun yang jauh dari jangkauan. Akan tetapi, kemudahan yang didapat menyebabkan masyarakat kesulitan dalam membedakan citra asli dan citra palsu. Kemajuan teknologi sudah memanfaatkan digitalisasi yang telah banyak dan sangat mudah ditemukan dan digunakan, sehingga banyak orang menyalahgunakan citra untuk hal-hal yang merugikan orang lain. Telah banyak ditemukan pemalsuan citra, yang menjadi alasan bagi peneliti untuk mengemukakan sebuah gagasan dalam mendeteksi image forgery untuk copymove menggunakan discrete wavelet transform (Dwt) dengan dua dimensi. Berdasarkan hasil penelitian ini, Dwt mampu membaca copy move melalui noise yang ada pada citra tanpa mengganggu citra asli, citra copymove akan dideteksi oleh sistem dengan membaca setiap wilayah citra dengan melihat perbedaan dari setiap pixel yang menghasilkan nilai noise. Nilai noise tersebut diproses dengan membandingkan nilai noise dari pixel sebelumnya sehingga menghasilkan perbedaan, maka dari itu, sistem dapat menentukan wilayah citra yang menggunakan Teknik copymove dan melakukan blok terhadap pixel tersebut
APPLICATION OF THE SECURE HASHING ALGORITHM (SHA) METHOD AND ROLE-BASED ACCESS SECURITY AUTHENTICATION IN LARAVEL 7 Mary., Thomson; Pernanda, Anggri Yulio; Junaidi, Satrio
Jurnal EDik Informatika Vol 7, No 2 (2021)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2021.v7i2.4875

Abstract

Information systems that are well made will produce applications that have optimal performance for all accesses to the system. The problem that is often encountered is a system that is easy to hack and tamper with entering from the login system, causing the system to experience data security failure and is accompanied by very dangerous file and database damage. The Laravel Framework provides access security that is Progressive, Scalable and Community Framework to be developed by information system developers, but for the default system from Laravel 7 it is still not enough to provide a solution for data security and access levels for users. Then additional systems are needed in the form of: Secure Hashing Algorithm (SHA), Multi Level Access Algorithm (MLA) and Middleware Checking Access System to overcome data security problems, access and system damage. Testing on the modified login system from the Laravel 7 framework this study has been successful to map users, their access levels, block SQL injection and secure data access accordingly
RANCANG BANGUN SISTEM INFORMASI PENJUALAN BARANG CV. FENNY DENGAN METODE WATERFALL Rosyida, Susy
Jurnal EDik Informatika Vol 7, No 2 (2021)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2021.v7i2.4718

Abstract

CV Fenny is a business or a trading business in the field of food or daily necessities. CV information system. Fenny still uses a manual system, inversely proportional to increase the number of customers and increasing sales turnover. Therefore, as a consequence, the information needs cannot or is not fulfilled and result in an increase in the performance of CV employees. Fenny is difficult to achieve in meeting consumer demand. Because the data collection was not structured and found some duplicate data. Storing and retrieval of transaction data have not been neatly arranged, because it only relies on a manual recording, and the storage is still using file cabinets which result in the accumulation of documents, and as a result, it is difficult to recover old transaction data if needed. The process of making sales data reports less accurate, fast, and perfect because you have to collect all the transactions that occur first, as a result, it will take longer. The method used in designing the sales and information system CV. Fenny uses the waterfall method. Making a sales system CV. Fenny, is expected to solve existing constraints, simplify, speed up the sales system, and hopefully increase the profit from selling goods on the CV. Fenny.
SUNTINGAN DOKUMEN BERBASIS WEB ANISYA, ANISYA; WARMAN, INDRA; TRISE PUTRA, DEDE WIRA
Jurnal EDik Informatika Vol 7, No 2 (2021)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2021.v7i2.4818

Abstract

Web-based document editing is a system for making scientific papers without having to adjust the format of writing scientific papers. Where in this system has provided a framework for entering journal contents. Journal article creation must follow the format already in place in the organization, such as font size, edge size, and so on. Often in writing journals, writers experience difficulties or constraints in the format of writing, so they often experience errors in writing journal articles. For this reason, it is necessary to have a standard web journal writing program, which provides a framework for the format of journal writing. The process carried out in designing this application is  by looking  at  the guidelines  for  journal  manuscript  writing, with  these guidelines the writer can know how the journal format will be translated into a program script. The purpose of this research is to design a standard web program for editing documents in journals and to assist journal authors / journal authors in making scientific papers online. In this research, the writer made a document editing system for scientific journal writing format using PHP and MySQL in the application system. Where in the system designed the author only includes the entries of each input in the journal framework. In this system all the input that is filled in is stored in a database with different tables. And when the author sees the contents of the journal, the display on the journal contents automatically matches the journal template.
APLIKASI KALKULATOR KOMPONEN ELEKTRONIKA BERBASIS ANDROID Setiawan, Ade
Jurnal EDik Informatika Vol 7, No 2 (2021)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2021.v7i2.4811

Abstract

Android is the most popular OS today, many of which use android as a learning medium, knowledge and tools for calculating examples such as making electronic component calculators that can help repair technicians of electronic devices. In this study, the authors made an electronic component calculator application that can calculate a component value by reading the component codes carried out by the application. In making this application using Android Studio tools to create the source code. Adobe Photoshop is of course for the design. Of course, this is in line with the purpose of the author's research. The results of research by electronic device repair technicians and students are greatly helped by this application.
SISTEM CERDAS PENGELOMPOKAN MAHASISWA BERDASARKAN PREDIKSI PERFORMA BELAJAR DENGAN METODE CASE BASED REASONING Rahman, Abdul; Qosim, Arief
Jurnal EDik Informatika Vol 8, No 1 (2021)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2021.v8i1.5030

Abstract

To make students can learn well, it is necessary to group students according to their abilities. This grouping of students aims to allow students to share knowledge based on the diversity of learning performance of each student. Students' academic performance can be influenced by several factors including intellectual, ability to learn and personality of each student. From these factors obtained academic performance results are grouped into five pieces of learning performance that will later be used as a rule base or rule base in the system. Rule base that is used as a benchmark for academic performance of students is (1) very bad, (2) bad, (3) medium, (4) good, and (5) very good. Grouping students based on predicted learning performance using case based reasoning method with nearest neighbor algorithm. The accuracy of the results of learning performance recommendations using Confusion Matrix is 91.82%
Penentuan Pola Kecelakaan Lalu Lintas Menggunakan K-Modes Clustering Prastya, Septyan Eka; Nurhaeni, Nurhaeni; Zulfadhilah, Muhammad
Jurnal EDik Informatika Vol 8, No 1 (2021)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2021.v8i1.5213

Abstract

Angka kecelakaan lalu lintas yang terjadi di Kalimantan Selatan terus meningkat. Berdasarkan hal tersebut, maka diperlukan adanya upaya untuk mengurangi jumlah kecelakaan. Untuk upaya mengurangi jumlah kecelakaan lalu lintas maka diperlukan pengetahuan untuk menemukan pola kecelakaan lalu lintas yang sering terjadi di Polresta Banjarmasin dengan melakukan pengelompokan (clustering). Pola kecelakaan dapat dikelompokan berdasarkan hari, waktu, korban, jenis kecelakaan, faktor pengemudi, faktor jalan, usia pelaku, usia korban, cuaca, profesi pelaku, profesi korban dan jenis kendaraan yang terlibat. Dalam hal ini, kelengkapan dan kebenaran data kepolisian menjadi faktor penting dalam keberhasilan pengelompokan pola kecelakaan lalu lintas. Penelitian ini bertujuan untuk mendapatkan pola kecelakaan lalu lintas yang sering terjadi menggunakan Algoritma K-Modes. Dan untuk mencari nilai K optimal, penelitian ini menggunakan algoritma Cohesion and Separation. Penerapan clustering dengan menggunakan Algoritma K-Modes akan menghasilkan pola kecelakaan lalu lintas berdasarkan K optimal.
IMPLEMENTASI PERBANDINGAN ALGORITMA SIMPLE HILL CLIMBING DAN ALGORITMA ASCENT HILL CLIMBING PADA PERMAINAN 8-PUZZLE widya, rika
Jurnal EDik Informatika Vol 8, No 1 (2021)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2021.v8i1.5054

Abstract

Permainan puzzle merupakan sebuah permainan yang sering digunakan banyak orang, Algoritma Permainan  8 Puzzle harus jelas proses tahapan agar mencapai sebuah tujuan dalam sistem Pencarian. Logika Permainan 8 puzzle menggunakan Algoritma Simple Hill Climbing dan Algoritma Ascent Hill Climbing sering digunakan dalam ilmu kecerdasan buatan. Permasalahan yang terjadi pada penelitian, kurangnya pemahaman user untuk mencari algoritma yang cocok untuk menyusan permainan 8 Puzzle sesuai prinsip cara kerja sebuah algoritma. Permainan penyusunan 8 puzzle harus mengikuti aturan yang telah ditentukan agar memperoleh algoritma yang benar sehingga menghasilkan susunan yang sesuai dengan data awal.   Manfaat penelitian ini memberikan solusi untuk menyelesaikan perainan 8 puzzle sesuai dengan aturan algoritma imple Hill Climbing, Algoritma Ascent Hill Climbing Search Sehingga menghasilkan sebuah solusi dalam metode pencarian.  
Pengembangan Media Pembelajaran dan Game Interaktif Bagi Anak Berkebutuhan Khusus yusran, yusran; Revita, Elinda
Jurnal EDik Informatika Vol 8, No 1 (2021)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2021.v8i1.5025

Abstract

Learning media is a communication intermediary between teachers and students that is tailored to the needs, meaning that the teaching and learning process in Special Schools (SLB) must be like what learning materials will provide. The use of media is very important for the success of learning for Children with Special Needs (ABK), for example in the SLB school located in the duo koto agung river, Dharmasraya district, where until now the teaching staff is still using the conventional way of teaching in front of the class for children who have disabilities. different special needs. Methods In designing this interactive media, researchers conducted an initial investigation into the object's school to determine the needs and adjustments of the media to be designed. After conducting interviews with the principal and educators and discussing between the chairperson and members, then at this stage the results of the problems determined are then analyzed again to obtain goals or results that are in accordance with the needs of interactive media for children with special needs in this learning activity. It is hoped that the results of the design of interactive media for children with special needs can help teachers deliver learning materials, and for children with special needs to be able to understand the material presented and increase the enthusiasm for learning for students who understand their shortcomings.