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
ANALISIS PERBANDINGAN METODE FUZZY MFEP DAN FUZZY SAW UNTUK PEMILIHAN SUSU FORMULA
Selecting the appropriate milk product is essential to fulfill nutritional needs. The wide variety of milk products available in the market, with differences in nutritional content, price, and taste, often makes it difficult for consumers to make optimal decisions. This study aims to analyze and compare the Fuzzy Multi Factor Evaluation Process (Fuzzy MFEP) and Simple Additive Weighting (SAW) methods in determining the best milk product based on several criteria, including protein content, price, expiration period, taste/variant, and sugar content. This research applies a Multiple Criteria Decision Making (MCDM) approach, where each alternative is evaluated using predefined criteria weights. The results show that the SAW method identifies Greenfields as the best alternative with the highest preference value, while the Fuzzy MFEP method ranks Indomilk as the top alternative. This difference occurs due to the distinct characteristics of each method, where Fuzzy MFEP emphasizes subjective evaluation, while SAW relies on structured numerical data. Further analysis indicates that the SAW method is more consistent and efficient for quantitative data processing in consumer product selection. Therefore, SAW is recommended as a more effective decision support method in this context. This study contributes to providing a rational and data-driven approach for consumers in selecting milk products. Keywords: Decision Support System, MCDM, SAW, Fuzzy MFEP, milk
OPTIMALISASI LAYANAN TEKNOLOGI INFORMASI MELALUI PENGEMBANGAN SIPINTER (SISTEM PORTAL INFORMASI TERINTEGRASI) DI SMPN 2 TELAGA BERBASIS DOMAIN ITIL
SMPN 2 Telaga faces three main problems in information technology service management, namely manual recording of student and teacher attendance, the absence of official digital information media, and reactive management of internet network disruptions without standardized technical guidelines. This research was conducted to build SIPINTER (Integrated Information Portal System) as the main IT serice solution, using the framework of the ITIL (Information Technology Infrastructure Library) framework with five domains namely Service Strategy, Service Design, Service Transition, Service Operation, and Continual Service Improvement. The data collection process was carried out through direct observation and interviews with school stakeholders consisting of the principal, operators, and teachers. This system was developed web-based with main features including a school information portal, QR Code-based digital attendance and GPS location validation, digital teacher permission applications, as well as internet network guidance and complaints. The system was tested using the Black Box Testing method on 9 test scenarios showing that all features were valid. The evaluation showed an increase in the efficiency of attendance recording time from 8-10 minutes to 1-2 minutes, and all service Key Performance Indicators were met. The comprehensive application of the ITIL framework in the development of a junior high school portal is a new contribution in this research that differentiates it from previous research that generally only focuses on the technical aspects of system development. Keywords : School Portal, Information Technology Infrastructure Library, IT Service Management, Digital Attendance, Information System SMPN 2 Telaga dihadapkan pada tiga permasalahan utama dalam manajemen layanan teknologi informasi yakni pencatatan absensi siswa dan guru yang masih dilakukan secara manual, ketiadaan media informasi digital resmi, serta pengelolaan gangguan jaringan internet yang bersifat reaktif tanpa panduan teknis terstandarisasi. Penelitian ini dilakukan untuk membangun SIPINTER (Sistem Portal Informasi Terintegrasi) sebagai solusi layanan TI utama, dengan menggunakan kerangka dari framework ITIL (Information Technology Infrastructure Library) lima domain, yaitu Service Strategy, Service Design, Service Transition, Service Operation, dan Continual Service Improvement. Proses pengumpulan data dilakukan dengan observasi dan wawancara langsung dengan stakeholder sekolah yang terdiri atas kepala sekolah, operator, dan guru. Sistem ini dikembangkan berbasis web dengan fitur utama mencakup portal informasi sekolah, absensi digital berbasis QR Code dan validasi lokasi GPS, pengajuan izin guru secara digital, juga panduan dan pengaduan perbaikan jaringan internet. Pengujian terhadap sistem dilakukan dengan metode Black Box Testing terhadap 9 skenario uji menunjukkan seluruh fitur berstatus valid. Evaluasi yang dilakukan menunjukkan peningkatan efisiensi waktu pencatatan absen dari 8-10 menit menjadi 1-2 menit, dan seluruh indikator Key Performance Indicator layanan terpenuhi. Dengan penerapan kerangka dari framework ITIL secara menyeluruh dalam pengembangan portal sekolah tingkat menengah pertama merupakan kontribusi baru dalam penelitian ini yang membedekannya dari penelitian sebelumnya yang umumnys hanya berfokus pada aspek teknis pengembangan sistem Kata kunci : Portal Sekolah, ITIL, Manajemen Layanan TI, Absensi Digital, Sistem Informasi
PERANCANGAN SISTEM INFORMASI ADMINISTRASI KEPENDUDUKAN DESA BERBASIS FRAMEWORK ITIL: STUDI KASUS DESA TINGKOHUBU TIMUR
Village public services, particularly administrative management and population data recording, are still handled manually in many villages, resulting in slow processing, difficulty retrieving archived documents, and a risk of data loss. This condition is also found in Desa Tingkohubu Timur, Gorontalo, where population data management remains fragmented and correspondence services are still entirely manual. This study designs a Village Population Administration Information System (SIAKDes) to digitalize these services and improve service quality. A qualitative approach was adopted, combining interviews and direct observation with village officials. The system was developed using the Waterfall method, while service management was structured around the ITIL (Information Technology Infrastructure Library) Service Lifecycle, covering Service Strategy, Service Design, Service Transition, Service Operation, and Continual Service Improvement. Unlike prior studies that apply ITIL only to isolated phases, this research integrates all five phases with a decile-based community classification mechanism for social-assistance targeting, an aspect not yet addressed comprehensively in the village information-system literature. The resulting system provides population data management, correspondence services, birth and death record management, and decile-based classification of social assistance recipients. Usability testing yielded a System Usability Scale (SUS) score of 77.5 (Acceptable, Grade B), confirming that SIAKDes is feasible and easy to operate for improving administrative efficiency and accuracy in Desa Tingkohubu Timur. Keywords Village Information System, Population Administration, ITIL, Waterfall, Public Service
MODEL PENILAIAN OBJEKTIF KARYA PUISI MAHASISWA DENGAN METODE SIMPLE ADDITIVE WEIGHTING (SAW)
Penelitian ini mengembangkan model penilaian objektif karya puisi mahasiswa dengan metode Simple Additive Weighting (SAW) sebagai upaya pengembangan kreativitas. Selama ini, penilaian puisi cenderung subjektif sehingga menghasilkan hasil yang tidak konsisten. SAW dipilih karena mampu mengakomodasi berbagai kriteria dengan bobot berbeda dan menghasilkan skor akhir yang transparan. Kriteria yang digunakan meliputi diksi, tema, struktur, orisinalitas, dan kaidah kebahasaan. Hasil penelitian menunjukkan bahwa SAW efektif mengubah penilaian subjektif menjadi objektif, sehingga karya puisi dapat dibandingkan secara adil. Kebaruan penelitian ini terletak pada penerapan SAW dalam evaluasi karya sastra, memperluas penggunaannya di luar bidang teknis. Secara praktis, model ini memberikan umpan balik yang jelas bagi mahasiswa dan mendukung dosen dalam melakukan penilaian yang transparan. Secara teoretis, penelitian ini memperkuat posisi SAW sebagai metode multikriteria yang fleksibel untuk seni dan sastra. Penelitian ini berkontribusi pada peningkatan literasi, kreativitas, dan apresiasi budaya di pendidikan tinggi.
PERANCANGAN UI/UX START UP “PETS KITA” MENGGUNAKAN METODE USER CENTER DESIGN DAN ANALISIS GSTALT
This study aims to design the User Interface (UI) and User Experience (UX) of the startup application “Pets Kita” by integrating the User-Centered Design (UCD) method and Gestalt principles. The rapid growth of the pet care industry in Indonesia highlights the need for a digital platform that provides integrated services, including pet healthcare, e-commerce, and community interaction. However, many existing applications suffer from poor usability and non-intuitive navigation. This research adopts a UCD approach consisting of four main stages: understanding the context of use, specifying user requirements, producing design solutions, and evaluating designs. Data were collected through observation and in-depth interviews with pet owners, followed by the development of user personas and user journey maps. The design process utilized Figma to create wireframes and high-fidelity prototypes, while Gestalt principles such as proximity, similarity, continuity, and closure were applied to enhance visual perception and usability. The evaluation phase employed usability testing and heuristic evaluation, resulting in an overall usability score of 83%, indicating that the proposed design meets user needs effectively. The findings demonstrate that integrating UCD and Gestalt principles can significantly improve usability, user satisfaction, and interaction efficiency. This study contributes to the development of user-friendly digital platforms in the pet care industry and provides a practical framework for UI/UX design in startup environments. Keywords: UI/UX, User-Centered Design, Gestalt, Startup, Pets Kita.
Perancangan Sistem IoT Perawatan Tanaman Sawi Indoor Menggunakan Protheus dan Kontrol Logika Fuzzy
The advancement of agricultural technology has encouraged the implementation of Internet of Things (IoT)-based automation systems to improve efficiency and productivity in crop cultivation, particularly in greenhouse environments. This study aims to design and implement an IoT-based automation system for indoor mustard plant cultivation using the Mamdani fuzzy logic approach. The system was developed using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The system utilizes environmental parameters, including temperature, soil moisture, and light intensity, collected through sensors and processed using fuzzy logic to control actuators such as water pumps and lighting automatically. The experimental results show that the system operates in real-time with an average response time of 2.7 seconds and achieves a sensor accuracy with an average error of 2.78%. Furthermore, the system improves water usage efficiency by up to 30% compared to conventional manual methods. These results indicate that the proposed system provides an effective and adaptive solution for greenhouse management and has strong potential to support the development of smart agriculture systems. Keywords: Internet of Things, greenhouse, fuzzy logic, automation, mustard plant
PERANCANGAN LAYANAN SISTEM INFORMASI PROFIL SEKOLAH SMPN 6 KOTA GORONTALO BERBASIS WEBSITE SEBAGAI MEDIA LAYANAN INFORMASI
SMPN 6 Kota Gorontalo tidak memiliki website resmi yang aktif, sehingga informasi sekolah tersebar di berbagai platform tidak resmi seperti grup WhatsApp dan papan pengumuman fisik. Kondisi ini menyebabkan penyampaian informasi tidak terpusat, sulit diakses masyarakat luas, dan berpotensi menimbulkan kesalahan informasi yang berdampak pada menurunnya kualitas layanan publik sekolah. Penelitian ini bertujuan merancang dan membangun sistem informasi profil sekolah berbasis website sebagai media layanan informasi resmi yang terpusat dan mudah diakses oleh seluruh pemangku kepentingan. Pengembangan sistem menggunakan metode Waterfall dengan teknologi PHP Native, HTML, CSS, dan MySQL, serta didukung Laragon sebagai local server dan Visual Studio Code sebagai editor kode. Pengumpulan data dilakukan melalui observasi langsung, wawancara dengan guru dan tenaga kependidikan, studi dokumentasi, serta kajian pustaka. Sistem yang dihasilkan menyediakan halaman publik yang memuat profil sekolah, data guru, galeri kegiatan, berita, prestasi siswa, serta pengumuman kelulusan. Pada sisi admin, sistem dilengkapi fitur login aman, pengelolaan konten berbasis CRUD, dan dasbor analitik yang menampilkan tren nilai akademik dan performa kelulusan. Sistem juga dilengkapi dua layanan interaktif, yaitu Layanan Cek Kelulusan berbasis NIS yang memungkinkan siswa memeriksa status kelulusan secara mandiri, serta Layanan Helpdesk pengaduan anonim berbasis tiket untuk mendukung manajemen insiden. Pengujian dengan metode Black Box Testing menunjukkan seluruh fungsi sistem berjalan sesuai harapan tanpa ditemukan kesalahan. Sistem ini berhasil mengintegrasikan pengelolaan informasi sekolah ke dalam satu platform terpusat berbasis web, sehingga meningkatkan aksesibilitas, akurasi, dan efisiensi layanan informasi publik di SMPN 6 Kota Gorontalo. Kata Kunci: Sistem Informasi, Profil Sekolah, Website, Waterfall, PHP Native
WEBGIS EXTREME WEATHER AND HEALTH FACILITIES IN MAGELANG REGENCY
Magelang Regency, Indonesia, has a high potential for extreme weather disasters due to its unique geographical and hydrological characteristics. This study utilizes WebGIS technology to assess the readiness of healthcare facilities in areas prone to extreme weather events in Magelang Regency. The developed WebGIS platform displays: (1) administrative maps, (2) the spatial distribution of health facilities, (3) extreme weather risk, hazard, capacity, and vulnerability maps, and (4) an analytical identification of healthcare facility readiness. This website aims to provide accurate and informative spatial information to support decision-making in extreme weather disaster mitigation planning. User Acceptance Testing (UAT) involving 10 respondents yielded a score of 88.8% (out of 100%), indicating that users 'strongly agree' that the system meets user-friendly criteria
PERANCANGAN SISTEM INFORMASI MANAJEMEN LAYANAN PEMINJAMAN ALAT PERTANIAN BERBASIS WEB MENGGUNAKAN FRAMEWORK ITIL PADA DINAS PERTANIAN
The lending service for agricultural tools and machinery at the Department of Agriculture is still managed manually, causing data recording errors, unclear equipment availability, low transparency, and delayed reporting. This study designs a web-based Agricultural Equipment Lending Service Management Information System using the Information Technology Infrastructure Library (ITIL) framework through five domains: Service Strategy, Service Design, Service Transition, Service Operation, and Continual Service Improvement. System development uses the Waterfall method with data collected through observation and interviews. The resulting system supports equipment inventory management, digital loan submission, real-time status monitoring, and automated reporting. System testing was conducted using the System Usability Scale (SUS) method, obtaining an average score of 75.83, which falls into the “OK” (Grade C) category according to Bangor et al. (2008), indicating that the system has a fairly good level of usability and is acceptable to users. ITIL implementation ensures more structured, transparent, and sustainable services at the Department of Agriculture. Keywords: IT Service Management, ITIL, Lending System, Management Information System, Public Service
Smart Supplier Selection Menggunakan Metode TOPSIS pada Sistem Pendukung Keputusan Berbasis Web
Supplier selection is an important process in supporting a company's operational activities. CV Semangat Baru still conducts supplier evaluations manually, causing the decision-making process to become less effective, time-consuming, and prone to errors. This study aims to design and develop a web-based decision support system to assist in selecting the best supplier using the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) method. The research method used is software engineering with the Software Development Life Cycle (SDLC) Waterfall development model. The system was developed using PHP programming language and MySQL database. The criteria used in the supplier selection process include product quality, delivery timeliness, price, delivery distance, and supplier reputation. The TOPSIS method was applied to rank suppliers based on the highest preference value. The results showed that the system was able to support the supplier evaluation process in a more systematic, objective, and efficient manner. Based on Black Box testing, all system functions operated properly with a success rate of 100%, while user evaluation results obtained a feasibility score of 91.3%, categorized as highly feasible. Therefore, the web-based decision support system using the TOPSIS method can assist CV Semangat Baru in determining the best supplier more quickly and accurately.
ANALISIS DAN PERANCANGAN UI/UX APLIKASI E-COMMERCE BERBASIS ANTICIPATORY DESIGN UNTUK OPTIMASI ALUR TRANSAKSI
Kompleksitas alur transaksi pada aplikasi e-commerce sering kali menjadi hambatan utama yang memicu decision fatiguedan tingginya angka pembatalan belanja (cart abandonment). Penelitian ini bertujuan untuk merancang antarmuka dan pengalaman pengguna (UI/UX) pada aplikasi e-commerce dengan menerapkan prinsip Anticipatory Design guna mengoptimalkan efisiensi alur transaksi. Metode penelitian yang digunakan adalah Design Thinking, yang terdiri dari tahapan empathize, define, ideate, prototype, dan testing. Fokus utama rancangan ini adalah meminimalkan beban kognitif pengguna melalui fitur-fitur prediktif yang bekerja secara proaktif, seperti pengisian otomatis data pengiriman berdasarkan pola perilaku, rekomendasi metode pembayaran prioritas, serta penyederhanaan langkah checkout. Prototipe desain dibangun menggunakan alat bantu Figma dan diuji melalui metode Usability Testing dengan melibatkan responden pengguna aktif e-commerce. Instrumen evaluasi yang digunakan meliputi pengukuran Time on Task untuk aspek efisiensi dan System Usability Scale (SUS) untuk aspek kepuasan pengguna. Hasil penelitian menunjukkan bahwa implementasi Anticipatory Design mampu memangkas waktu transaksi secara signifikan dibandingkan dengan alur konvensional. Hasil skor SUS yang diperoleh berada pada kategori "Excellent", yang mengindikasikan bahwa pengurangan interaksi manual yang tidak perlu berhasil meningkatkan kenyamanan dan loyalitas pengguna. Penelitian ini menyimpulkan bahwa pendekatan desain antisipatori merupakan solusi efektif dalam menciptakan pengalaman transaksi yang lebih intuitif dan cepat, sekaligus menjadi keunggulan kompetitif bagi platform digital di masa depan.
RANCANG BANGUN MULTIMEDIA PEMBELAJARAN INTERAKTIF MEDIA PENYIMPANAN (HARDDISK) MENGGUNAKAN ADOBE FLASH CS3 PADA SISWA KELAS X SMK NEGERI 1 MAGELANG
The aim of this study is to design an interactive learning system that can be used to effectively and efficiently teach students, providing up-to-date information, facilitating learning and being user-friendly. The learning media was designed using Adobe Flash CS3.The research methodology used in this thesis is Research and Development (R&D), which is a method of developing new products or improving existing ones. The method used by the author for developing the system is ADDIE.The design of the learning media includes environmental analysis, interface design, creation of the learning media, testing with students and evaluation of the results.The results of this study show that the interactive learning media can help students to obtain materials more easily and in a more engaging way, thus improving their learning outcomes. Keywords: Interactive Learning Media, Research and Development (R&D), ADDIE, Adobe Flash CS3
IMPLEMENTASI SISTEM MANAJEMEN INFORMASI "LYTARA" SEBAGAI PUSAT REPOSITORY DIGITAL DAN LAYANAN ADMINISTRASI MAHASISWA
Digital transformation in higher education administration is essential for operational efficiency. STMIK Bina Patria faces challenges regarding unsynchronized manual administrative data, which hinders students’ academic progress. This research aims to develop “Lytara V.2.0” as a digital repository center and integrated administrative service using the Google Sites platform. The research method employed is Research and Development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Data was collected through a material expert validation instrument and a user response questionnaire distributed to 30 student respondents. The material expert validation resulted in a score of 79.17% (Eligible with Minor Revisions), while the user field trial showed an effectiveness level of 85.00% (Very Eligible). Lytara V.2.0 is proven effective in simplifying access to vital documents such as thesis registration, admission archives, and guidance schedules within a single digital navigation portal. Keywords Digital Repository, Google Sites, Student Administration, ADDIE, Lytara
PENGARUH ELECTRONIC WORD OF MOUTH (eWOM) TERHADAP PERILAKU PEMBELIAN IMPULSIF PADA MARKETPLACE SHOPEE
Technological advances have shifted consumer behaviour towards e-commerce platforms, triggering the emergence of impulsive buying or spontaneous shopping without planning. This study aims to analyse the influence of electronic word-of-mouth (eWOM) on impulsive buying behaviour among Shopee marketplace users. The research method used was quantitative, involving the distribution of a questionnaire to 98 Shopee users, most of whom were Generation Z and Millennials aged 21-30. Data dianalisis dengan regresi linier sederhana dan pengujian hipotesis. The results of the study showed that eWOM has a positive and significant influence on impulsive purchases. This is evidenced by the value of the t statistic of 16.633, which is greater than the t table value (1.98498), as well as the significance value of 0.000 < 0.05. The analysis of the determination coefficient showed that eWOM contributes 13.9% to influencing impulsive purchasing decisions. These findings indicate that reviews, ratings, and testimonials from other users are considered credible and persuasive information, thus reducing cognitive barriers and prompting consumers to make spontaneous purchases.
Implementation of the LSTM Deep Learning Model for Water Quality Parameter Prediction
Efficient water quality prediction is crucial amid the threat of increasing pollution. Conventional methods have limitations in terms of cost, time, and coverage, requiring an innovative approach based on artificial intelligence. This study aims to classify drinking water suitability using Long Short-Term Memory (LSTM) architecture, which is known to be effective for sequential data. The research method includes data collection from Kaggle, data pre-processing such as normalization and missing value handling, and data division into 80% for training and 20% for testing. The proposed LSTM model was evaluated using accuracy, precision, recall, and F1-Score metrics. The results show that the LSTM model is capable of achieving an overall accuracy of 95.47%, with a precision of 0.9511 and a recall of 0.9547. Although there are some False Positive classification errors (predicting water as unfit when it is actually fit), the overall performance of the model is excellent and reliable for this classification task. The conclusion of this study is that the LSTM model can be an effective and accurate solution for predicting water quality, supporting early detection and real-time pollution control efforts.
RANCANG BANGUN SISTEM LAYANAN ADMINISTRASI PERSURATAN SMKN 4 GORONTALO BERDASARKAN FRAMEWORK ITIL V3 DOMAIN SERVICE DESIGN
The mail administration service at SMKN 4 Gorontalo still relies on manual processes, resulting in delayed document distribution, difficulty retrieving archives, and a lack of structured monitoring. This study aims to design a mail administration information system (Simpers) using the ITIL V3 framework, specifically the Service Design domain, integrated with the Business Process Improvement (BPI) approach. The research methodology consists of three phases: data collection and field observation, Business Process Analysis and Improvement (covering As-Is BPMN modeling, evaluation, and To-Be process design), and Service Design (covering feature requirements, database design, UI design, and SLA). The results show that Simpers is equipped with integrated features including OCR-based mail input, digital disposition, e-archiving, Telegram notification, and an IT helpdesk with an SLA tiering system (S1–S4). The system eliminates manual bottlenecks identified in the As-Is process and transforms school administrative workflows into a digitalized, accountable, and traceable system Keywords : ITIL V3, Service Design, Mail Administration System, Business Process Improvement,
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.
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
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
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.
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%.
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.
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
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
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.