cover
Contact Name
Meri Mayang Sari
Contact Email
cerita@raharja.info
Phone
+6281211103128
Journal Mail Official
cerita@raharja.info
Editorial Address
Jl. Jenderal Sudirman No. 40 Modern Cikokol Tangerang - Banten 15117 Indonesia
Location
Kota tangerang,
Banten
INDONESIA
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics
Published by UNIVERSITAS RAHARJA
ISSN : 24611417     EISSN : 26552574     DOI : 10.33050/cerita
Journal CERITA: Creative Education Of Research in Information Technology And Artificial Informatics adalah jurnal ilmiah nasional yang diterbitkan oleh Universitas Raharja Tangerang guna mempublikasikan ringkasan hasil penelitian civitas akademika pada bidang informatika dan komputer.
Articles 12 Documents
Search results for , issue "Vol 10 No 2 (2024): Journal CERITA : Creative Education of Research in Information Technology and Ar" : 12 Documents clear
Rancang Bangun Aplikasi Helpdesk Dilingkungan Institusi Untuk Efisiensi Kinerja User Sri Rahayu; Dedeh Supriyanti; Ahmad Fauzi
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 10 No 2 (2024): Journal CERITA : Creative Education of Research in Information Technology and Ar
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v10i2.3041

Abstract

The helpdesk section is an officer who fixes all kinds of problems that occur in the office infrastructure, such as damaged computer hardware components and applications that don't work properly. Currently, the process of submitting complaints regarding computer problems is still carried out by meeting directly with the helpdesk department or using an office VoIP telephone. Then the helpdesk will record it in the register of reported problems, then send a team of technicians to repair the computer. When the computer has been repaired, it will be reported back to the helpdesk so that the status of the problem submission data is changed to complete repair. However, the process of submitting complaints is still considered manual and inefficient, so it does not rule out the possibility of obstacles or errors such as duplication of complaint data which occurs due to the large number of reports coming in at once, the data search process is repetitive and takes quite a long time. So it is necessary to build an IT helpdesk system application that uses the PHP programming language which is integrated with the database. This research produces an IT helpdesk system application that functions to make it easier for officers as one of the users in the process of collecting submission data and managing helpdesk data more effectively.
Visualisasi Prediksi Prevalensi Balita Menggunakan Algoritma Random Forest Pada Lembaga Bidang Pangan Roy Mubarak; Siti Maesaroh; Mohamad Yusuf; Kelik Budiana; Muhammad Rizky Fahreza
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 10 No 2 (2024): Journal CERITA : Creative Education of Research in Information Technology and Ar
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v10i2.3176

Abstract

This study aims to apply the Random Forest algorithm to predict the prevalence of malnutrition in toddlers in DKI Jakarta. This algorithm was chosen because it has been proven to provide high prediction accuracy, with an average above 80% in previous research. The research method includes stages of problem formulation, research objectives, research design, sample selection, data collection, data processing, interpretation of results, report preparation, and result presentation. The data used is sourced from the National Food Agency (BPN) totaling 3000 datasets, which are then processed through stages of selection, preprocessing, transformation, data mining using the Random Forest algorithm, and evaluation using RMSE and MAE formulas. It is expected that the results of this study will provide valuable insights into efforts to address malnutrition issues in toddlers in the DKI Jakarta area. Keywords: Prediction ,Random Forest, Prevalence of Toddlers,Nutrition
Implementasi Metode Scrum Dan Midtrans Sebagai Payment Gateway Pada Aplikasi Capture Berbasis Mobile Vithalia Rizki Prasetya; Ucuk Darusallam; Eri Mardiani
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 10 No 2 (2024): Journal CERITA : Creative Education of Research in Information Technology and Ar
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v10i2.3189

Abstract

As technology develops, photography service providers are starting to move from the offline to online phase. However, the previous application was considered less than optimal in meeting user needs. The Agile Scrum method is believed to be the most appropriate for designing and building photography service applications. Because it is suitable and practical, system development using the agile method is designed and implemented. Capture is a mobile application and website that was designed because it was not available in previous research. A new feature for service providers can upload photos and cinematic videos to attract users' attention. For this reason, a mobile-based photography service system was designed using agile development methodology and testing for users and service providers.
Implementasi Gamifikasi Terapi Perilaku Kognitif Untuk Mahasiswa Pengidap Gejala Depresi Dengan Konsep Finite State Machines Syamsul Zaman; Anggun Fergina; Somantri Somantri
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 10 No 2 (2024): Journal CERITA : Creative Education of Research in Information Technology and Ar
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v10i2.3235

Abstract

Cognitive behavioral therapy (CBT) is one of the effective therapies for addressing mental health problems, such as anxiety and depression. CBT helps individuals to identify and challenge distorted thoughts. Gamification is the application of game elements in a non-game context. Gamification can be used to increase user engagement and motivation. Finite state machines (FSMs) are mathematical models used to describe the behavior of systems with a finite number of states. FSMs can be used to model game behavior. The purpose of this study is to design and implement a gamified CBT interactive game using the concept of FSMs. This game will help individuals to identify and challenge distorted thoughts. The game will use the concept of FSMs to model the game behavior. FSMs will be used to track user progress, to generate challenges tailored to the user's needs, and to provide feedback to the user. The game will be tested with users to assess its effectiveness.
Klasifikasi Tanaman Hias Philodendron Berdasarkan Citra Daun Menggunakan Metode Convolutional Neural Network Muhamad Cepnur Al-Basori; Gina Purnama Insany; Ivana Lucia Kharisma
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 10 No 2 (2024): Journal CERITA : Creative Education of Research in Information Technology and Ar
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v10i2.3238

Abstract

Philodendron ornamental plants have a unique and varied aesthetic beauty, making them sought after in the landscaping and decoration industry. However, accurate classification of the various Philodendron species is challenging due to their morphological similarities and complex variations. In this research, an approach using Convolutional Neural Networks (CNN) is introduced to classify Philodendron ornamental plants based on the image of their leaves. This method aims to automatically identify Philodendron species through the use of artificial neural networks trained on leaf images. A CNN architecture was developed which includes a convolution layer and a max-pooling layer to extract features from the input image hierarchically. Also applied are data augmentation techniques to increase the variety of training samples and reduce overfitting. Experimental results show that the proposed CNN method is able to classify Philodendron ornamental plants with good accuracy, reaching 95,00% on the test dataset. This research contributes to the development of an automatic system for identifying Philodendron ornamental plants, which can be used in planting, plant care and plant identification applications.
Perbandingan Akurasi EfficientNetV2 dan MobileNetV2 pada Klasifikasi Makanan Tradisional Indonesia Ahmad Rayhan; Rahmat Hidayat; Rita Afyenni
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 10 No 2 (2024): Journal CERITA : Creative Education of Research in Information Technology and Ar
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v10i2.3326

Abstract

Machine learning is a rapidly evolving technology that has led to numerous advancements, especially in the field of computer vision. Within this domain, many models have been introduced, including EfficientNetV2 and MobileNetV2. Given the wide range of model choices, it is essential to compare the accuracy of each model. This involves data collection, resizing and sorting data, visualizing data, and finally tuning and training processes. In this study, it was found that the accuracy of EfficientNetV2 is 31%, while MobileNetV2 achieves an accuracy of 99%.
Rancang Bangun Sistem Monitoring Kegiatan Akademik Siswa Menggunakan Metode User Centered Design (UCD) Indah Pratiwi Retno; Samsudin Samsudin
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 10 No 2 (2024): Journal CERITA : Creative Education of Research in Information Technology and Ar
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v10i2.3354

Abstract

The development of information technology has changed the paradigm in seeking and obtaining information, including in the context of education in Indonesia. This research aims to design and build a monitoring system for student academic activities at SD Negeri 1018886 Kiri Hilir, by applying the User Centered Design (UCD) method. The UCD method prioritizes user needs and experience, by involving admins, teachers and students in the entire planning, design and development process. The system built allows users to monitor students' academic activities in real-time via a website that can be accessed at any time. The testing method used is black box testing, which shows that the system functions as expected by the user. The test results show that the development of a student academic monitoring system using the UCD method has succeeded in producing a system that is effective and meets user needs.
Model Konseptual Struktur Cerita Untuk Pengembangan Game: Studi Kasus Program Microcredential Game Developer Rickman Roedavan; Dimas Ramdhan; Agus Purwanto
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 10 No 2 (2024): Journal CERITA : Creative Education of Research in Information Technology and Ar
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v10i2.3360

Abstract

Storytelling is the most crucial component in games as it provides emotional stimulation, thereby enhancing player interest and immersion. However, commonly used storytelling models like the Three Act Structure, Freytag's Pyramid, and Hero's Journey are linear and not specifically mapped for game development. This study aims to develop a conceptual model of digital storytelling structure specifically for game development. The research methods include the analysis of existing storytelling models, the development of a new framework, and testing on 54 student teams from 166 universities, institutes, and polytechnics in Indonesia participating in the Microcredential Game Developer Program (PMGD). The testing results show that the conceptual storytelling structure model can provide story variation in game development. Additionally, this model allows for easier and more structured integration with game mechanics development. This model is expected to provide a foundation for further research to optimize storytelling techniques in games.
Desain UI/UX Aplikasi Unklab Mobile Student Dengan Metode Design Thinking Antares Nathan Andrew Biya; Mario Jonatan Kolibu; Joe Yuan Mambu; George Morris William Tangka
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 10 No 2 (2024): Journal CERITA : Creative Education of Research in Information Technology and Ar
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v10i2.3362

Abstract

The Unklab Mobile Student application is an essential platform for Universitas Klabat students to access various academic services. However, the app currently suffers from shortcomings in features and design, leading to user dissatisfaction. This research employs a Design Thinking approach to redesign the application to be more responsive, intuitive, and visually appealing. Through a series of research methods, including interviews, questionnaires, observation, and data analysis, we gain a comprehensive understanding of user needs and existing problems. The analysis results are then used to formulate improved solutions, which include the development of efficient search features, a more intuitive layout, and enhanced design responsiveness. The resulting app prototype incorporates 17 features and is subjected to usability testing. The results demonstrate a significant increase in user satisfaction, with a high success rate of 60 in each tested task, indicating positive outcomes. This confirms the effectiveness of the Design Thinking approach in designing an application that better meets user needs.
Sistem Informasi Geografis Lokasi Dan Rute Objek Wisata Kabupaten Tapanuli Tengah Menggunakan Metode Dijkstra Grase Latifah Sibuea; Suendri Suendri
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 10 No 2 (2024): Journal CERITA : Creative Education of Research in Information Technology and Ar
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v10i2.3380

Abstract

Geographic Information Systems (GIS) are systems that integrate geographic data with non-geographic data, allowing users to visualize, analyze and interpret spatial information more efficiently. This research aims to design and implement a Geographic Information System (GIS) that is effective and easy to use to map the location of tourist attractions and determine the shortest route to these destinations in Central Tapanuli Regency using the Dijkstra algorithm. This GIS allows tourists to visualize, analyze and access spatial information related to tourist locations and get recommendations for the best routes based on distance, travel time and road conditions. This system consists of an admin interface to manage tourist attraction data, nodes, and path graphs, as well as a user interface to view tourist lists, galleries, and search for nearby routes. The implementation of GIS and the Dijkstra algorithm is expected to improve the tourist experience, facilitate travel planning, and increase accessibility to tourist destinations in Central Tapanuli Regency, so that tourism potential in the area can be optimized and encourage regional economic growth.

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