Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer adalah jurnal ilmiah yang berfokus pada perkembangan dan penerapan teknologi informasi dan komputer di berbagai sektor. Jurnal ini menyediakan platform bagi peneliti, akademisi, dan profesional untuk berbagi hasil penelitian terkini dalam bidang teknologi. Jurnal ini bertujuan untuk memberikan kontribusi signifikan bagi kemajuan ilmu pengetahuan, dengan pendekatan akses terbuka (open access), sehingga memungkinkan artikel-artikel yang diterbitkan dapat diakses secara bebas oleh publik. Jurnal BETRIK diterbitkan secara berkala oleh Program Studi Teknik Informatika di Institut Teknologi Pagar Alam, dan mencakup topik-topik seperti sistem informasi, pemrograman, kecerdasan buatan, keamanan informasi, cloud computing, dan teknologi komputer lainnya.
Perbandingan Kinerja Isolation Forest Dan Local Outlier Factor (LOF) Dalam Deteksi Anomali Transaksi Digital
The rapid growth of digital transactions has increased the risk of anomalous activities such as fraud, particularly in highly imbalanced datasets where fraudulent transactions are significantly fewer than normal transactions. This imbalance presents a major challenge in anomaly detection, as models tend to be biased toward the majority class. This study aims to compare the performance of Isolation Forest and Local Outlier Factor (LOF) algorithms in detecting anomalies in digital transaction data.The research adopts an experimental approach using the Credit Card Fraud Detection dataset, which consists of 284,807 transactions, including 492 fraudulent cases. Data preprocessing involves feature normalization using StandardScaler, followed by a stratified train-test split with a ratio of 70:30. Model evaluation is conducted using confusion matrix, precision, recall, and F1-score metrics.The results show that Isolation Forest outperforms LOF. Isolation Forest successfully detects 37 out of 148 fraudulent transactions with a precision of 0.2824, recall of 0.25, and F1-score of 0.2652. In contrast, LOF detects only 2 fraudulent transactions, with a precision of 0.0137, recall of 0.0135, and F1-score of 0.0136. These findings indicate that isolation-based approaches are more effective and robust than density-based methods in handling highly imbalanced datasets.
Copyright (c) 2026 Sri Hartati, Defi Pujianto, Kadarsih (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Analisis Komparatif Performa Algoritma AES Dan RSA Dalam Keamanan Data Digital Berbasis Python
Data security is a crucial aspect of digital information exchange. System developers are often faced with the choice between the symmetric algorithm Advanced Encryption Standard (AES), which is fast but has challenges in key distribution, and the asymmetric algorithm Rivest–Shamir–Adleman (RSA), which provides more secure key distribution but incurs higher computational overhead. In addition, studies examining the performance efficiency of these two algorithms across various file sizes and types remain limited. This study aims to analyze the performance comparison between AES and RSA based on encryption and decryption time as well as computational efficiency. The method used is an experimental approach through simulation using the Python programming language with a graphical user interface (GUI). Testing was conducted on various file types and sizes, namely .txt (1 KB, 2 KB), .doc (48 KB), .pdf (97 KB), .png (122 KB), and .jpg (359 KB). The experimental results show that AES tends to be more efficient and faster for medium to large-sized files, while RSA demonstrates more stable performance on small file sizes but is less efficient for larger files due to its computational complexity. Therefore, AES is more recommended for primary data encryption, while RSA is effectively used for secure key distribution mechanisms.
Copyright (c) 2026 Habib Nurfaizal Habib, Abdul Choliq, Fahrul Roji , Ayu Permatasari (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
SPK Penilaian Kinerja Karyawan Menggunakan Metode SMART Pada PT Bintang Beton Mandala
Manual employee performance evaluation processes often lead to issues such as subjectivity, inconsistency, and time inefficiency. This study aims to develop a web-based decision support system for employee performance evaluation using the Simple Multi Attribute Rating Technique (SMART) method. The SMART method is applied to determine criteria weights, calculate utility values, and generate final scores and rankings based on several aspects, namely planning and performance, competence, and integrity. The system is developed using the Laravel framework with Filament as the admin panel and MySQL as the database. System testing is conducted by comparing manual calculation results with system-generated results using data from four employees as the research sample. In addition, system testing is performed to ensure that the calculations are consistent and reliable. The results show that the system produces the same values as manual calculations with a difference of 0, indicating that the implementation of the SMART method is accurate. Furthermore, the system is able to automate the evaluation process, thereby improving efficiency and reducing potential errors compared to manual methods.
Copyright (c) 2026 Natasya Herdiana, Mulyati (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Analisis Dan Perencanaan Strategi Sistem Informasi Pada LLDIKTI Wilayah II Palembang
The advancement of Information Systems and Information Technology (IS/IT) requires organizations to improve service quality effectively and efficiently. The Higher Education Service Institution (LLDIKTI) Region II Palembang, as an institution responsible for supervising private universities, requires integrated information systems. However, current conditions indicate that IS/IT utilization is not fully optimized, as shown by limited system integration, lack of real-time data management, and the absence of structured IS/IT strategic planning. This study aims to develop IS/IT strategic planning aligned with organizational needs using the Ward and Peppard approach. The analysis employs Value Chain, PEST, SWOT, and Critical Success Factors (CSF) to evaluate internal and external environments. The results include IS strategy, IT strategy, and IS/IT management strategy, along with application portfolio recommendations and a development roadmap. These outcomes are expected to enhance service performance, support data-driven decision-making, and accelerate digital transformation within LLDIKTI Region II Palembang.
Information Systems, IT Strategy, SWOT Analysis, Digital Transformation
Information Systems, Information Technology, Computer Science
Copyright (c) 2026 Abiyyu Al Thoriq Zidan, Dicky Pratama (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Pengembangan Dashboard Interaktif Indeks Desa Membangun(IDM) Berbasis Web Provinsi Sumatera Selatan
The Village Development Index (IDM) is an important instrument for assessing the level of development and independence of villages in Indonesia. Therefore, data covering social, economic, and environmental aspects need to be presented visually and informatively for easy understanding by various stakeholders. The system development used the Waterfall method, which includes sequential stages of needs analysis, design, implementation, testing, and maintenance. A dashboard was built to present data in the form of tables, graphs, and interactive maps. In addition, this dashboard is intended to be integrated and displayed on the "Bumi Sriwijaya Village" website owned by the Statistics Indonesia (BPS) of South Sumatra Province. The results of system testing using the Black Box Testing technique showed that all system functions run according to predetermined specifications without any functional errors. Thus, the developed dashboard is declared suitable for use as a tool in data-based village development planning, evaluation, and policy-making.
Dashboard Interaktif, Indeks Desa Membangun, Web-Based, Visualisasi Data, Sumatera Selatan
Copyright (c) 2026 Windri Dwi Novanni, Muhammad Nasir (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Perancangan Awal Model Interaksi Anak Dalam Teknologi Pembelajaran Virtual Reality Berbasis CCI
This study aims to design an initial model of child interaction in Virtual Reality (VR)-based learning using the Child–Computer Interaction (CCI) approach. The research is motivated by the growing use of VR technology in education, which has strong potential to enhance children’s engagement and learning motivation, yet often lacks interaction designs that align with children’s developmental characteristics. This study employs a Design and Development Research (D&D) method, focusing on the systematic design of educational systems. The research stages include analyzing the needs and characteristics of children aged 7–10 years, designing a conceptual interaction model, developing interaction flows, learning scenarios, and interface designs based on CCI principles. The results indicate that the proposed interaction model accommodates children’s cognitive and motor characteristics through simple interaction flows, engaging visual elements, and intuitive navigation that supports learning through a learning-by-playing approach. This initial interaction model is expected to serve as a guideline for developing child-friendly and effective VR-based learning systems.
Copyright (c) 2026 Tiara Wulan Sari Tiara Wulan Sari, Ria Andryani (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Rancang Bangun Sistem Layanan Pelanggan (Customer Service) Berbasis Chatbot AI Pada INET Komputer
The rapid development of digital technology encourages educational institutions to improve the quality of information and administrative services. INET Komputer, as a training and technology course institution, faces challenges related to the high volume of customer inquiries that still rely on administrators, resulting in delayed responses and inefficiency in services. This study aims to design and implement an Artificial Intelligence (AI)-based customer service chatbot integrated with WhatsApp Business. The system development method used is the System Development Life Cycle (SDLC), which includes the stages of requirements analysis, system design, implementation, and testing. The chatbot was developed using the no-code platform ALATWA with a structured conversation flow design. The testing method used is Black Box Testing involving 5 respondents who acted as users to evaluate the chatbot performance through predefined conversation scenarios. The results show that the chatbot is able to provide automatic responses that are fast, consistent, and appropriate to user inputs related to class information, schedules, fees, and registration. The implementation of this chatbot has proven to improve administrative service efficiency and reduce the workload of administrators at INET Komputer.
Copyright (c) 2026 Indri Agustari, Evi Yulianingsih (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Pengembangan E-Modul Etnomatematika Menggunakan Metode Aglile Scrum
One of the primary objectives of mathematics education in schools is to enhance students’ thinking skills. In the context of deep learning-based instruction, teachers are required to deliver learning materials contextually, particularly in ethnomathematics, by connecting mathematical concepts with local cultural practices and utilizing technology as a supporting learning medium. This study aims to develop a web-based ethnomathematics e-module as an alternative instructional resource that is more contextual, interactive, and flexible. The research employs a Research and Development (R&D) approach, with system development carried out using the Agile Scrum methodology. The development process involves the preparation of a Product Backlog and the implementation of Scrum Events through multiple iterative sprints. The system is developed using the Laravel framework, supported by MySQL as the database, and Bootstrap to ensure a responsive user interface. System testing is conducted using the Black Box Testing method, involving teachers and 28 students as users. The results indicate that all system features function properly in accordance with user requirements. Furthermore, the developed system supports a more interactive learning process, facilitates teachers in delivering contextualized materials, and enhances students’ understanding through evaluation features equipped with immediate feedback.
Copyright (c) 2026 Rudy Hartono, Okta Kamiksius, Nolly Pialewi, Herji (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Implementasi Framework CodeIgniter pada Pengembangan Sistem Layanan Akademik Terintegrasi di Politeknik Negeri Sriwijaya
The digitalization of academic services has become an urgent necessity for higher education institutions to enhance efficiency, transparency, and user satisfaction. Politeknik Negeri Sriwijaya still faces challenges in managing academic services such as warning letters, stop-out requests, and active study certificates, which are currently handled manually. This study aims to implement the CodeIgniter framework in developing an integrated web-based academic service system that can improve process efficiency and reduce administrative errors. The research employs the Software Development Life Cycle (SDLC) using the Waterfall model, consisting of the stages of requirements analysis, system design, implementation, testing, and evaluation. The developed system includes three main academic service modules, supported by a MySQL database and a Model-View-Controller (MVC) architecture. Functional testing results show that all features operate according to user requirements with a functional test pass rate of 98.6% . Therefore, the implementation of CodeIgniter is proven effective in producing a structured, easily manageable, and adaptive system that meets the needs of vocational higher education institutions
Copyright (c) 2026 Arif Prambayun, Dr. M. Miftakul Amin, S.Kom., M.Eng., Muhammad Husain Gahara, Jurni Pradi Mulya Shakti (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Prediksi Cryptocurrency Berbasis LSTM Menggunakan Multi Modal Indikator Trading(Studi: Ethereum dan Solana)
The dynamic development of the cryptocurrency market causes digital asset prices to experience high volatility, making it difficult for investors to accurately predict price movements. Therefore, an analytical method is needed to model price movement patterns in time series data. This study aims to develop a cryptocurrency price prediction model for Ethereum and Solana using the Long Short-Term Memory (LSTM) method with a multi-modal trading indicator approach. The dataset used consists of historical price data including open, high, low, close, trading volume, and technical indicators such as Exponential Moving Average (EMA), Relative Strength Index (RSI), and Bollinger Bands. The research process follows the CRISP-DM methodology, which includes business understanding, data understanding, data preparation, modelling, evaluation, and deployment stages. The data were processed through normalization and time series windowing, with a training and testing data split of 80:20. The evaluation results using Root Mean Square Error (RMSE) and Mean Absolute Percentage Error (MAPE) indicate that the model has good predictive performance. The Ethereum model produced an RMSE value of 129.08 and a MAPE of 3.26%, while the Solana model produced an RMSE of 8.30 and a MAPE of 3.63%. The developed model was also implemented in a Streamlit-based dashboard to visualize prediction results interactively, helping users monitor and analyze cryptocurrency price movements.
Copyright (c) 2026 Arya Ramadhan, Yogi Isro' Mukti, Alfis Arif, Sigit Candra Setya - (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Pendekatan Model TF-IDF dan Cosine Similarity Pada Rekomendasi Dosen Pembimbing Skripsi
The selection of a thesis supervisor is recommended based on the alignment between the student's research topic and the supervisor's academic expertise. Currently, the supervisor selection process often relies on manual methods based on subjective preferences or supervisor availability, which risks creating a mismatch between the supervisor's competencies and the research topic. This study aims to implement machine learning model Term Frequency–Inverse Document Frequency (TF-IDF) and Cosine similarity approach for recommending thesis supervisors to enhance the objectivity and efficiency of the academic process. The methodology involved collecting a dataset of research titles and abstracts from lecturers in the Health Administration study program at STIKes Budi Mulia Sriwijaya. This was followed by text preprocessing stages, including case folding, tokenization, stopword removal, and stemming. Subsequently, term weighting was calculated using the TF-IDF algorithm, and the semantic similarity between documents was measured using Cosine Similarity. The analysis results indicate a highest TF-IDF score of 95.81, signifying a high degree of topic focus. Meanwhile, the highest Cosine similarity score was 0.77. The visualization of results in a heatmap illustrates the clustering of relationships between titles based on their level of topical similarity
Copyright (c) 2026 Heki Aprianto (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Optimization of K value in the K-NN For Classification Review Pagar Alam City Tourism using Expectation Maximization and Grid Search CV
The development of the tourism sector in Pagar Alam City requires a sentiment analysis system capable of accurately capturing tourists’ perceptions. Sentiment analysis of online reviews can serve as a valuable foundation for decision-making in managing and improving tourism destinations. This study aims to produce an accurate sentiment classification by optimizing the K value in the K-Nearest Neighbor (KNN) algorithm using Expectation Maximization (EM) and Grid Search Cross Validation (GS-CV). The research employs the Cross Industry Standard Process for Data Mining (CRISP-DM) methodology, consisting of six stages: business understanding, data understanding, data preparation, modeling, evaluation, and deployment. Data were collected through web scraping of online tourism reviews, resulting in 4,806 reviews across eight major tourist attractions, including Tugu Rimau, Mount Dempo, and Tujuh Kenangan Waterfall. The results indicate that Tugu Rimau received the highest positive sentiment score (0.678), while Tujuh Kenangan Waterfall showed the lowest (0.006). Model performance evaluation revealed that KNN accuracy improved from 81% to 89% after optimization using EM and GS-CV, achieving 88% precision, 89% recall, and an F1-score of 85%. These findings demonstrate that the integration of EM and GS-CV effectively enhances the classification accuracy of KNN in sentiment analysis for Pagar Alam’s tourism reviews
Copyright (c) 2026 https://creativecommons.org/licenses/by-nc-sa/4.0
Implementasi Metode SMARTER (Simple Multi Attribute Rating Technique Exploiting Rank) Penentuan Calon Pendonor Darah
Limited blood supply and increasing demand for transfusions require an accurate and objective selection process for potential blood donors. Determining donor eligibility is still done manually, which can potentially lead to inaccurate decisions. This study was conducted with the aim of applying the SMARTER method in developing a decision support system for determining the eligibility of potential blood donors at the Indonesian Red Cross (PMI) in Majene. The SMARTER method was used because it can accommodate various criteria with Rank Order Centroid (ROC) weighting based on their level of importance. The criteria used include blood pressure, hemoglobin level, body weight, medication consumption, age, length of last sleep, and medical history. Data was obtained through observation, interviews with PMI officers, and literature review. The calculation results show that the SMARTER method is capable of producing an objective ranking of alternatives. Of the five prospective donors tested, alternatives A1 and A3 obtained the highest preference value of 0.6314 and were declared eligible as blood donors. Thus, the SMARTER-based decision support system can help improve the effectiveness and accuracy of the blood donor selection process.
Copyright (c) 2026 Muhammad Ali, Dian Megah Sari, Muh. Rafly Rasyid (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Rancang Bangun Robot Line Follower Berbasis Arduino sebagai Media Edukasi pada Mata Kuliah Robotika
Information technology is currently growing rapidly, one of which is the use of a robot. This researcher aims to design and build a Line Follower robot as a demonstration medium in robotics courses at the Pagar Alam High School of Technology. Researchers make a robot for demonstration media in robotics courses, because in this course the conventional media still uses power points and a video. Therefore, it is necessary to make a tool for conventional media as a teaching aid in robotics courses. by utilizing a microcontroller, Motor Drive, PIR Sensor and DC Motor, to make a Line Follower robot. The method used in this research is the Rapid Application Development (RAD) system developer method. The stages used are Requirement planning, design workshop, Build The System and Implementation. The devices that the researchers use include the ATmega328 microcontroller, motor drive, DC motor, and infrared sensor. To obtain data in this study, researchers used data collection techniques including observation, interviews and literature study. From the results of the tests that have been carried out by researchers for line follower cars, researchers have succeeded in making and running a line follower car and this car will be shaped like an offroad car that runs automatically following the trajectory guide line. Based on the results of the pre-test, the average score was 35.9% and the post-test score was 90.9% in the high category. Based on the results of these tests, it can improve student learning systems before and after there is a tool as a medium of democracy in robotics courses.
Klasifikasi Citra Jenis Kulit Wajah Menggunakan Hybrid Mobilnet SVM Optimasi Fine Tuning
Manual classification of facial skin types remains subjective, time-consuming, and inconsistent, complicating appropriate skincare selection and increasing risks of irritation or acne. This research developed an automatic facial skin type detection system (acne, dry, normal, oily) using a hybrid fine-tuned MobileNetV2 and RBF-SVM approach. A dataset of 2,000 images from Roboflow underwent intensive augmentation, deep fine-tuning of MobileNetV2, 1280-dimensional feature extraction, StandardScaler normalization, and RBF-SVM training with optimal hyperparameters (C = 30, gamma = 0.001) obtained via 5-fold GridSearchCV. The system incorporates Haar Cascade face detection for real-world robustness. The final hybrid model achieved the highest test accuracy of 90.31% (macro F1-score 0.90) on an independent 196-image test set, outperforming the non-fine-tuned baseline by 15.31 points and the pure CNN-softmax variant by 4.95 points. The entire pipeline has been successfully implemented as a public web application named FACEDX using React.js with Tailwind CSS (frontend) and Flask with Gunicorn (backend), deployed on Railway with a custom domain and comprehensive eror handling. This application can be utilized by the general public, dermatologists, and the cosmetic industry for more accurate and personalized skincare recommendations.
Copyright (c) 2026 Azhar Rizqullah, Emigawaty Emigawaty (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Implementasi Backup Image VM Pada Proxmox Virtual Environment (Promox VE) Untuk Kebutuhan Server
Data availability and security are crucial aspects of information technology infrastructure management, especially in virtualization-based server environments. Proxmox Virtual Environment (Proxmox VE), as an open-source virtualization platform, provides Virtual Machine (VM) image backup features that can be used to improve system reliability. However, the implementation of scheduled backups integrated with external storage media has not been widely studied, particularly from the perspective of operational processes and system management. This study aims to describe the implementation of VM image backup on Proxmox VE using the scheduled backup feature combined with the Samba protocol as storage media on a separate server. This study employs a qualitative descriptive approach with the PPDIOO (Prepare, Plan, Design, Implement, Operate, Optimize) methodology as the research framework. Data were collected through system observation, configuration documentation, and analysis of backup operational processes. System testing was carried out through SMB/CIFS storage access testing, scheduled backup execution testing on selected VMs, Proxmox VE log verification, and inspection of backup files stored on Samba storage. The implementation results show that Samba storage was successfully integrated with Proxmox VE and that the VM image backup process could run automatically according to the configured schedule, with backup files successfully stored on the target media and recorded in the system logs. This implementation improves backup storage reliability, minimizes the risk of data loss, and simplifies backup server management. This study is expected to provide a practical reference for implementing Proxmox VE-based backup servers for system administrators and institutions.
Jaringan komputer, Cloud Computing, Sistem Operasi, Linux Server, Keamanan Komputer, Komputasi Aman
Copyright (c) 2026 Molavi Arman, Novan Wijaya (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Peningkatan Kualitas Pembelajaran Pengenalan Organ Tubuh Manusia Menggunakan Aplikasi Wordwall di TK Pembina
Early childhood education serves as a fundamental stage in developing children’s cognitive abilities and basic conceptual understanding. One essential learning material introduced at this level is the recognition of human body parts and organs. However, preliminary observations at TK Pembina Kota Pagar Alam revealed that learning activities were predominantly conducted using conventional methods, resulting in low student engagement and suboptimal learning outcomes. This condition highlights the need for innovative and interactive learning media that align with the characteristics of early childhood learners.This study aims to improve the quality of learning on the recognition of human body parts and organs through the utilization of the Wordwall application. The research employed a Research and Development (R&D) approach using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. Interactive learning media were designed in the form of game-based activities using Wordwall and implemented in classroom learning.The findings indicate a notable improvement in students’ learning outcomes after the implementation of the Wordwall-based learning media. The average student score increased from 65 prior to the intervention to 83 after implementation. Additionally, improvements were observed in students’ activeness and learning enthusiasm, indicating higher engagement during the learning process. The results demonstrate that the use of Wordwall contributes positively to creating an interactive, enjoyable, and effective learning environment. In conclusion, the Wordwall application is proven to be an effective digital learning medium for enhancing the quality of early childhood education, particularly in learning about human body parts and organs. This study provides practical implications for educators in integrating technology-based learning media into early childhood classrooms.
ANALISIS KUALITAS IKLAN VIDEO DAN EFEKTIFITASNYA SEBAGAI MATERI PEMASARAN PADA PEREMPUAN DI KOTA BATAM: STUDI KASUS PERHIASAN
Advertising is a form of promotion as a marketing medium used in delivering a message from a product offered to consumers. The study was conducted to determine the effectiveness of advertising on jewelry products using the AIDA model (Attention, Interest, Desire, Action) and the MDLC method (Multimedia Development Life Cycle). The population in this study was 608.010 million women in Batam and with a sample of 100 respondents. The study was conducted by distributing questionnaires on social media that were analyzed and data processed using the SPSS application. The results showed that each variable has a positive and effective influence on advertising. The attention variable got a result of 4.41, the interest variable got a result of 4.30, the desire variable got a result of 4.28, and the action variable got a result of 4.22. The overall average score of AIDA got 4.30 which concluded that the advertisements of jewelry products displayed were in a very effective category.
Copyright (c) 2022 https://creativecommons.org/licenses/by-nc-sa/4.0
STUDI EKSPLORASI DAN ANALISIS PENGARUH VIDEO GAME PADA KUALITAS PERTEMANAN: STUDI KASUS IT TAKES TWO
It Takes Two is a game that is played in co-op with other players, this game can be played locally or online. Where each player controls one of the characters and works together to solve a problem such as passing obstacles and defeating enemies. In the It Takes Two game itself there are 9 chapters, namely Chapter 1: The Shed, Chapter 2: The Tree, Chapter 3: The Pillowfort, Chapter 4: Space Station, Chapter 5: Road to the Magic Castle, Chapter 6: Gates of Time, Chapter 7: Snowglobe, Chapter 8: Garden, Chapter 9: The Attic. This study aims to determine the effect of playing cooperative games on the quality of friendship. The method used in this research is the exploration and observation method. The results obtained in this study are that playing cooperative games has a positive influence on the quality of friendship at least temporarily because this study only takes 15 minutes, this is seen from observations by the author of the video recording with a duration of 15 minutes, namely the existence of mutual assistance between partners such as giving directions to partners, smiling at partners, and laughing at partners in playing the game.
ANALISIS PERSEPSI ORANG DALAM KEPERCAYAAN MENGGUNAKAN CRYPTOCURRENCY DI INDONESIA
This study aims to determine people's perceptions of trust in using cryptocurrency in Indonesia. This study uses a qualitative and quantitative approach with Cryptocurrency and Blockchain variables as independent variables and Trust as the dependent variable. In the qualitative method, 30 samples of people who used cryptocurrency were taken and in the quantitative method, 400 samples were taken of people who used cryptocurrency with a population as of July 2021 of 7.4 million based on data from the Commodity Futures Trading Supervisory Agency (Bappebti) of the Ministry of Trade (Ministry of Trade). The method of collecting data on the qualitative approach is the interview method while the quantitative approach uses the method of distributing questionnaires. Data analysis uses the SPSS application, for qualitative data it will be codified first. Based on the results of qualitative and quantitative data analysis, the authors conclude that the Cryptocurrency and Blockchain variables partially and simultaneously affect the Trust variable with percentages of 87.8% and 73.2% respectively.
ANALISIS PENGARUH MUSIK GAME TERHADAP PENGALAMAN BERMAIN GAME GENSHIN IMPACT
Tujuan utama dari penelitian yang aini adalah untuk mengetahui pengaruh musik pada game terhadap pengalaman bermain game genshin impact. Penelitian ini menggunakan metode penelitian eksperimen dan kualitatif. Variabel yang digunakan dalam penelitian ini adalah variabel Musik (MU) dan Pengalaman bermain video game (VGE). Pada metode eksperimen dan kualitatif masing-masing peneliti akan menyeleksi 30 orang sebagai responden. Teknik pengumpulan data yang digunakan pada penelitian eksperimen adalah dengan meminta responden untuk memainkan game genshin impact dengan menggunakan musik pada game dan tidak menggunakan musik dalam game, yang kemudian peneliti akan memberikan kuisoner untuk responden,kemudian untuk penelitian kualitatif peneliti akan melakukan mewawancara responden. Analisis data kedua metode dilakukan denan aplikasi SPSS dan akan dikodifikasikan terlebih dahulu. Berdasarkan hasil analisis data eksperimen dan kualitatif yang telah dilakukan, penulis menyimpulkan bahwa variabel musik berpengaruh terhadap variabel pengalaman bermain game.
ANALISIS ALGORITMA MONTE CARLO UNTUK MEMPREDIKSI KEUNTUNGAN PEMBANGUNAN APARTEMEN MENGGUNAKAN SCRUM FRAMEWORK
This study aims to predict profits in apartment projects. This research was made using the Scrum framework in making AI applications and predicting the benefits of using Monte Carlo. Besides that, making AI applications uses PHP and Xampp to make AI. This study uses qualitative methods to 5 people at different developers. The findings of this study indicate that the results on the analysis of ai applications on the benefits of apartment projects are in accordance with the results on the benefits of projects in the field. The model used by the author is Scrum to help authors complete work one by one quickly and can be recognized in doing Scrum. Scrum is divided into 3 namely Product Owner, Development Team and Scrum Master. Where the Scrum Master is in charge of ensuring the sprint goes well and the Development Team and Product Owner to analyze and design applications. The findings of this study are useful for developers to predict profits in apartment projects to be built.
ANALISIS TEKNIK FOOD PHOTOGRAPHY SEBAGAI MEDIA PROMOSI PADA MASYARAKAT KOTA BATAM
Photography is a method of producing images by recording the reflection of light hitting an object. Food photography is widely used by food bloggers and is also commonplace for Instagram application users. Food photography demands that the product photos displayed be more attractive, not just showing the food on the plate, but how to attract the attention of someone who sees it can immediately feel hungry with the appearance of the details and textures presented. Food photography is currently able to be used as an alternative way of developing a business in the business world, one of which is efforts in the development of a business by entrepreneurs or business people. In this study, the author made a photographic design that will be used as culinary marketing to attract the attention of the audience to cause a feeling of wanting to try food objects in the photos displayed. However, producing an interesting photo requires maximum shooting process, supporting light, detailed setup, and the precision of a photographer. In this study, the author used Gregory's formula for 2 media experts in the form of lecturers who are experts in the field of photography or multimedia, 2 content experts in the form of café administrators. In addition, the author also uses google form as a medium to collect test data for respondents of 37 people in Batam City who have seen the results of food photography designs and analyzed using the Likert Scale formula. The test results of 2 media experts and 2 content experts got a coefficient value of "1.00" with a "Very High" level of validity, and the respondent validity test carried out obtained results in the form of an index value of 94% with a qualification level of "Strongly Agree".
ANALISIS KOMPARASI ALGORITMA K-NEAREST NEIGHBOR DAN SUPPORT VECTOR MACHINE DENGAN PENDEKATAN MULTI DATASET
Data mining is a process of identifying data that is valid and has the potential to be useful to the person who did it. One of the purposes of data mining is to study previously existing data that composes certain patterns and is used to make predictions. Machine learning works by utilizing data and algorithms to create models with patterns from the data set. There are many algorithms that can be used, such as C4.5, K-Means, Support Vector Machine (SVM), K-Nearest Neighbor (K-NN), Naïve Bayes, and others. Since there are many algorithms in data mining, each has its own advantages and disadvantages. This research will focus on the comparison between the Support Vector Machine algorithm and the K-Nearest Neighbor algorithm in terms of accuracy, precision and processing time.
Penerapan IoT Dalam Mendukung Konsep Smart School Melalui Sistem Bel Sekolah Otomatis
Academic time management is a crucial aspect in maintaining discipline and order in school learning activities. However, school bell systems that are still operated manually are prone to delays and operational errors due to human factors. This study aims to implement Internet of Things (IoT) technology to support the Smart School concept through the development of an automatic school bell system. The research employed a system engineering approach using a case study method with the Waterfall development model, which consists of the stages of requirements analysis, system design, implementation, testing, and maintenance. The system was developed using an ESP32 microcontroller as the main controller, time synchronization based on the Network Time Protocol (NTP), and a DFPlayer Mini module with speakers as audio output devices. System testing was conducted using the black box testing method to evaluate the main system functionalities, as well as user acceptance testing (UAT) involving 10 respondents consisting of teachers and school staff to assess system usability and performance. The testing results indicate that the system is able to activate the school bell automatically according to the predefined schedule with a 100% success rate across all test scenarios. In addition, the system is equipped with a web-based interface that facilitates the management of bell schedules and active school days. The implementation of this system has proven to improve time accuracy and operational efficiency in academic activity management, thereby supporting the practical application of the Smart School concept.
Copyright (c) 2026 Dakota Fathir Rahman, Fatoni (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Analisis Sistem Pendukung Keputusan dalam Penentuan Prioritas Pasien Hemodialisa Menggunakan Metode SAW
Hemodialysis services for patients with chronic kidney disease require appropriate decision-making, especially in determining patient priorities when healthcare resources are limited. Subjective decision-making may lead to inaccuracies and potential inequality in healthcare services. Therefore, an information technology–based approach is needed to support a more objective and structured decision-making process. This study aims to implement the Simple Additive Weighting (SAW) method in a Decision Support System to determine the priority of hemodialysis patients. The study used sample data from five patients with five evaluation criteria, namely patient age, blood pressure, creatinine level, duration of kidney failure, and frequency of hemodialysis treatment. The analysis process includes the construction of a decision matrix, normalization of criteria values based on benefit and cost attributes, and calculation of preference values using weighted criteria. The results show that the SAW method can generate a clear priority ranking of patients. Based on the calculation results, patient A3 obtained the highest preference value of 0.92, followed by patient A1 with 0.88 and patient A5 with 0.87, indicating a higher urgency for receiving hemodialysis services. The implementation of this approach contributes to the development of health information technology, particularly in supporting more objective and transparent decision-making in hemodialysis patient management.
Copyright (c) 2026 Novan Wijaya, Molavi Arman, Meiriyama (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Penggunaan Chatbot pada Sistem Informasi Buku Berbasis Web Menggunakan Metode Natural Language Processing (NLP)
Advances in information technology require fast and effective information retrieval services, including in library book information systems. Manually searching for books in catalogs is often time consuming and slow to respond, especially as the number of books in libraries increases. This problem highlights the importance of creating an automated system that can provide information directly and timely. This research aims to create a web-based chatbot that can provide information about books, using Natural Language Processing (NLP) techniques to make information retrieval more effective. The research method includes analyzing system requirements, designing the system structure, implementing a natural language processing model with text preprocessing steps such as tokenization, case adjustment, and stemming, and testing the system's capabilities. The system was developed using a prototype method to suit user needs. Evaluation was conducted by testing the accuracy of answers and checking the level of user satisfaction. Testing showed that the chatbot can provide information about the title, author, publisher, year of publication, and location of a book with a 90% accuracy rate, measured by the extent to which the answers provided by the chatbot match the user's questions. Furthermore, user test results indicate that this method is more efficient in saving search time than previous methods. So the use of NLP-based chatbots has been proven to help improve the quality and speed of providing information about books in libraries.
Pendidikan Teknik Informatika dan Komputer
Copyright (c) 2026 M. Rezki Hamdani, Nurjayadi, Unang Rio, Muhamad Jamaris (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Implementasi Pengamanan Pintu Rumah Kebun Menggunakan RFID dengan Kendali Mikrokontroler
Contemporary technological advances have created a significant transformation in various aspects of life, including in the management of residences and green areas through the concept of a smart home. This study aims to design and realize an automatic door control mechanism based on a microcontroller for the garden house, with a specific emphasis on the dimension of protection and operational efficiency. In this design, RFID (Radio Frequency Identification) Technology is functioned as a property safeguard, ensuring the door can only be opened by registered individuals. This access authorization system is integrated with the Arduino Uno microcontroller to facilitate real-time protection and control functions. Furthermore, the system is also equipped with an automatic scheduling feature to control the garden house lighting (lamps), where the lighting will automatically turn on at 18:00 (6:00 PM) and turn off at 07:00 (7:00 AM) in the morning. The implementation results demonstrate effective performance and contribute to increasing both protection and convenience for users in managing access to the garden house and achieving energy savings through lighting scheduling.
Copyright (c) 2026 Hera, Mahgiandi Fadhullah, Irwan, Limartaida Siahaan (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Analisis Pola Pembelian Pelanggan Menggunakan Algoritma Apriori pada ABC Baby Shop
ABC Baby Shop is a store that sells baby, mother, and child supplies. Based on the results of interviews with the owner of ABC Baby Shop, it is known that the store's current product bundling offers are arranged based on stock and estimates from the store. Meanwhile, based on transaction data from February 2024 to January 2025, it is known that no product bundling has been sold. This indicates that the current product bundling is still ineffective in attracting customer buying interest. Therefore, it is necessary to analyze customer purchasing patterns by applying the Apriori algorithm, which can then be used as a guide in compiling product bundling to improve service and sales. The methodology used in this study is CRISP-DM, which has six stages: Business Understanding, Data Understanding, Data Preparation, Modeling, Evaluation, and Deployment. Meanwhile, the programming language used is Python with Google Colab tools. The results are the combination of Mo Ma Mi Bubbly Body and Bee Me Nourishing Balm products with Moell Sunscreen products has a confidence value of 51.06% with a lift of 3.5. The results of this analysis are then presented visually through a dashboard developed using the RAD methodology, the PHP programming language, and a MySQL database, to make it easier for users to understand and utilize the resulting information. The findings from this analysis can be used by stores to inform data-driven decision-making.
Copyright (c) 2026 Chintya Lyra Hartanto, Desi Pibriana (Author) https://creativecommons.org/licenses/by-nc-sa/4.0
Sistem Informasi Geografis (SIG) Pemetaan Wilayah Transmigrasi Dinas Tenaga Kerja Dan Transmigrasi Provinsi Sumatera Selatan
This study develops a web-based Geographic Information System (GIS) for mapping transmigration areas at the Manpower and Transmigration Office of South Sumatra Province. The main problem addressed is manual, unintegrated data management with limited spatial visualization. An applied research approach using the Waterfall development model was employed. The system was built using PHP, MySQL, and Leaflet.js. The results show that the system improves data management efficiency, accelerates reporting, and supports spatial data–based decision making. The novelty of this study lies in the integration of spatial and non-spatial transmigration data into a centralized WebGIS equipped with automated reporting and transparent information access at the regional government level. The system was validated through functional testing and user evaluation and is considered suitable for implementation.
Copyright (c) 2025 Irman Effendy, Dinda fahmilia (Author) https://creativecommons.org/licenses/by-nc-sa/4.0