Jurnal Transformasi terbit 2 kali setahun pada bulan Juni dan Desember. Berisi hasil penelitian ilmiah di bidang informatika dan Pendidikan. Jurnal ini bertujuan untuk menjembatani adanya kesenjangan antara kemajuan teknologi informasi secara faktual dengan hasil penelitian yang ada. Jurnal Tranformasi Terakreditasi Sinta 5 dengan No SK: 10/C/C3/DT.05.00/2025 dan tanggal pembuatan SK: 21 Maret 2025 ISSN 1978-5569 EISSN 2827-8550 Focus and Scope of Journal : 1. Kecerdasan Buatan 2. Sistem Informasi 3. Data Mining 4. Internet of Things 5. Sistem Informasi Geografi 6. Sistem Pendukung Keputusan 7. Pendidikan dan Pembelajaran Teknlogi Informasi Apabila paper dinyatakan diterima, maka akan diterbitkan LOA (Letter of Acceptance) via email, dan akan dikenai biaya publikasi sebesar Rp. 250.000,- CP : hmlutfima@gmail.com WA : 085875119973
PENERAPAN GAME EDUKASI DIGITAL PENGENALAN BUAH BERBASIS CONSTRUCT 2 PADA PENDIDIKAN ANAK USIA DINI
Penelitian ini bertujuan untuk mengembangkan game edukasi pengenalan buah-buahan berbasis Construct 2 pada anak usia dini di TK Kartika serta mengevaluasi tingkat keberterimaan pengguna terhadap media tersebut. Metode penelitian yang digunakan adalah Multimedia Development Life Cycle (MDLC) dengan enam tahapan: concept, design, material collecting, assembly, testing, dan distribution. Data dikumpulkan melalui observasi, wawancara, dan studi literatur, sedangkan pengujian dilakukan menggunakan black box testing dan skala Likert untuk menilai kepuasan pengguna. Hasil pengujian menunjukkan adanya peningkatan rata-rata tingkat penerimaan pengguna dari 82,7% sebelum penggunaan menjadi 87,3% setelah penggunaan game edukasi. Temuan ini mengindikasikan bahwa media pembelajaran interaktif yang dikembangkan mampu meningkatkan motivasi belajar serta pemahaman anak dalam mengenal buah-buahan. Penelitian ini memberikan kontribusi praktis sebagai alternatif media pembelajaran berbasis digital yang menyenangkan dan efektif untuk pendidikan anak usia dini.
Analisis Sentimen Masyarakat Terhadap Permasalahan Keracunan Program Makan Bergizi Gratis (MBG) pada Sosial Media ‘X’
The Free Nutritious Meal Program introduced by President-elect Prabowo Subianto has garnered public attention and sparked a variety of responses, both positive and negative. The Free Nutritious Meal Program (MBG) is part of the Indonesian government's policy aimed at improving public nutrition, the welfare of school-going children, and the quality of human resources from an early age. However, during its implementation, several problems have emerged, including cases of food poisoning in several areas. Understanding public perception of these problems is important in order to evaluate the program's success. This study aims to analyze public sentiment towards the MBG program on social media "X" using three algorithms: SVM, K-Nearest Neighbor, and Naive Bayes. Data obtained through the crawling process is then processed with a preprocessing stage and sentiment classification into two categories: positive and negative. The evaluation results show that the Naive Bayes model has a higher accuracy than the other models, namely 86.70% accuracy, 86.10% precision, 86.70% recall, and 83.70% F1 score. The analysis shows that the number of negative sentiments is greater than positive sentiments. The results of this study can be used by the government to improve the socialization and implementation of programs to ensure greater public acceptance, and to emphasize the importance of implementing strict food safety standards, from raw material procurement to processing.
INTERPRETASI PERIBAHASA INDONESIA DENGAN METODE PATTREN MATCHING BERBASIS KATA KUNCI
Peribahasa Indonesia merupakan bagian tak terpisahkan dari warisan kebudayaan Indonesia yang telah mengakar dalam kehidupan sehari-hari masyarakat dari berbagai suku dan daerah. Dalam era globalisasi dan digitalisasi, terdapat kesenjangan antara kemajuan teknologi dan pelestarian budaya akibatnya pemahaman terhadap peribahasa Indonesia semakin menurun di kalangan masyarakat, yang pada akhirnya dapat mengakibatkan terkikisnya warisan budaya bangsa. Salah satu solusi permasalahan adalah dengan pendekatan Pattern Matching berbasis Kata Kunci. Kata Kunci untuk mencari dan mencocokan kata-kata kunci tertentu yang ada di dalam peribahasa. Pattern Matching memiliki kemampuan mengidentifikasi pola leksikal spesifik, efisiensi dalam memetakan kata kunci ke makna kontekstual, fleksibilitas menangani variasi linguistic dan kesesuaian dengan karakteristik peribahasa yang memiliki kata kunci inti, kemudahan dalam merepresentasikan pengetahuan pakar ke dalam sistem digital. Tujuan penelitian ini adalah mengembangkan algoritma matching yaitu jaccard similarity untuk pencocokan kata kunci setiap peribahasa sehingga peribahsa dapat di interpretasi. Jaccard similarity memiliki tiga tahap, yaitu:input kata kunci, prepossessing dan pattern matching. Hasil penelitan ini dari 30 skenario dari empat kategori kata kunci, akurasi kecocokan kata kunci dengan kata kunci peribahasa 70%, sehingga interpreatsi peribahasa Indonesia dapat dihasilkan. Kata kunci: Sistem Pakar, Peribahasa, Interpretasi, PattrenMatching, Jaccard Similarity.
SIMULASI SISTEM PEMANTAUAN AIR SUNGAI BERBASIS INTERNET OF THINGS DAN KONTROL LOGIKA FUZZY
This study aims to develop a river water hazard monitoring system based on the Internet of Things (IoT) and fuzzy logic. This system is designed to help the community in identifying the level of danger of river flows. By using ultrasonic sensors and Arduino Uno microcontrollers, Cisco Packet Tracer simulation, Fuzzy logic, and visualization using Proteus software. This system is capable of monitoring water levels in real-time, providing early warning notifications with a Fuzzy Logic approach to improve accuracy and response to critical conditions. The study uses the ADDIE development model, problem analysis using SWOT (Strength, Weakness, Opportunity and Threat), Feasibility Analysis using TELOS Analysis which analyzes five main aspects, namely Technical, Economic, Legal, Operational, and Schedule. The results of the Black Box test show that each function in the system works according to user needs. Based on the results of the UAT test, the average overall score is 4.51 (Very Good category). This means that the water level monitoring system developed with fuzzy logic received positive feedback from respondents. This system is considered accurate in detecting water levels, easy to use, and reliable in various environmental conditions. Keywords: Internet of Things, fuzzy logic, ultrasonic, Arduino, SWOT, TELOS
A COMPARATIVE ANALYSIS OF SIMPLE ADDITIVE WEIGHTING, WEIGHTED PRODUCT, AND SIMPLE MULTI-ATTRIBUTE RATING TECHNIQUES FOR SELECTING TOURIST DESTINATIONS (A CASE STUDY IN MAGELANG REGENCY)
The large number of tourist destinations in Magelang Regency forces tourists to choose which destinations they will visit. The numerous criteria in selecting tourist destinations makes it increasingly difficult for tourists to determine which destinations they will visit. Therefore, a decision support system is needed to help tourists more effectively and efficiently in determining which tourist destinations they will visit. This study uses the Weighted Product (WP), Simple Additive Weighting (SAW), and Simple Multi-Attribute Rating Technique (SMART) methods. These three methods are then compared to determine which method is most appropriate. SAW, WP, and SMART produce identical rankings between methods, indicating consistent modeling quality. This consistency strengthens the validity of the decision results. From the comparison between the SAW, WP, and SMART methods, the total percentage of the SAW method is 99.9934%, greater than the WP and SMART methods with a percentage of 99.9933%. This shows that the data structure, criteria weights, and value ranges between alternatives are relatively uniform, so that the linear (SAW), geometric (WP), and utility-based (SMART) methods produce equivalent decision patterns to solve the problem of determining tourist destinations in Magelang
SISTEM INFORMASI MANAJEMEN SARPRAS DAN TATA USAHA PADA SMA BINA WARGA 2 PALEMBANG DENGAN METODE EXTREME PROGRAMMING
Pengelolaan sarana prasarana dan tata usaha di SMA Bina Warga 2 Palembang masih manual, sehingga menyebabkan masalah seperti kehilangan data, inefisiensi, dan lambatnya pelayanan.Padahal, teknologi informasi menawarkan solusi pengelolaan administrasi yang lebih efektif di dunia pendidikan. Penelitian ini bertujuan merancang dan membangun Sistem Informasi Manajemen Sarana Prasarana dan Tata Usaha untuk meningkatkan efektivitas administrasi dan kualitas pelayanan sekolah. Metode pengembangan sistem menggunakan Extreme Programming (XP) yang adaptif. Pengumpulan data dilakukan melalui wawancara, observasi, dan studi pustaka. Sistem ini mencakup manajemen sarana prasarana dan tata usaha. Pengujian fungsionalitas sistem menggunakan metode black box testing untuk memastikan kesesuaian dengan kebutuhan. Hasil penelitian ini adalah sistem informasi terintegrasi yang mengoptimalkan pengelolaan sarana prasarana dan tata usaha di SMA Bina Warga 2 Palembang, sehingga meningkatkan efisiensi operasional, akurasi data, dan kualitas pelayanan administrasi
ANALISIS DAMPAK PENGGUNAAN GENERATIVE AI (CHATGPT) TERHADAP INTEGRITAS AKADEMIK MAHASISWA DI PENDIDIKAN TINGGI
The rapid adoption of Generative AI, such as ChatGPT, in higher education has sparked significant debate regarding its impact on academic integrity. This research aims to analyze the ethical and social impacts of using Generative AI on student academic integrity. This study uses the Systematic Literature Review (SLR) method. Literature was searched from databases like Google Scholar and Scopus published between 2022 and 2025. After applying inclusion and exclusion criteria, 10 relevant articles were selected for synthesis. The results identify several key themes: (1) Increased risk of novel forms of plagiarism and academic dishonesty, (2) a potential decline in critical thinking and original writing skills, (3) the urgent need for new institutional policies and ethical guidelines, and (4) the dual role of AI as both a learning aid and a sophisticated cheating tool. This study concludes that while Generative AI offers potential as a learning aid, its unregulated use poses a significant threat to traditional academic integrity.
SENTIMEN ANALISIS ULASAN PENGGUNA GOJEK MENGGUNAKAN ALGORITMA MACHINE LEARNING SUPPORT VECTOR MACHINE
The development of digital technology has brought significant changes to various sectors of life, including the transportation sector. One popular mode of transportation among the public is online motorcycle taxis, such as Gojek. Gojek continues to innovate to meet customer needs more effectively and expand its service coverage. This study aims to identify the number of positive, neutral, and negative sentiments in a user review dataset, as well as evaluate the performance of the SVM algorithm used. The analysis was conducted on 10,000 customer reviews from the Play Store application, resulting in 2,057 positive sentiments, 1,135 neutral sentiments, and 6,295 negative sentiments. The classification model employed, namely SVM, achieved an accuracy of 89% and an F1-score of 90%.
Desain Konten Multimedia untuk Media Sosial Kopi Leong: Pengaruh Visual terhadap Engagement dan Persepsi Merek Lokal
Abstrak: This study aims to analyze the influence of multimedia content design on engagement levels and brand perception on Kopi Leong's social media accounts as a representation of a local brand. In the digital era, content visualization has become a strategic factor in building consumer identity and loyalty, especially for small and medium enterprises. This study uses a quantitative-descriptive approach involving 150 respondents who are followers of Kopi Leong's Instagram account. The research instrument is an online questionnaire that measures visual perception (color composition, typography, and visual style), engagement levels (likes, comments, and shares), and brand image (authenticity, trustworthiness, and local appeal). Data analysis was conducted using multiple linear regression to determine the relationship between visual variables on engagement and brand perception. The results show that visual design that consistent and authentic significantly increases engagement levels (p < 0.05 ), and strengthens the brand's perception as a modern yet traditional local product. The warm color scheme and classic-style typography create a strong sense of familiarity and authenticity in the minds of consumers. In conclusion, multimedia content design plays a crucial role in strengthening Kopi Leong's branding strategy through social media, particularly in building audience engagement and strengthening the brand's local identity.
SISTEM PENDUKUNG KEPUTUSAN UNTUK PEMILIHAN PEMERAN UTAMA DALAM PRODUKSI TEATER BERBASIS SAW
Pemilihan pemeran utama dalam produksi teater merupakan proses strategis yang membutuhkan evaluasi objektif terhadap berbagai dimensi performa. Ketidakhadiran sistem penilaian yang terstruktur dapat menimbulkan bias subjektif dan ketidakjelasan dalam pengambilan keputusan. Penelitian ini bertujuan untuk merancang sistem pendukung keputusan menggunakan metode Simple Additive Weighting (SAW) guna menilai dan menentukan pemeran utama secara sistematis. Sepuluh mahasiswa teater mengikuti audisi internal dan dinilai oleh panel menggunakan skala Likert 1–5, yang dikonversi menjadi skala 0–4 untuk menghasilkan nilai kecocokan antara 0,00 hingga 1,00. Lima kriteria utama digunakan: kemampuan akting, penguasaan naskah, ekspresi wajah dan tubuh, pengalaman panggung, serta fleksibilitas karakter. Nilai kecocokan diolah melalui tahapan normalisasi, perkalian bobot, dan penjumlahan skor akhir sesuai prinsip SAW. Hasil menunjukkan bahwa metode SAW mampu menghasilkan peringkat secara transparan dan terukur, serta memberikan dasar kuat bagi keputusan pemilihan pemeran. Pendekatan ini menunjukkan potensi penerapan alat evaluasi berbasis data dalam pendidikan seni pertunjukan.
ANALISIS KINERJA ALGORITMA ADVANCED ENCRYPTION STANDARD (AES) ENCRYPTION DAN ALGORITMA BLOWFISH PADA PROSES ENKRIPSI DAN DEKRIPSI
Perkembangan teknologi informasi mendorong organisasi untuk memanfaatkan teknologi basis data dalam pengelolaan informasi, sehingga dibutuhkan metode pengamanan yang mampu menjaga kerahasiaan, integritas, dan otentikasi data. Kriptografi menjadi solusi utama dalam melindungi file digital, termasuk melalui perangkat lunak Pretty Good Privacy (PGP) yang menyediakan fitur enkripsi dan tanda tangan digital. Penelitian ini membahas perbandingan performa dua algoritma kriptografi modern yang banyak digunakan, yaitu Blowfish dan Advanced Encryption Standard (AES). Blowfish dikenal sebagai cipher block yang kuat dan sulit ditembus, sedangkan AES merupakan standar kriptografi yang direkomendasikan NIST dengan panjang kunci 128, 192, dan 256 bit. Pengujian dilakukan berdasarkan ukuran data sebagai pembanding untuk memperoleh waktu proses enkripsi terbaik pada masing-masing algoritma. Hasil analisis menunjukkan adanya perbedaan performa yang dapat menjadi acuan bagi pengembang dalam memilih algoritma yang paling sesuai dengan kebutuhan aplikasi, serta menjadi referensi untuk penelitian lanjutan terkait algoritma enkripsi.
SISTEM PAKAR DIAGNOSIS CORONA VIRUS “ViroCHECK” MENGGUNAKAN ALGORITMA DECISION TREE
The rapid spread of the virus, with symptoms ranging from mild to severe, makes early diagnosis and detection crucial in preventing and controlling the spread of this disease. Limited laboratory testing capacity, especially in areas with minimal healthcare facilities, requires a system capable of facilitating early identification based on symptoms and patient history, quickly, accurately, and efficiently. One approach is an expert system. The "ViroCheck" Coronavirus Diagnosis Expert System was developed using the Design Thinking Method. This expert system aims to assist users in diagnosing possible Coronavirus infection based on symptoms experienced. The decision-making process uses a Decision Tree algorithm, which is able to classify diagnostic results based on training data from previous cases. Problem analysis uses SWOT analysis, feasibility analysis uses TELOS analysis, and testing uses Usability Heuristic indicators that can observe user activity. The test results were 87%, proving that the designed digital startup has met user needs. Keywords: Expert System, Coronavirus, Decision Tree, Design Thinking, SWOT, TELOS, Usability Heuristic
PERANCANGAN USER INTERFACE PADA START-UP GADGET STORE MENGGUNAKAN METODE USER CENTERED DESIGN
The development of digital technology has driven the rapid growth of various startups in Indonesia, particularly in e-commerce. One sector experiencing significant growth is the online sale of electronic devices and gadgets. Consumers now prefer online transactions due to their perceived convenience, efficiency, and flexibility. However, amidst intense competition between e-commerce platforms, user experience has become a key factor in the success of an application or website. This study aims to identify user needs and preferences when interacting with the Gadget Store application, design a user interface prototype that applies User-Centered Design principles, and evaluate the level of usability and user satisfaction with the resulting interface design. The system development method used was User-Centered Design, while the problem analysis used SWOT and the feasibility study used TELOS. The UI design testing process used 10 Usability Heuristic indicators, with a test result of 87%. This proves that the digital startup designed meets user needs. The Gadget Store startup is expected to provide users with convenience in searching for iPhone information, including ease of transactions. Keywords: digital start-up, Gadget Store, User Centered Design, TELOS, Usability Heuristic
KLASIFIKASI PENYAKIT PADA DAUN TOMAT MENGGUNAKAN ALGORITMA CONVOLUTIONAL NEURAL NETWORK (CNN)
Tomato leaf diseases significantly affect crop productivity, and manual inspection often leads to misclassification due to the visual similarity of symptoms. Recent studies have shown that Convolutional Neural Networks (CNN) provide high accuracy in leaf–based plant disease classification across various plant species, highlighting their potential for early disease detection. This study aims to develop an accurate tomato leaf disease classification system using a CNN model trained on the Kaggle tomato leaf dataset consisting of four classes: Leaf Blight, Bacterial Spot, Leaf Scab, and Healthy. The methodology includes literature review, dataset acquisition, preprocessing, augmentation, CNN architecture design, model training, and performance evaluation. Preprocessing techniques such as resizing and normalization were applied, followed by augmentation using random flipping and rotation to increase dataset variability. The proposed model was trained for 40 epochs with a batch size of 16. Results show consistent accuracy improvement, reaching 0.98 training accuracy with a loss of 0.07, while validation accuracy peaked at 0.94. Testing on both single and multiple images demonstrates strong prediction confidence, with minor misclassifications in visually similar cases. Overall, the system effectively identifies tomato leaf diseases and reinforces the suitability of CNN for supporting early plant disease detection in smart agriculture applications.
RANCANG BANGUN SISTEM INFORMASI PENJUALAN HANDMADE BEADS VYOLET BERBASIS WEBSITE SEBAGAI MEDIA PROMOSI DI ERA GEN Z
This study aims to design and build a sales information system that meets the needs of the Gen Z era. The research method used is Research and Development (R&D), with a waterfall development model approach consisting of five stages, namely: needs analysis, system design, writing program code, system testing, and implementation. This application was developed using the PHP programming language, HTML, Laravel Framework, Visual Studio Code as a code editor, XAMPP as a local server, MySQL as a database management system and Unified Modeling Language (UML) is used to design and describe the system. System testing was carried out using the black box method, and validation testing was carried out by two validators. The validation results showed that the first validator gave a score of 4, while the second validator gave a score of 3.6, resulting in an average score of 3.8 which is included in the "Very Feasible" category. In general, the sales information system that has been built is considered feasible to use and can help the sales process effectively and efficiently. Keywords: Rancang Bangun, Media Promosi, Gen Z, Website, PHP, Laravel, Black Box.
APLIKASI PENENTUAN KEBERHASILAN INSEMINASI BUATAN PADA SAPI DENGAN MENGGUNAKAN ALGORITMA NAÏVE BAYES
Inseminasi buatan (IB) atau dikalangan peternak disebut kawin suntik, keunggulannya yaitu memungkinkan kelahiran anak sapi yang sehat karena menggunakan semen yang berkualitas, juga mengurangi penularan penyakit dan efisiensi transportasi. Penerapan metode Naïve Bayes pada penentuan keberhasilan inseminasi buatan dengan menentukan data training yang akan dijadikan data latih dalam proses penilaian keberhasilan dan pengambilan keputusan, di mana algoritma pada metode tersebut akan mempermudah para petugas atau inseminator dalam menggunakannya, maka tujuan dari penelitian ini adalah untuk memperkecil kegagalan pada proses inseminasi buatan. Penelitian ini menggunakan sebanyak 50 data sampel, yang digunakan sebagai data latih berjumlah 38 data dan 12 data yang dimasukkan pada saat pengujian, algoritma metode Naïve Bayes akan menghitung jumlah dari nilai berhasil dan tidak dari pencarian jumlah data latih. Dari hasil perbandingan data pretest dan posttest maka diperoleh persentase kemampuan metode untuk hasil kesesuaian data yaitu sebesar 83,3%.
INOVASI DIGITALISASI UMKM KOPI MELALUI SISTEM E-COMMERCE BERBASIS WEB PADA WARUNG KOPI GARASI NDESO
The rapid development of digital technology has significantly impacted various sectors, including micro, small, and medium enterprises (UMKM). One of the most influential technological applications is the e-commerce information system, which facilitates online buying and selling activities without spatial and temporal limitations. This study aims to design and develop a web-based e-commerce system as a digitalization innovation for UMKM coffee businesses at Warung Kopi Garasi Ndeso, with the goal of expanding market reach and improving business management efficiency. The system development process adopts the Waterfall model, consisting of several stages: communication, planning, modeling, construction, and deployment. The system design employs Data Flow Diagrams (DFD) and Entity Relationship Diagrams (ERD), while implementation utilizes the PHP programming language and MySQL as the database management system. System testing was carried out using the Blackbox Testing method to verify functionality, and user evaluation was conducted using the Likert scale involving 18 respondents, including the owner, admin, and customers. The testing results show that all system functions operate properly and meet user requirements. The user evaluation obtained a score of 647 out of 810 or 79.88%, indicating that the developed web-based e-commerce system has a good level of usability. Therefore, the implementation of digital innovation through this e-commerce system effectively supports Warung Kopi Garasi Ndeso in enhancing operational efficiency, expanding market reach, and strengthening the competitiveness of local coffee UMKM in the digital era.
Perancangan Model Tata Kelola Teknologi Informasi Berbasis COBIT Pada Sektor Publik
The rapid development of information technology (IT) demands that the public sector have good IT governance to support the effectiveness and efficiency of public services. However, many government agencies still face obstacles in measuring and improving IT governance performance. This study aims to design an IT governance model based on the COBIT (Control Objectives for Information and Related Technology) framework that suits the characteristics of the public sector. The method used is a simple survey of 15 respondents of IT employees in several local government agencies, complemented by capability level analysis based on COBIT 2019 domains. The results show that most IT processes are at level 2 (Managed Process), with several areas such as risk management and service management still at level 1 (Performed Process). The resulting model describes the stages of continuous improvement that can be applied to increase IT governance maturity in public agencies. Keywords: COBIT, IT Governance, Public Sector, Capability Level, Governance Model
ANALISIS POTENSI ANAK USIA DINI DALAM IDENTIFIKASI BIDANG MINAT DENGAN METODE SAW
Penelitian ini bertujuan untuk menganalisis potensi anak usia dini dalam mengidentifikasi bidang minat menggunakan metode Simple Additive Weighting (SAW). Anak usia 4-5 tahun dipilih sebagai objek penelitian karena berada dalam tahap eksplorasi, di mana mereka mulai menunjukkan minat pada berbagai aktivitas. Pendekatan kuantitatif digunakan untuk mengevaluasi multikriteria yang mencakup seni, olahraga, kreativitas, kemampuan sosial, kemampuan kognitif, dan teknologi. Data diperoleh melalui observasi dan kuesioner yang melibatkan orang tua dan guru untuk memahami perilaku anak secara objektif. Metode SAW diterapkan dalam empat langkah utama: penentuan bobot kriteria, normalisasi data, perhitungan skor akhir, dan analisis preferensi. Hasil penelitian menunjukkan bahwa setiap anak memiliki kecenderungan unik terhadap bidang tertentu, seperti seni dan kreativitas, olahraga dan sosial, atau teknologi. Penemuan ini memberikan wawasan bagi orang tua dan pendidik untuk mengarahkan anak secara tepat sesuai dengan bakat dan minat mereka. Kesimpulannya, metode SAW adalah alat yang efektif untuk mendukung pengembangan potensi anak usia dini dengan pendekatan berbasis data. Penelitian ini juga merekomendasikan penggunaan metode serupa untuk mengevaluasi minat anak di kelompok usia lainnya.
PERANCANGAN APLIKASI SECURITY SMART HOME DENGAN TEKNOLOGI IOT BERBASIS ARDUINO TERINTEGRASI ANDROID
Rumah ialah sebuah bangunan untuk berlindung dan berkumpul bersama keluarga. Setiap orang ingin ingin memiliki rumah yang aman dan nyaman. Data dari Badan Pusat Statistik (BPS) membuktikan bahwa tingkat kejahatan di Indonesia pada tahun 2020 mencapai 247.218 kejadian. Persentase penduduk Indonesia yang mengalami kejahatan dan melapor ke polisi masih menyentuh angka sebesar 23,46%. Perkembangan teknologi terus meningkat sehingga banyak aplikasi yang mempermudah kinerja manusia. Terdapat sebuah teknologi yang bernama rumah pintar (security smart home) yang membuat user atau penggunanya lebih mudah dalam memantau dan mengawasi rumah mereka. Internet of Things (IoT) adalah sebuah revolusi teknologi yang memungkinkan benda – benda di sekitar kita terhubung ke jaringan internet. Selain menimbulkan rasa aman, teknologi ini juga dapat memberikan rasa nyaman karena memungkinkan kita untuk mengontrol rumah dari manapun dan kapanpun hanya dengan menggunakan aplikasi yang berada di smartphone kita. Penerapan aplikasi security smart home dilakukan dengan beberapa tahapan yaitu pengumpulan data, merancang desain sistem dan alat, mengimplementasikan desain sistem dan alat yang sudah dilakukan dan terakhir melakukan pengujian terhadap sistem dan alat yang sudah dibuat. Sistem yang dikembangkan menyediakan basis data untuk menyimpan data-data siapa saja yang dapat mengakses aplikasi security smart home. Berdasarkan hasil Blackbox testing dan pengujian performa dapat disimpulkan bahwa aplikasi Security Smart Home ini layak digunakan karena dapat bekerja sesuai dengan tujuan perancangan. Kata kunci: Security Smart Home, Internet of Things, Arduino
PERANCANGAN DAN IMPLEMENTASI APLIKASI PENCATATAN KEGIATAN POSYANDU DENGAN PENDEKATAN AGILE
This research creates a website-based information system for recording Posyandu activities using Agile methods that support flexible development. This system is made so that cadres can more easily record data on toddlers and pregnant women and provide appropriate recommendations regarding nutritional status based on weighing results. The Black Box method is used for testing to ensure the application functions according to user needs. The test results show that this system can improve recording efficiency and support health decision making more quickly and accurately. It is recommended for further development that the system can be connected to government health services and has a notification feature to improve Posyandu services.
PENGELOMPOKAN PERMINTAAN DARAH BERDASARKAN GOLONGAN DAN WAKTU DI KABUPATEN GROBOGAN DENGAN ALGORITMA K-MEANS
The availability of adequate blood supplies continues to pose a significant challenge for blood transfusion services such as the Indonesian Red Cross (PMI), particularly due to the fluctuating and uneven nature of demand across various blood groups. Incorrectly estimating blood demand can result in either critical shortages that jeopardize patient safety or an excess of supplies that are wasted due to the limited shelf life of blood. The objective of this research is to examine historical blood demand data in Grobogan Regency by applying the K-Means clustering algorithm to identify trends related to time intervals and blood group classifications. The study draws on secondary data involving blood requests across multiple blood groups over a span of several years. By implementing the K-Means method, the research identifies unique trends in demand, highlighting critical periods between 2013–2016 and 2022–2024, during which nearly all blood types showed elevated levels of demand. These insights are crucial for improving blood stock management, refining donor mobilization strategies, and enhancing distribution planning based on empirical patterns. The K-Means algorithm proves effective in handling extensive and continuous numerical data, offering valuable guidance for strategic decision-making in healthcare logistics.
ANALISIS DAN PERANCANGAN UI/UX MENGGUNAKAN METODE DESIGN THINKING PADA KLINIK SANATUS MEDIKA
Klinik Pratama Sanatus Medika merupakan salah satu badan usaha yang bergerak di bidang Kesehatan, klinik yang sudah berdiri sejak 2015 ini belum menerapkan penggunaan sistem informasi dan masih menggunakan metode manual dalam pelayanannya, terutama untuk pendaftaran pasien masih manual, rawan terjadi kesalahan dalam penulisan, terkadang sulit terbaca, kurang efektif dan efisien dikarenakan tidak memiliki back-up data jika suatu saat datanya rusak atau hilang, sangat sulit dan memakan waktu yang cukup lama dalam pencarian data rekam medis pasien karena belum terkomputerisasi. Untuk saat ini diperlukan sebuah rancangan sistem informasi agar mempermudah dalam proses pelayanan dan mempermudah pemberian informasi kepada pasien Klinik Pratama Sanatus Medika. Penelitian ini bertujuan untuk menghasilkan rekomendasi rancangan design UI/UX Sistem Informasi berdasarkan hasil analisis menggunakan metode design thinking yang diharapkan dapat mempermudah pekerjaan petugas dalam pelayanan, pendataan dan menyimpan data pasien, dan pasien diberi kemudahan untuk mengakses informasi terkait klinik tanpa harus datang langsung hanya untuk menayakan informasi seputar pelayanan Kesehatan. Perancangan untuk sistem informasi ini dibuat dengan metode Design Thinking dan teknik pengumpulan datanya menggunakan kuesioner yang nantinya jawaban dari tiap responden akan mendapatkan penilaian skala likert. Berdasarkan hasil pengujian dengan menggunakan metode System Usability Scale (SUS) didapatkan skor 87,75 (Best Imaginable) yang menunjukan bahwa rancangan prototype dapat memenuhi kebutuhan pengguna sehingga dapat diterima oleh pengguna lingkungan Klinik Pratama Sanatus Medika. Â Kata kunci: Design Thinking, User Interface, User Experience, Website.
Sistem Informasi Penerimaan Siswa Sekolah Baru PadaPAUD Tunas Harapan II Berbasis Web
Tunas Harapan II Early Childhood School information system as a means of web new student admission. The purpose of this study is to design and build a Tunas Harapan II Early Childhood School information system as a means of web new student admission so that it can determine the impact obtained by Tunas Harapan II Early Childhood School after applying school new student admission information system. The research methodology used is the development method with Waterfall model. The stages of Waterfall method are Communication, Planning, Modeling, Construction, Deployment. The design in this study using DFD. DFD (Data Flow Diagram) is a graphic technique that describes the design of information that is applied when data moves from input to output, the depiction of which is arranged in a collection of interconnectied components. The results of this study are successful in creating a web-based promotional information system with a web-based registration feature at the Tunas Harapan II Early Childhood School to facilitate work in the sales process. Keywords : New Student Admission Information System, DFD, Waterfall, Web, Tunas Harapan II Early Childhood School.
OPTIMASI PROSESOR DENGAN BENCHMARKING SEBAGAI APLIKASI PENGUJI PERFORMANCE CENTRAL PROSESSING UNIT (CPU) (STUDI KASUS INTEL I3, I5, I7)
Technological developments are evolving rapidly from both performance, graphics, data transmission and so on so that we need a tool with reliable capabilities in helping better performance especially on the processing unit. In the business world, today's advances in information technology have been exploited for the smoothness of work in a field that is dominated both small and large. The method used for benchmarking is an expositions identifying against equipment and compositions a measure of a expected performance. The results of the test were carried out on the central processing unit (computer processor) on the i3 processor of 3.1 Gb, GPU 3%, Plate uses 1%, network or network usage 7.0 kbps, power usage exceptionally low. Processor i5 is 3.1 Gb and GPU 0%, Circle uses 0%, network use or network use 432 kbps and low power supply usage. Keywords: Prosesor, Benchmarking, CPU, GPU.
KEPUTUSAN MANUSIA VS KEPUTUSAN MESIN: STUDI KOMPARATIF TERHADAP AKURASI DAN KONSISTENSI DALAM PENGAMBILAN KEPUTUSAN
This study aims to analyze and compare the accuracy, consistency, and decision-making efficiency between humans and machine learning (ML) algorithms in tabular data classification tasks. The dataset comprises 50 classification cases containing both numerical and categorical features with binary decision labels. Two groups were compared: 10 human participants, and six ML algorithms—Logistic Regression, Support Vector Machine, Random Forest, Decision Tree, k-Nearest Neighbors, and Naive Bayes. ML models were trained on 80% of the data and tested on the remaining 20%, while human participants manually classified all 50 test cases. The results showed that the average human accuracy was 76.2%, while ML algorithms achieved between 78.9% and 91.8%, with Random Forest yielding the highest performance. Human decision-making took an average of 18 seconds per case, significantly slower than the algorithmic predictions completed within milliseconds. Additionally, high variability in human responses indicated lower consistency compared to deterministic outputs from ML models. These findings support the integration of ML algorithms as a decision support or replacement tool in data-driven domains, with the potential to reduce human error in high-stakes environments. Nevertheless, human involvement remains essential in contexts requiring ethical consideration and interpretability.
E-ARSIP BAGI LEMBAGA PENDIDIKAN BERBASIS WEB MENGGUNAKAN FRAMEWORK CODEIGNITER
Technology helps users do various things and activities that can produce the latest and innovative technology in various fields, including education. MTs Ma'arif Tembarak is a formal secondary level educational institution under the Ministry of Religion in Temanggung Regency. In carrying out archive management still using conventional methods and has not digitized archives, with 1,500 archive data recorded over 3 years. This causes uncertainty in archival documents and the history of follow-up to managed documents as well as difficulty in searching for data and documents. This research aims to design and build a web-based e-archive system for educational institutions to provide solutions to the problems faced. The method in this research uses the waterfall method with system visualization using DFD and ERD in the database management illustration used. The e-archive system was developed on a web basis with PHP and MySQL programming languages using the CodeIgniter framework and tested using the black box testing method with valid results. Next, a user evaluation was carried out on 5 respondents according to user level with the results of the feasibility percentage being 72%, based on the Likert scale, it was said that the impact or use value was good.
ANALISIS LITERATUR TENTANG PERAN LITERASI INFORMASI DALAM PENGEMBANGAN KETERAMPILAN DIGITAL MAHASISWA
Literasi informasi merupakan kemampuan seseorang dalam mengolah dan memahami informasi saat melakukan proses membaca dan menulis. Bagi masyarakat di negara maju, literasi merupakan kebutuhan yang penting bagi setiap insan sebagai bagian dari warga dunia seiring dengan kemajuan ilmu pengetahuan dan teknologi yang sangat pesat. Indonsia merupakan negara besar dengan populasi pengguna internet tahun 2024 mencapai 221.563.479 jiwa dari total populasi 278.696.200 jiwa penduduk Indonesia tahun 2023. Dari hasil survei penetrasi internet Indonesia 2024 yang dirilis APJII, maka tingkat penetrasi internet Indonesia menyentuh angka 79,5%. Namun Indonesia juga mempunyai masalah serius rendahnya literasi digital. Merujuk data UNESCO, saat ini Indonesia menempati urutan kedua terbawah dalam hal literasi di dunia, yang artinya minat membaca sangat rendah. Minat baca di Indonesia sangat memprihatinkan, yaitu hanya 0,001%. Artikel ini bertujuan untuk mengetahui peran literasi informasi dalam pengembangan keterampilan digital mahasiswa. Â Metode penelitian yang digunakan yaitu deskriptif dengan bentuk mengumpulkan dan mengolah data yang sudah ada seperti artikel atau data statistik. Hasil penelitian menunjukan bahwa literasi informasi mempunyai peran yang sangat penting terhadap pengembangan ketrampilan digital pada mahasiswa. Hal ini selaras dengan penelitian sebelumnya yang menyatakan bahwa literasi informasi harus dipahami lebih dari sekedar menerapkan prosedur rutin yang berkaitan dengan keterampilan informasi. Individu yang melek informasi mampu mengenali dan memahami kebutuhan informasi mereka, memiliki pengetahuan tentang lingkungan informasi dan menggunakan informasi untuk menyelesaikan atau memenuhi kebutuhan informasi mereka. Kata Kunci: Literasi informasi, Keterampilan digital, Mahasiswa.
RANCANG BANGUN PELAYANAN TERPADU SATU PINTU (PTSP) PADA MAN 1 MAGELANG
The era of globalization brings significant changes in various aspects of life, including in the world of education. MAN 1 Magelang is one of the educational institutions that strives to utilize technology to improve services provided through the website One-Stop Integrated Service (PTSP). With the existence of the PTSP website, it is expected to facilitate the management of services for schools, and also provide convenience to the community who need services from MAN 1 Magelang because they do not have to come to the school when submitting a service request. The purpose of this study is to design and build a website-based information system that suits the needs of MAN 1 Magelang, with a focus on efficiency and reliability to support PTSP, and to see its impact on service quality. This research is a software development research with the agile method which is an advanced approach to SDLC (System Development Life Cycle). The research procedures carried out consist of planning, design, development, testing, implementation, review, and launch. User evaluation testing or user acceptance testing (UAT) produced a value of 90%. This shows that Admin and Guest users stated that they "strongly agree" with the existence of the system. In addition, the results of the blackbox testing test showed that all existing features can be accessed properly. This means that the system can run well without any bugs or errors Keywords PTSP, Agile, SDLC, Madrasah, Web.
PERANCANGAN USER INTERFACE APLIKASI MOBILE START-UP KOS.KU MENGGUNAKAN METODE USER CENTERED DESIGN
So far, students have looked for information about boarding houses in conventional ways, including by visiting boarding houses directly to carry out surveys about the conditions, prices and facilities of boarding houses. The digital start-up Kos.ku is designed to find solutions and bridge these difficulties by connecting boarding house seekers and boarding house partners who are able to provide the housing that students (boarding house seekers) want. In this research, the method used is user centered design, analysis using SWOT and feasibility study analysis using TELOS. The testing process was carried out through prototype tools in the Figma software, everything ran according to user flow with test results of 87% (see table 3). This proves that the digital start-up designed has answered user needs.