Jurnal Informasi dan Komputer https://ojs.dcckotabumi.ac.id/index.php/jik <p>Jurnal Informasi dan Komputer (JIK) adalah jurnal ilmiah yang diterbitkan oleh LPPM Institut Teknologi Bisnis Dan Bahasa Dian Cipta Cendikia, Indonesia. Jurnal JIK mencakup bidang Informatika dan Komputer. Terbit pertama kali pada tahun 2014 dalam versi cetak dan dipublikasikan secara online pada tahun 2018. Tujuan dari Jurnal JIK adalah menyebarluaskan hasil penelitian dan meningkatkan produktivitas publikasi ilmiah. Jurnal JIK terbit pada bulan april dan Oktober.</p> LPPM Institut Teknologi Bisnis Dan Bahasa Dian Cipta Cendikia en-US Jurnal Informasi dan Komputer 2337-8344 PREDIKSI HARGA EMAS MENGGUNAKAN ALGORITMA SEASONAL AUTO REGRESSIVE INTEGRATED MOVING AVERAGE https://ojs.dcckotabumi.ac.id/index.php/jik/article/view/639 <p><em>This study aims to develop a gold price prediction model using the Seasonal Autoregressive Integrated Moving Average </em>(SARIMA) <em>method. The model is designed to address fluctuations in gold prices influenced by seasonal factors by utilizing historical gold price data as the basis for forecasting. The data used has undergone selection and transformation stages within the Knowledge Discovery in Databases </em>(KDD)<em> framework. The model Evaluation was conducted using two main metrics, namely Root Mean Square Error </em>(RMSE)<em> and Mean Absolute Percentage Error</em> (MAPE),<em> to measure prediction accuracy and performance. The results indicate that the </em>SARIMA<em> model is capable of providing high-accuracy predictions, as evidenced by an </em>RMSE<em> of 17.393 and a </em>MAPE<em> of 0.65863, reflecting a relatively low prediction error. These findings affirm the reliability of </em>SARIMA<em> in handling time series data with seasonal patterns while contributing to the development of commodity price prediction methods, particularly for gold. The developed model is expected to serve as a reference for investors, market analysts, and other stakeholders in formulating more measured and data-driven investment strategies.</em></p> Indra Ikhsani Martanto . Arif Rinaldi Dikananda Mulyawan . ##submission.copyrightStatement## 2025-04-02 2025-04-02 13 01 01 10 10.35959/jik.v13i01.639 THE IMPLEMENTATION OF DESIGN THINKING AS A DESIGN METHOD IN EDUCATIONAL GAME DEVELOPMENT https://ojs.dcckotabumi.ac.id/index.php/jik/article/view/652 <p><em>The popularity of educational games as learning tools continues to rise, thanks to their ability to create engaging and interactive learning experiences. However, the development methodologies for these games have not kept pace with their increasing popularity. Many developers face challenges in choosing approaches that are not only effective but also adaptive to user needs. This study examines the potential of design thinking as an alternative methodology for developing educational games. As an innovative approach rooted in UI/UX design, design thinking offers an iterative, user-centered framework through five key stages: empathize, define, ideate, prototype, and test. By conducting literature reviews, comparative analyses, and case studies, this research proposes a design thinking-based methodology for educational game development. Validation was conducted through the development of an educational game focused on pathfinding algorithms. Evaluation results using the User Experience Questionnaire (UEQ) indicated scores of 2.15 for attractiveness, 1.77 for dependability, and 1.81 for stimulation, all categorized as excellent. Meanwhile, the aspects of novelty (1.76), perspicuity (1.95), and efficiency (1.87) were categorized as good. These findings suggest that the design thinking-based methodology holds promise as an effective and adaptive approach for educational game development.</em></p> D'Riski Maulana Rosa Ariani Sukamto Asep Wahyudin ##submission.copyrightStatement## 2025-04-02 2025-04-02 13 01 11 22 10.35959/jik.v13i01.652 RANCANG BANGUN GAME RPG UNTUK MEMBERIKAN WAWASAN AKAN PENGARUH PERFEKSIONISME PADA KESEHATAN MENTAL https://ojs.dcckotabumi.ac.id/index.php/jik/article/view/655 <p><em>This study aims to design and analyze the RPG game Package Delivery, based on the psychological concept of perfectionism, to provide insights into its impact on mental health. Utilizing the Research and Development (R&amp;D) method with the ADDIE model and Game Development Life Cycle (GDLC), as well as Godot Engine 4.2.1, the game was tested through Black Box Testing, expert validation using LORI 1.5, and player comprehension questionnaires using Game Heuristic Evaluation. Results from expert validation and player questionnaires showed high-quality outcomes across various aspects. Expert assessments ranged from good to excellent, while player questionnaires achieved an average score of 4, indicating the game’s technical quality and its effectiveness in conveying the concept of perfectionism and its effects on mental health. These findings demonstrate that the study successfully met its goals in designing an RPG game and providing deeper understanding of perfectionism's impact on mental health.</em></p> Satria Pinandita Abyatarsyah Rosa Ariani Sukamto Rasim Rasim ##submission.copyrightStatement## 2025-04-02 2025-04-02 13 01 23 34 10.35959/jik.v13i01.655 PROYEK SISTEM INFORMASI PENJUALAN DAN PERSEDIAAN BERBASIS WEB PADA RESTORAN ALAM MEMANGGIL BOGOR https://ojs.dcckotabumi.ac.id/index.php/jik/article/view/659 <p><em>The payment system that still uses a calculator often causes miscalculations, while raw material management often faces obstacles such as undetected out-of-stock items. The manual reporting process makes it difficult to identify income details, so the flow of income and expenses becomes unclear. To address these issues, a website-based restaurant ordering and management system was designed using the waterfall method. This system aims to reduce errors in daily transaction records, assist employees in the payment process, and produce accurate transaction reports to prevent data accumulation and loss. Test results show that this website has high performance with a Performance score of 91, meaning the page loads quickly. Additionally, the Best Practices value reaches 100, indicating excellent technical quality and security. However, the Accessibility score of 60 highlights the need for improvements to make the system more inclusive and accessible to users with disabilities. This system is expected to significantly improve the operational efficiency of the restaurant.</em></p> Ameliya Sukma Lestari Ika Prasetia Nadia Krisanti Tuti Haryanti ##submission.copyrightStatement## 2025-04-02 2025-04-02 13 01 35 42 10.35959/jik.v13i01.659 PERANCANGAN DESAIN APLIKASI PEMETAAN UMKM BERBASIS MOBILE https://ojs.dcckotabumi.ac.id/index.php/jik/article/view/673 <p>Perkembangan teknologi informasi mendorong Usaha Mikro, Kecil, dan Menengah (UMKM) untuk memanfaatkannya dalam mengembangkan usaha. Namun, banyak pelaku UMKM masih kesulitan menarik pelanggan dan menyebarkan informasi lokasi usaha mereka. Untuk mengatasi kendala ini, dikembangkan Sistem Informasi Geografis (SIG) Pemetaan UMKM Berbasis Mobile, yang memungkinkan pelanggan menemukan UMKM terdekat dengan mudah serta membantu pelaku usaha mempublikasikan bisnis mereka secara efektif. Aplikasi ini menggunakan metode prototype, yang memungkinkan pengujian dan penyempurnaan desain berdasarkan masukan pengguna. Dikembangkan dengan Flutter dan Dart, aplikasi ini dapat berjalan di Android dan iOS, sehingga menjangkau lebih banyak pengguna. Fitur utamanya meliputi pencarian berbasis lokasi, pengelolaan data UMKM, serta pembaruan informasi usaha secara real-time. Hasil penelitian menunjukkan bahwa aplikasi ini efektif dalam meningkatkan aksesibilitas dan publikasi UMKM di Indramayu. Aplikasi ini melibatkan tiga aktor utama, yaitu Admin, Mitra UMKM, dan Pengunjung, yang masing-masing memiliki peran dalam sistem. Dengan solusi ini, penyebaran informasi UMKM menjadi lebih efisien, mendukung pertumbuhan bisnis lokal, serta memperkuat daya saing UMKM di era digital.</p> Dita Rizki Amalia Septian Yoga Prawira Dian Pramadhana Riyan Farismana ##submission.copyrightStatement## 2025-04-04 2025-04-04 13 01 43 50 10.35959/jik.v13i01.673 RANCANG BANGUN APLIKASI UNTUK MENGHASILKAN MATERI PEMBELAJARAN BAHASA INDONESIA BAGI DOSEN MENGGUNAKAN KONSEP AGILE BERBASIS WEBSITE https://ojs.dcckotabumi.ac.id/index.php/jik/article/view/677 <p><em>The purpose of this research is͏ to͏ design and development a web-based program application ͏that helps lecturers ͏in creating Indonesian language learning materials ͏with fast way using Agile. This method is chosen because of its simplicity, incremental development, ͏and its ability to adapt to feedback from ͏the user͏. Features of the program include material patterns, interactive content integration, and shared editing tools. The steps of development consisted of planning, design, implementation, and testing; each stage improved the functionality according to teachers' needs. The results obtained͏ show that the application can facilitate the creation of learning materials and the quality of the content supports dynamic changes acceptable! This research helps in the digital transformation of learning tools with a user-focused form and a fast model.</em></p> Toni Saidun Ali Miswanto Miswanto Rahmat Nursiaga Nana Mulyana ##submission.copyrightStatement## 2025-04-04 2025-04-04 13 01 51 57 10.35959/jik.v13i01.677 PENGUKURAN ULASAN APLIKASI QUESTION.AI DI GOOGLE PLAY STORE GUNA MENILAI KEPUASAN PENGGUNA MENGGUNAKAN METODE NAIVE BAYES https://ojs.dcckotabumi.ac.id/index.php/jik/article/view/661 <p><em>The rapid progress of information and communication technology in recent years has brought significant changes in various aspects of life, including, business, education and public services. Mobile applications have how become an essential component of everyday activites, with application distribution platforms such as Google Play Store playing a central role in providing access to users. Reviews from users are very important for application developers to find out complaints from users, user reviews containing comments and ratings are very important for application develop to improve application performance. This research aims to analyze sentiment from user reviews of the Question.AI application on the Google Play Store, With the aim of assessing the level of user satisfaction. By ultilizing the Naïve Bayes method, the reviews were categorized into two categories of positive and negative sentiment. Based on research results regarding user sentiment analysis of the Question.AI application, the data used was obtained through a scraping process from 2023 to 2024, with a total of 1960 reviews. From this analysis, it was revealed that the majority of users gave positive reviews, 1639 of which were classified as positive sentiment, while 321 reviews fell into the negative category. This shows that although many users provide positive comments about the Question.AI application, a number of users also provide negative comments. The classification method used is Naïve Bayes, which produces an accuracy rate</em><em>.</em></p> Umar Rakhman Rini Astuti Willy Prihartono Ryan Hanomangan ##submission.copyrightStatement## 2025-04-04 2025-04-04 13 01 58 63 10.35959/jik.v13i01.661 PERANCANGAN APLIKASI MONITORING WIRAUSAHA BERBASIS MOBILE UNTUK GURU DAN SISWA https://ojs.dcckotabumi.ac.id/index.php/jik/article/view/671 <p><em>Education is the main pillar in creating talented human resources, who are not only smart in theory but have the skills needed for industry and business. One of the fields that need to be developed in schools is entrepreneurship. Meanwhile, the use of technology in schools that have implemented entrepreneurship programmes is still minimal, especially in recording products and calculating business income and sales. This can hinder business development. This research aims to design a mobile-based entrepreneurial monitoring application to facilitate students and teachers in managing their business practically. The software design method that the author uses in this research is the waterfall method. The results of this study indicate that the entrepreneurial monitoring application runs quite effectively in managing data that can be accessed by users in real-time easily.</em></p> Muhammad Ziyadul Khair Rita Komalasari ##submission.copyrightStatement## 2025-04-04 2025-04-04 13 01 64 71 10.35959/jik.v13i01.671 RANCANG BANGUN GAME RPG SEBAGAI MEDIA PENGENALAN ALGORITMA DAN PEMROGRAMAN https://ojs.dcckotabumi.ac.id/index.php/jik/article/view/649 <p><em>Technology has become an integral part of daily life in this modern era. Programming is one of the rapidly developing fields within technology. To delve deeper into programming, the most common approach is to take Algorithms and Programming courses. However, these courses often pose significant challenges for students, hindering their progress in programming.&nbsp;Based on this problem, this research proposes the development of an RPG game as a tool to facilitate learning for both current and prospective programming students. The researcher will employ the GDLC methodology for game development. Additionally, the LORI framework will be used to ensure the conceptual soundness of this research.</em></p> <p>&nbsp;</p> Irfan Mochamad Esa ##submission.copyrightStatement## 2025-04-04 2025-04-04 13 01 72 80 10.35959/jik.v13i01.649 PENGEMBANGAN SISTEM INVENTORY, DIPERUSAHAAN BUMN BAGIAN PERDAGANGAN MENGGUNAKAN FRAMEWORK LARAVEL https://ojs.dcckotabumi.ac.id/index.php/jik/article/view/674 <p><em>This research is motivated by the many companies that still use manual systems in managing stocks and orders, which causes operational inefficiencies. In particular, state-owned trading companies experience challenges in managing logistics and administration that are constrained by fragmented manual systems. This research identifies knowledge gaps related to the development of technology-based stock and order management systems, especially using the Laravel framework in the context of large companies. The research methodology used was descriptive qualitative with observation and in-depth interviews in the logistics and administration division of the company for four months. The results showed that the developed system was able to improve the efficiency of stock management, speed up the recording process, and minimize errors that occurred in order management, comparing much better than the previous manual method. The implication of this research is that the use of a web-based system can provide better accessibility for users on various devices, as well as offer a user-friendly interface to improve the company's operational efficiency.</em></p> Mirhan Maulana Hadiansyah Masum ##submission.copyrightStatement## 2025-04-04 2025-04-04 13 01 81 88 10.35959/jik.v13i01.674
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