cover
Contact Name
ibnu surya
Contact Email
ibnu@pcr.ac.id
Phone
+6285272673321
Journal Mail Official
jurnalkomputerterapan@pcr.ac.id
Editorial Address
Jurnal Komputer Terapan (JKT) Badan Penelitian dan Pengabdian kepada Masyarakat (BP2M) Politeknik Caltex Riau Jl. UmbanSari No. 1 Rumbai - Pekanbaru 28265
Location
Kota pekanbaru,
Riau
INDONESIA
Jurnal Komputer Terapan
Published by Politeknik Caltex Riau
ISSN : 24434159     EISSN : 24605255     DOI : https://doi.org/10.35143/jkt
Core Subject : Science,
Applied Computer Journal Articles from various fields in Informatics, Information Systems and Computer science. Topics included, 1. Informatics 1.1 Software Engineering 1.2 Multimedia 2. Information Systems 2.1 Soft Computing 2.2 Business Analyst 2.3 Data Engineering 3. Computer science 3.1 Operating System 3.2 Computer Network
Articles 9 Documents
Search results for , issue "Vol. 6 No. 1 (2020): Jurnal Komputer Terapan" : 9 Documents clear
User experience pada Implementasi Virtual Reality sebagai Media Pembelajaran Anak Pengidap Autisme Dea Ismy Soraya Isabella; Kurniawan Teguh Martono; Dania Eridani
Jurnal Komputer Terapan  Vol. 6 No. 1 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (381.634 KB) | DOI: 10.35143/jkt.v6i1.3396

Abstract

Children with autism have a less response to stimuli that come from other people or circumstances that are around it so that children find it difficult to receive information from teachers about how to perform self-care skills compared to normal children their age. Therefore one type of learning media is needed to train the skills of children with autism in self-care. On the other hand, optimizing VR technology as a learning media about self-care for children with autism is still limited. This Human Centered Design (HCD) method is used in making User experience on VR as a learning media for children with autism. The flow of research starts from the study of literature, analysis of usage context, analysis of user needs, making solution designs, evaluating solution designs, results and conclusions. User experience Questionnaire (UEQ) was chosen as a measure and evaluation of application user experience because UEQ allows rapid assessment of a product and data analysis tools are available. The results of research conducted at SLB Negeri Semarang and SLB Putra Mandiri show the average value obtained from the evaluation of user experience applications using UEQ namely at Attractiveness of 1.41, Perspicuity of 1.80, Efficiency of 1.28, Dependability of 1 , 80, Stimulation of 1.49, Novelty of 1.39, and it can be concluded that the design according to the UEQ scale has a positive user experience because all scales above 0.8.
Rancang Bangun Puzzle al-Quran Elektronik Mengunakan Mikrokontroler dan Modul Suara DFR0299 Hidayat Hidayat; Mustopa Nur Hayat
Jurnal Komputer Terapan  Vol. 6 No. 1 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (529.393 KB) | DOI: 10.35143/jkt.v6i1.3427

Abstract

Paper ini memaparkan perancangan sebuah perangkat puzzle al-Quran elekronik yang dapat digunakan untuk pengenalan al-Qur’an pada anak usia dini melalui permainan puzzle. Permainan puzzle sendiri dibedakan pada puzzle manual dan permainan puzzle elektronik. Kedua jenis permainan puzzle manual maupun permainan elektronik memiliki kelemahan tersendiri. Permainan puzzle manual tidak memiliki sistem pengoreksian puzzle untuk menilai benar atau tidak setiap potongan puzzle yang dipasang jika bentuk puzzle memiliki bentuk yang sama. Sedangkan permainan puzzle elektronik yang menggunakan perangkat komputer atau pun perangkat smartphone dapat mengurangi pergerakan motorik fisik seperti halnya pada permainan puzzle manual. Metoda yang digunakan adalah metoda eksperimen dengan melakukan percobaan-percobaan pada setiap rangkaian elektronik yang digunakan. Perangkat yang dibangun adalah permainan puzzle manual yang dilengkapi perangkat elektronik agar dapat memberikan koreksi pada saat terjadi kesalahan pemasangan puzzle. Perangkat elektronik yang dibangun terdiri mikrokontroler sebagai pengolah data, modul suara DFR0299 sebagai modul yang berfungsi untuk menjalankan dokumen suara serta LCD dan LED sebagai penampil panduan permainan puzzle. Hasil perancangan menunjukkan perangkat yang dirancang telah berfungsi dengan baik. Setiap puzzle surat al-Qur’an yang disusun dapat melantunkan suara surat yang dipilih.
Analisa Jenis Interaksi Masyarakat dengan Akuisisi Data Sosial Media Pemerintah KAB/Kota Provinsi Riau: Analisa Jenis Interaksi Masyarakat dengan Akuisisi Data Sosial Media Pemerintah Nina Fadilah Najwa; Yuliska Yuliska; Khairul Umam Syaliman
Jurnal Komputer Terapan  Vol. 6 No. 1 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (387.19 KB) | DOI: 10.35143/jkt.v6i1.3468

Abstract

This study aims to analyze the type of interaction which is done by acquiring City/District Government’s Facebook Fan page. The acquisition of Facebook Fan page is performed by identifying the number of followers, the number of likes of the page, the number of postings, the number of comments, the number of shared postings and the number of likes of postings. We perform the acquisition in 90 days. Based on the result of data acquisition on 13 Cities/Districts in Riau Province, it indicates that 100% City/District Governments have performed One-Way Push Interaction and 70% of them classified as Two-Way Pool interaction. As for network co-designer of service Interaction, we found that Bengkalis District is the most active in implementing this type of interaction. Based on the results of analyzing the type of interaction between citizens and local governments in Riau Province, most of the Social media Fan Page of local governments are passive. The Collaboration of governments and citizens, which is based on the number of shared postings is classified as low. The next study may discuss the strategy that can be implemented by the governments to maximize the use of social media as media to interact and communicate with the citizens.
Implementasi Analytic Network Process untuk Penentuan Tempat Pembuangan Akhir Yudi Eko Windarto; Ike Pertiwi Windasari; Oki Winarto
Jurnal Komputer Terapan  Vol. 6 No. 1 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (530.32 KB) | DOI: 10.35143/jkt.v6i1.3480

Abstract

The development of life style has a negative impact that the more waste generated every day, no exception conditions in Pemalang city therefore it is necessary to focusing in the processing of waste good and efficient waste in landfill. The process of choosing landfill location is one of the important aspects and many things to be aware of. To get an objective and accurate decision is now required the processing of computerized data with modern methods using a decision support system. The method used in this system is the Analytic Network Process or abbreviated ANP. This method will be implemented on the data processing to determine the best end disposal area in a region and will be displayed visually using the map Carto. With the existence of this system will give results of ranking and overview of the best area to be built a landfill in the area. The system is built using the PHP programming language and SQL database.
TBS, Android, RGB, K-NN APLIKASI PENDETEKSIAN KEMATANGAN TANDAN BUAH SEGAR (TBS) KELAPA SAWIT BERDASARKAN KOMPOSISI WARNA MENGGUNAKAN ALGORITMA K-NN Muhammad Rifqi; Memen Akbar; Yuli Fitrisia
Jurnal Komputer Terapan  Vol. 6 No. 1 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (447.879 KB) | DOI: 10.35143/jkt.v6i1.3338

Abstract

Maturation process of Fresh Fruit Bunches (FFB) palm oil can see by the changes of the skin color. Only FFB’s worth to processed that will be carried by truck to the factory. However, for this time FFB’s raw still carried to the factory. The result of this research is a web base application that organize by admin to organize data training and an android based application that can predict which FFB’s worth carrying or not to factory. The farmer just needs to take a picture of FFB’s, then the application will predict the label. The prediction result obtained is FFB’s worth to carried or not. The feature extraction that used is RGB color, then the numeric value that gotten will processed using algorithm. The algorithm that is used is k-nearest neighbor. Based on the test performed, application has reach the accuration 85% with K value = 7.
Klasifikasi Jenis Kacang-Kacangan Berdasarkan Tekstur Menggunakan Jaringan Syaraf Tiruan Muhammad Ezar Al Rivan; Nur Rachmat; Monica Rizki Ayustin
Jurnal Komputer Terapan  Vol. 6 No. 1 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (341.138 KB) | DOI: 10.35143/jkt.v6i1.3546

Abstract

Classification of types of beans is done on red beans, green beans, and peanuts. Texture features are obtained using the Gray Level Co-occurrence Matrix (GLCM) algorithm. The algorithm used to do the classification is Artificial Neural Networks (ANN). Experiments carried out with 3 different numbers of neurons in the hidden layer. Also, there are 17 types of training functions used. Each experiment scenario was repeated 5 times. Based on the experimental scenario, the best results are 99.8% for accuracy, 99.6% for precision and 99.8% for recall using 20 neurons in the hidden layer.
IMPLEMENTASI MADM PEMILIHAN ANGGOTA SQUAD E-SPORT MOBILE LEGEND MENGGUNAKAN MULTI-STAGE AHP Erika Dewi Anggraini; Wiwien Hadikurniawati
Jurnal Komputer Terapan  Vol. 6 No. 1 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (743.267 KB) | DOI: 10.35143/jkt.v6i1.3562

Abstract

E - Sports is an electronic-based sport that provided with internet or online networks, it takes more than one person to played. Mobile Legend is an online game that is often competed in E-Sport. Many competitions makes the player of Mobile Legend want to join. In a Mobile Legend, 5 players are required to join a group to play in the game. In this case, Nyanyah Squad only looked for 3 members to join the group. Many players want to join this group make the group leader confused, so a system is needed to help determine group members. In this study using the MADM (Multi-Atribute Decission Making) multi-stage AHP (Analytic Hierarchy Process) with the criteria of skills, winrates, statistics, roles and ranks, each of which has 3 sub criteria. The AHP (Analytic Hierarchy Process) method was chosen because it uses qualitative data collected from the results based on experience and intuition, in addition to quantitative data on complex problems can be solve according to the priorities needed. The final result of this study is ranking score alternative players and the players who can join the Nyanyah Squad. Keywords: efficiency, AHP, E - Sport members selection.
Evaluasi User Experience Sistem Informasi Akademik Mahasiswa pada Perguruan Tinggi Menggunakan User Experience Questionnaire Silvana Rasio Henim; Rika Perdana Sari
Jurnal Komputer Terapan  Vol. 6 No. 1 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (372.013 KB) | DOI: 10.35143/jkt.v6i1.3582

Abstract

User experience describes the experience gained by users when using software products. Focus on the needs and emotions of users when using a product is one of the keys to the success of a software. As a software product, Student Academic Information Systems have an important role to improve services to students in Higher Education. Measurement of user experience aims to determine the experience gained by users when using the Student Academic Information System. Measurements were made using the User Experience Questionnaire (UEQ) on 179 active student of a higher education institution in Pekanbaru. The results obtained for each aspect of UEQ are 1.395 attractiveness, 1.586 clarity, 1.380 efficiency, 1.392 accuracy, 1,347 stimulation and 0.847 novelty. The lowest value is in the novelty aspect. The novelty aspect needs to be a concern because users feel the monotonous and usual novelty so that it has a negative impression value. The results of this study can be used as recommendations for designing a new Student Academic Information System user experience.
Evaluasi Kualitas Sistem Informasi Akademik STMIK PPKIA Tarakanita Rahmawati Dengan Metode WebQual Muhammad Fadlan; Ummi Syafiqoh; Rosmini Rosmini; Asmah Asmah
Jurnal Komputer Terapan  Vol. 6 No. 1 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (215.312 KB) | DOI: 10.35143/jkt.v6i1.3583

Abstract

Academic information system is one of the important elements in the world of education, especially in tertiary institutions. Most of the users of information systems are students. Measurement of the quality of an information system is an important thing to do to maintain the sustainable use of the information system. At present, the STMIK PPKIA Tarakanita Rahmawati as one of the private tertiary institutions does not yet know for sure the quality of the academic information system from the user's side. Therefore, in this study measurement or evaluation of the academic information system website will be carried out using the WebQual method. The results of 113 respondents consisting of 62 female students and 51 male students can be concluded that of the three dimensions of Webqual, the Usability Quality dimension has the highest conformity rate of 82.82%. Meanwhile, the dimension that has the lowest conformity level is the Interaction Quality dimension with a value of 70.91%.

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