https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/issue/feed TEKNIMEDIA: Teknologi Informasi dan Multimedia 2025-12-17T14:05:53+07:00 Muhammad Azmi muhammad4zmi@gmail.com Open Journal Systems google scholar https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/284 PERBANDINGAN KINERJA ALGORITMA NAIVE BAYES DAN C4.5 DALAM PREDIKSI PENYAKIT JANTUNG 2025-12-17T14:05:50+07:00 Sri Wulandari sriwulandari@students.amikom.ac.id Kusrini Kusrini kusrini@amikom.ac.id Hanafi Hanafi hanafi@amikom.ac.id <p>Information Technology is a data processing technology and is a variety of ways to produce high-quality information accurately and quickly, relevant to the needs of individuals and businesses. Strategic information about decision making. The development of information technology is one of the most important factors for the progress of time. There are several fields that are important for technological progress and affect the progress of the country, such as the education sector, the economic sector, the health sector, the government sector, and the socio-cultural sector. Basically, technology is developed to promote human work. Currently, technology is a great need for humanity. In fact, technology is used in all aspects of human life. Predicting heart disease accurately is essential to treat heart patients efficiently before a heart attack occurs. This goal can be achieved by using an optimal machine learning model with complete heart disease health data. Therefore, a comparison of the performance of the Naive Bayes algorithm and the C4.5 algorithm in predicting heart disease requires calculation so that the results obtained are more accurate. Before doing the calculation, it is necessary to check the feasibility of the data to be used, then the division of training and testing data. In the study, there were several scenarios for dividing training and testing data using a confusion matrix. This study resulted in a performance comparison of the Naïve Bayes and C4.5 algorithms in predicting heart disease, 6 experimental scenarios were carried out, each algorithm had 3 experiments with varying amounts of training data and testing data. The C4.5 algorithm performed 3 experimental scenarios, in the first experiment the Naïve Bayes algorithm, the first experiment 70:30 produced an accuracy of 83%. In the second experiment 80:20 produced an accuracy of 83%. In the third experiment 90:10 produced an accuracy of 85%. Then the C4.5 algorithm performed 3 experimental scenarios, in the first experiment 70:30 produced an accuracy of 98%. In the second experiment 80:20 produced an accuracy of 100% In the third experiment 90:10 produced an accuracy of 100%.</p> 2025-12-16T21:07:07+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/298 PERANCANGAN GAME EDUKATIF TENSES MATCH-UP BERBASIS INTERAKTIF MENGGUNAKAN SCRATCH DI MAS DARULMUTA’ALLIMIN BLANG BINTANG 2025-12-17T14:05:50+07:00 Salma Wati 210212045@student.ar-raniry.ac.id Mira Maisura mira.maisura@ar-raniry.ac.id <p>Understanding tenses in English remains a common obstacle for many students, including those at MAS Darul Muta'allimin Blang Bintang. The lack of variety in learning methods leads to low student engagement in understanding these grammatical concepts. This study aims to design an interactive educational game titled Tenses Match-Up based on Scratch, as an interesting and communicative alternative learning medium. The method used is Research and Development (R&amp;D) with the Alessi and Trollip development model which includes the planning, design, and development stages. The game is designed with three main modes, namely Drag the Tense, Sound and Sense, and Pause and Sense, which are adapted to four main types of tenses: simple present, simple past, simple future, and present perfect. Validation was carried out by media experts and material experts to assess visual quality, interactivity, and content suitability. The validation results showed that this media was declared very suitable for use with a suitability percentage of 91.66% and 83.33%, respectively. Although it has not been tested directly on students, these results suggest that the educational game Tenses Match-Up has the potential to support more engaging and effective English learning at the high school level</p> 2025-12-16T21:08:32+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/299 SISTEM OTOMATISASI RENDERING VIDEO TEMPLATE AFTER EFFECTS BERBASIS WEB DENGAN EXTENDSCRIPT DAN FLASK 2025-12-17T14:05:50+07:00 Ragil Raditya Saputra ragil.raditya2005@student.esaunggul.ac.id Zacky Innova Zackyinova1@student.esaunggul.ac.id Epsilona Katiga Capricorna epsilonakatigacapricorna@student.esaunggul.ac.id Bambang Irawan bambang.irawan@esaunggul.ac.id Ridwan Ramadhan ramadhanridwan660@student.esaunggul.ac.id Muhammad Hafizh Rahman Hakim mhafizhrhakim@student.esaunggul.ac.id <p>The process of creating animations or videos in Adobe After Effects typically requires repetitive and time-consuming manual interaction, making it less efficient in digital multimedia workflows. To address this challenge, this study designed a web-based rendering automation system by integrating ExtendScript, After Effects' internal scripting language, and the Flask framework as the backend. The HTML-based interface allows users to input parameters such as text, color, or formatting options, which are then processed by Flask and passed to After Effects via a local subprocess. Beyond integration, we also compared this automation system with manual methods. This system increased work efficiency by up to 67.78% compared to traditional manual methods and supported automated processing based on user input. This system provides a practical and affordable solution for users who want to accelerate the production of visual content from After Effects templates with customizations to text and color, without compromising the flexibility and quality of the final result. This technology integration demonstrates that automating the creative process can be done effectively, stably, and easily accessible via the web if further developed.</p> 2025-12-16T21:10:23+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/265 RANCANG BANGUN ALAT MONITORING SUHU DAN KONTROL KANDANG AYAM BROILER DENGAN MEMANFAATKAN DIMMER LAMPU DAN SENSOR GAS BERBASIS INTERNET OF THINGS (IOT) 2025-12-17T14:05:50+07:00 Yudi Mulyanto yudi.mulyanto@uts.ac.id Yuliadi Yuliadi yuliadi@uts.ac.id Dimas Wiryatari dimas.wiryatari@uts.ac.id Putry Chaerunnisa Mudmainna putrychaerunnisa2@gmail.com <p><em>Broiler chicken farming faces challenges in maintaining optimal air quality and cage temperature, which significantly impacts the health and productivity of the chickens. Unfavorable conditions, such as high or low temperatures and poor air quality, can cause stress in chickens, reduce their appetite, and increase the risk of disease. This study aims to design an automatic temperature and air quality monitoring system for broiler chicken cages based on the Internet of Things (IoT) using dimmer lights and gas sensors. The method used in this research is experimental, which includes hardware and software design, as well as system testing. Based on the tests, the system was proven effective in maintaining cage temperature and air quality for broiler chickens. The light intensity control successfully maintains a comfortable temperature, while the CO2 sensor accurately detects the increase in harmful gases. Additionally, energy efficiency improved due to the automatic dimmer lights. However, the system relies on a stable internet connection and requires periodic calibration of the gas sensor to ensure optimal accuracy.</em></p> 2025-12-16T21:10:53+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/303 IMPLEMENTASI FILE SERVER TERPUSAT MENGGUNAKAN NEXTCLOUD DI SMKN 2 KUTACANE 2025-12-17T14:05:51+07:00 Maila Sundari mailasindari@gmail.com Nazaruddin Ahmad nazar.ahmad@ar-raniry.ac.id <p>This study discusses the implementation of a centralized file server system using Nextcloud at SMKN 2 Kutacane to improve the efficiency and security of internal data management. The system was developed on a local server running Ubuntu Server and the Nextcloud application, which provides internal cloud storage via intranet. The development process followed the ADDIE model, including needs analysis, system design, installation, implementation, and evaluation. Evaluation involved blackbox testing to assess system functionality, along with user observations and questionnaires to explore user perceptions. The results indicate that the system operated as expected, was easy to use, and significantly enhanced digital collaboration within the school. These findings suggest that local cloud technology can be effectively adopted by vocational education institutions to support cost-efficient and controlled digital transformation.</p> 2025-12-16T21:11:17+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/293 PENGEMBANGAN VIDEO EDUALRT SEBAGAI MEDIA PENYULUHAN KESELAMATAN BERKENDARA BAGI PENGEMUDI BUS 2025-12-17T14:05:51+07:00 Dimas Nugroho Putro putrodimas43@gmail.com Dani Fitria Brilianti d_fiabrilianti@pktj.ac.id Sugianto Sugianto sugianto@pktj.ac.id <p><em>Traffic accidents involving route buses remain a serious issue in the transport sector. One of the main causes is the low level of understanding among drivers of the principles of safe driving. This research project aims to design and develop educational media in the form of e-learning videos to counsel bus drivers at the Sudiro Tungga Jaya Bus Company on safe driving practices. The Research and Development (R&amp;D) method was employed, using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The videos cover fatigue management, road hazard management and travel management plans. The material and media were validated by experts and the effectiveness was evaluated through a pre-test and post-test with 40 AKAP and AKDP bus drivers. The results showed that the educational video is a feasible and effective counselling tool, significantly increasing drivers' understanding of safe driving practices. The educational video proved to be attention-grabbing, easy to understand and effective in increasing participant involvement in the counselling seminar.</em></p> 2025-12-16T21:11:45+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/285 WA-DILA (WHATSAPP-BASED INTELLIGENT ASSISTANT): CHATBOT UNTUK MENINGKATKAN LAYANAN INFORMASI DI LEMBAGA SERTIFIKASI PROFESI 2025-12-17T14:05:51+07:00 Dani Anggoro anggoro.dani1@gmail.com Yasmika Baihaqi yasmikabaihaqi@gmail.com Aulia Tasya Putri. Dh auliadh.tasya@gmail.com Nur Rahma Danitta rahmadanitta300@gmail.com Muhammad Hidayah Alfino alfiro732@gmail.com <p><em>The utilization of information technology has transformed the delivery of public services, including competency certification information services provided by Professional Certification Institutions (LSP). WhatsApp, as one of the most popular instant messaging applications in Indonesia, is commonly used as a primary communication platform. However, the manual information delivery process at LSP Universitas Muhammadiyah Metro has led to several issues, such as delayed responses, overlooked messages, and inconsistent information. This study developed an Artificial Intelligence (AI)-based chatbot integrated with Natural Language Processing (NLP) on the WhatsApp platform, named WA-DILA (WhatsApp-based Intelligent Assistant). The system was developed using the Waterfall model, encompassing stages of requirements analysis, system design, implementation, testing, and maintenance. Node.js and MySQL were utilized in the development, and system functionality was evaluated using black box testing.</em></p> <p><em>WA-DILA was successfully implemented and capable of automatically responding to various user inquiries. All features functioned as expected based on testing results. Out of 217 users, 206 provided feedback, with 88% giving positive ratings (scores 4 and 5), indicating a high level of satisfaction with the chatbot service. WA-DILA effectively enhanced the efficiency and quality of information services at the LSP through fast, automated, and consistent responses. This solution demonstrates strong potential for broader implementation in other digital information service contexts, supporting the transformation of public services through the adoption of intelligent technology-based systems.</em>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p> 2025-12-16T21:12:09+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/313 PERANCANGAN UI/UX APLIKASI NOTIFIKASI MASA STUDI MAHASISWA UIN AR-RANIRY BERBASIS ANDROID 2025-12-17T14:05:51+07:00 Annisa Zahra 210212020@student.ar-raniry.ac.id Sarini Vita Dewi vita.sarini@ar-raniry.ac.id <p>The Regulation of the Minister of Education and Culture (PERMENDIKBUD) No. 3 of 2020 states that <br>the maximum study period for undergraduate students is seven years. This policy serves as an important guide<br>line for universities to monitor and guide students to complete their studies on time. However, the current in<br>formation system at UIN Ar-Raniry has not yet provided a dedicated notification feature that regularly reminds <br>students about their study period. This research aims to design the User Interface (UI) and User Experience <br>(UX) of an Android-based notification application, specifically created for students in their 5th semester and <br>above at UIN Ar-Raniry. The study adopts the Design Thinking approach, which includes five key stages: Em<br>pathize, Define, Ideate, Prototype, and Test. Figma was used as the main tool for creating interactive proto<br>types. Data was collected through interviews and observations involving final-year students to explore their <br>real needs and user behavior. Usability testing was conducted using the System Usability Scale (SUS) method, <br>which resulted in an average score of 81.5, falling into the “excellent” category. This result highlights the im<br>portance of integrating strong UI/UX principles into educational applications. It also proves that intuitive de<br>sign and a smooth user experience can significantly increase student awareness and discipline regarding their <br>study limits. The application is expected to serve as a supportive solution for a more responsive and user<br>centered digital academic system.</p> 2025-12-16T21:12:49+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/267 RANCANG BANGUN MESIN PENETAS TELUR OTOMATIS MENGGUNKAN MIKROKONTROLER ESP32 2025-12-17T14:05:51+07:00 Samsul Samsul sul41948@gmail.com Yudi Mulyanto yudi.mulyanto@uts.ac.id Juniardi Akhir Putra juniardi.akhir.putra@uts.ac.id Fahri Hamdani fahri.hamdani@uts.ac.id <p><em>Mesin penetas telur otomatis berbasis mikrokontroler ESP32 dirancang untuk meningkatkan efisiensi penetasan telur ayam kampung dengan mempertahankan kondisi optimal suhu dan kelembaban. Sistem ini menggunakan sensor DHT22 untuk memantau suhu dan kelembaban, modul RTC DS3231 untuk pencatatan waktu, serta motor stepper untuk membalik telur secara otomatis setiap 4 jam sekali. Selain itu, sistem ini dikendalikan dan dipantau secara jarak jauh melalui aplikasi Blynk menggunakan konektivitas Wi-Fi. Penelitian ini bertujuan untuk mengatasi kendala dalam penetasan telur secara alami, seperti suhu yang tidak stabil dan perilaku induk ayam yang tidak konsisten dalam mengerami telur. Pengujian dilakukan untuk memastikan keakuratan sensor dan efektivitas sistem pemanas, kipas, serta mekanisme pemutaran telur. Hasil uji menunjukkan bahwa sistem mampu mempertahankan suhu dalam kisaran 37°C–40°C dan kelembaban 50%–60% RH, sehingga meningkatkan keberhasilan penetasan dibandingkan metode konvensional. Dengan hasil yang diperoleh, mesin penetas telur otomatis berbasis ESP32 ini dapat menjadi solusi inovatif bagi peternak kecil dan menengah dalam meningkatkan produktivitas dan efisiensi penetasan telur.</em></p> <p><em>&nbsp;</em></p> 2025-12-16T21:13:20+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/292 APLIKASI PEMBELAJARAN INTERAKTIF PENGENALAN PAKAIAN ADAT SULAWESI MENGGUNAKAN AUGMENTED REALITY 2025-12-17T14:05:51+07:00 Ahmad Thariq ahmadthariq07@gmail.com <p class="Abstract"><span style="font-size: 11.0pt;">Indonesia's cultural diversity, especially traditional clothing from Sulawesi, is a heritage that needs to be preserved. Sulawesi has a variety of traditional clothing that reflects the cultural richness and identity of its people. However, a lack of understanding and access to information about traditional clothing often poses a challenge to cultural preservation efforts. The objective of this research is to develop an AR-based learning application that can help users learn about traditional Sulawesi clothing in an interactive manner. The application is designed to allow users to view three-dimensional models of traditional clothing, interact with visual elements, and access educational information about the philosophy and history of the clothing. The development method used in this study is MDLC. The stages include concept development, UI/UX design, material collection, application development, functional testing, and application distribution. Data was collected through literature studies, observations, and trials with users. The research findings indicate that AR-based applications can serve as an effective educational tool, raising public awareness of Sulawesi's cultural heritage to support the preservation of Indonesia's cultural heritage, particularly in Sulawesi. Additionally, these applications can enhance users' understanding of traditional Sulawesi attire in a more engaging and interactive manner compared to conventional methods, thereby fostering greater user involvement and interest in learning about local culture through immersive visual experiences.</span></p> 2025-12-16T21:13:57+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/316 FINANCIAL SENTIMENT ANALYSIS USING FINBERT FINE-TUNED 2025-12-17T14:05:52+07:00 Heroe Santoso heroe.santoso@universitasbumigora.ac.id Raisul Azhar raisulazhar@universitasbumigora.ac.id Suryati Suryati suriyati@universitasbumigora.ac.id Melati Rosanensi melati.rn@universitasbumigora.ac.id I Made Yadi Dharma yadi_dharma@universitasbumigora.ac.id Husain Husain husain@universitasbumigora.ac.id Ahmat Adil ahmat.adil@universitasbumigora.ac.id Muhamad Azwar muha.azwar@gmail.com I Putu Hariyadi putu.hariyadi@universitasbumigora.ac.id <p>Financial information is a critical type of data for analysis. However, because much of it is unstructured and widely dispersed, an appropriate analytical method is required, one of which is sentiment analysis. In the financial context, sentiment analysis is employed by the industry to assess public perceptions of companies or market conditions. This study implements a fine-tuned FinBERT model to perform sentiment analysis in the financial sector. The dataset used is a combination of FiQA (Financial Question Answering) and The Financial PhraseBank, consisting of English sentences labeled with negative, neutral, and positive sentiments. The research process involved data preprocessing, tokenization, data splitting, model training, and evaluation using accuracy, precision, recall, F1-score, and confusion matrix metrics. The results show that the model achieved 82% accuracy, with its best performance in the positive class (F1-score 0.88) and the neutral class (F1-score 0.85), but weaker performance in detecting the negative class (F1-score 0.49). These findings indicate that the fine-tuned FinBERT is effective for financial sentiment analysis, particularly for positive and neutral sentiments, though improvements are needed in negative sentiment detection, potentially through expanding training data diversity or applying data augmentation techniques</p> 2025-12-16T21:14:36+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/306 PENGEMBANGAN GAME EDUKASI BAHASA MADURA UNTUK SEKOLAH DASAR MENGGUNAKAN UNITY DENGAN METODE MDLC 2025-12-17T14:05:52+07:00 Rizqi Azizah Amalia rizqiazizahamalia1922@gmail.com Walidini Syaihul Huda walidini@yudharta.ac.id <p>Local languages are an important part of cultural identity, including the Madurese language. However, its use among elementary school students has been declining, partly due to the lack of engaging and modern learning media. To address this issue, this study developed an Android-based educational game called Maduraku as an interactive medium to introduce the Madurese language to students. The development followed the Multimedia Development Life Cycle (MDLC) method using the Unity platform. Testing results showed that all features functioned properly through black-box testing. Validation from subject matter experts indicated a feasibility score of 80% (categorized as feasible), and user testing revealed a satisfaction rate of 87.5% (categorized as very good). In addition, the game proved effective in improving student learning outcomes, with average scores increasing from 64.4 (pre-test) to 85.4 (post-test), and an N-Gain score of 0.59, classified as moderate improvement. Based on these results, Maduraku is considered effective and suitable as an alternative learning medium to support the preservation and promotion of the Madurese language, especially among elementary school students.</p> 2025-12-16T21:15:09+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/280 INOVASI PENGHITUNGAN KENDARAAN PADA MANAJEMEN PARKIR DENGAN SENSOR INFRARED BERBASIS IOT 2025-12-17T14:05:52+07:00 Hanifatus Sa’diyah Widihasaniputri hanifatus@umpwr.ac.id Wahju Tjahjo Saputro wahjusaputro@umpwr.ac.id Hamid Muhammad Jumasa hamidjumasa@umpwr.ac.id <p>Traffic and parking management are still major issues in urban areas. The average driver spends 7.8 minutes to find a parking space, and 30% of traffic congestion is caused by finding a parking space.This research focuses on designing a system that adopts infrared sensors and IoT to detect the number of vehicles in a smart parking system.The method used is the prototype method. The process starts with activating the device to monitor vehicles entering and leaving the parking area. Next, the detected vehicles will be checked, if the vehicle enters then the system automatically reduces the number of available parking slots. Conversely, if the vehicle exits, the system adds one slot to the number of available parking slots. the results of component testing carried out, found that all components, including infrared sensors, PIR sensors, LCDs, servo motors, and Arduino Uno R3 microcontrollers, have functioned properly. This is supported by the average system response delay test which only reaches 1.50 seconds and is included in the responsive category for smart parking systems</p> 2025-12-16T21:15:44+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/326 PERANCANGAN MEDIA AUGMENTED REALITY DALAM PEMBELAJARAN MENGENAL HARDWARE DASAR PADA MULTIMEDIA 2025-12-17T14:05:52+07:00 Nurrisma Nurrisma rismaakashi@gmail.com <p class="Abstract"><span lang="EN-US" style="font-size: 11.0pt;">Digital transformation in vocational education demands innovative learning media capable of enhancing interactivity and students' self-directed learning motivation. This research developed an interactive learning media based on Augmented Reality for basic multimedia materials using the ADDIE model with Android platform, Unity, and Vuforia SDK. Research subjects involved media experts, material experts, and fifteen students of grade XI Graphic Design at SMK Negeri 1 Banda Aceh. Data collection was conducted through structured questionnaires with Likert scale, systematic observation, and semi-structured interviews. Validation results indicated very high feasibility percentages from media experts at 91.3%, material experts reaching 95%, and end-user evaluation showing 97.6% satisfaction. The developed learning media provided interactive features including three-dimensional object manipulation, multi-perspectival exploration, and contextual information access facilitating independent learning. Mobile-based Augmented Reality implementation offered learning flexibility unrestricted by space and time, enabling students to explore materials autonomously. Findings confirmed substantial potential of Augmented Reality technology in enhancing learning interactivity and self-directed learning motivation for basic multimedia materials in Indonesian vocational education context.</span></p> 2025-12-16T21:17:21+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/262 PERANCANGAN PROTOTYPE MONITORING DAN KONTROL UNTUK DETEKSI KUALITAS TELUR AYAM PADA PETERNAKAN FADILLAH JAYA SUMBAWA BERBASIS INTERNET OF THINGS (IOT) 2025-12-17T14:05:52+07:00 Sedri sella sedrisella0603@gmail.com Ekastini ekastini@uts.ac.id Nora Dery Sofya nora.dery.sofya@uts.ac.id <p><em>Egg quality inspection before distribution is crucial to ensure edibility and prevent complaints from retailers or distributors. Fadillah Jaya Sumbawa (FJS) Poultry Farm still uses a manual method for this process, which takes a long time and risks data recording errors. This study aims to design a monitoring and control prototype based on the Internet of Things (IoT) to detect egg quality. The system utilizes a light-dependent resistor (LDR) sensor to analyze the intensity of light passing through the eggshell and transmits the data to an IoT platform for easier monitoring. Additionally, a control mechanism is integrated to support the inspection process. The research method follows the Software Development Life Cycle (SDLC) approach using the prototype model. The results indicate that the designed prototype can assist poultry farms in reducing data recording errors and minimizing complaints from retailers or distributors.</em></p> 2025-12-16T21:18:00+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/272 PENGEMBANGAN SISTEM PEMESANAN TIKET WAYANG ORANG SRIWEDARI MENGGUNAKAN PAYMENT GATEWAY MIDTRANS 2025-12-17T14:05:52+07:00 Vera Wati vera.w@polindra.ac.id Nisrina Yulia Setyawati nisyuliaa@gmail.com Wartono Wartono wartono@lecture.utp.ac.id <p><strong>ABSTRACT</strong></p> <p><em>Cultural tourism is one of the travel options that can be chosen by the community. Cultural destinations usually emphasize the arts or culture in an area, like one of the cultural destinations in Surakarta City, namely Wayang Orang Sriwedari. Wayang Orang Sriwedari is a destination with quite high enthusiasm and is currently quite popular among young people. With the current operational conditions, several complaints have emerged, such as the lack of information provided regarding the synopsis of the show to the occurrence of queues in front of the ticket counter. Some people have also started asking how to buy tickets online. To overcome the complaints and problems that occur, a ticket ordering information system for Wayang Orang Sriwedari performances was created using the waterfall method. This system is also integrated with midtrans so that it supports multi-payment payment transactions. System testing was carried out on the payment endpoint connection and the results showed that the integration with the midtrans payment gateway was running well. The results of the functionality test with the black box test also showed that the system could work well and provide the appropriate output.</em>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p> <p><strong>Keywords</strong>: Ticket Booking System, Wayang Orang Sriwedari, Midtrans</p> 2025-12-16T21:18:42+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/332 MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN TUNTUNAN SUARA BACAAN WUDHU DAN TAJWID UNTUK ANAK SEKOLAH DASAR 2025-12-17T14:05:53+07:00 Muhammad Fahrurrozi f4.rozi@gmail.com Yoviana Yoviana anayovi240@gmail.com <p>Islamic Religious Education (PAI) learning in elementary schools faces several major challenges, one of which is low student interest in this learning, mainly due to teaching methods that tend to be monotonous and less interactive. The limited variety of learning resources and interesting are several important factors in the lack of interest in PAI, many students find it difficult to understand PAI material because the delivery is not relevant to the current digital learning style. The availability of interactive learning media relevant to current digital learning is certainly very necessary. Interactive Learning Media Using Voice Guidance for Wudhu and Tajwid Readings for Elementary School Children is a solution that can be used as a learning tool to increase children's interest in learning independently anytime and anywhere. This learning media is an Android-based application that can be run on smartphones. Interactive elements such as visuals, videos, and audio in the application are expected to increase student engagement in the learning process better. Theoretically, this research can add to the development of Android-based learning media in the field of PAI, especially for practical materials. Practically, this application can be a useful resource for teachers, students, and the community in understanding and practicing Wudhu and tajwid procedures. This research is expected to significantly improve the quality of Islamic Religious Education (PAI) learning. The results of the trial implementation of the learning media at SDN 2 Rarang, East Lombok Regency, West Nusa Tenggara, showed a 100% positive. Based on the feedback and reactions given by teachers and students, it shows that the application created runs well and helps teachers and students in achieving learning targets.<br>Keywords: Interactive Learning Media, Wudhu, Tajwid</p> 2025-12-16T21:19:05+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/331 SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN JURUSAN SEKOLAH MENENGAH KEJURUAN (SMKN 1 MASBAGIK) DENGAN METODE ROC DAN SAW 2025-12-17T14:05:53+07:00 Zulkarnaen Zulkarnaen zolcakep@gmail.com Muhammad Azmi muhammad4zmi@gmail.com Baiq Suci Nur Islamia miabaiq81@gmail.com Yudi Sutaryana yudhi1071@gmail.com <p><em>Choosing a major at the vocational high school (SMK) level is a crucial decision that significantly influences students' educational and career paths. However, many students face difficulties in selecting a major that aligns with their interests and abilities. To support this process, this study designs a decision support system that integrates the Rank Order Centroid (ROC) and Simple Additive Weighting (SAW) methods. ROC is used to determine the weight of each criterion, while SAW is utilized to calculate the final score based on those weights. The system processes student data consisting of mathematics grades, science grades, English grades, and computer interest. The test results show that the system successfully recommends the most suitable major, with the highest score achieved in the TG (Technical Drawing) department for student A1. This system is expected to assist schools in assigning majors more objectively and accurately</em></p> 2025-12-16T21:19:30+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia https://www.jurnal.stmiksznw.ac.id/index.php/teknimedia/article/view/330 MEDIA PEMBELAJARAN DIGITAL MATA PELAJARAN SEJARAH KEBUDAYAAN ISLAM DI SMP IT PLUS AL-BURUJ NW SIKUR BERBASIS ANDROID 2025-12-17T14:05:53+07:00 Fitriani Fitriani fitri31121984@gmail.com Hannatul Ma'we i2s02310003@student.unram.ac.id Windrawan Robipul Hakim windrawanrobi93@gmail.com Marham Jupri Hadi marhamhadi@gmail.com Devi Chrisman Lase devichrisman@gmail.com <p><em>Instructions The development of digital technology has brought major changes in the world of education, including in the method of delivering learning materials. The subject of Islamic Cultural History (ISHC) at SMP IT Plus Al-Buruj NW Sikur still faces the challenge of low student learning interest due to conventional methods that are less interactive. This study aims to design and build Android-based digital learning media to increase the effectiveness and attractiveness of ISHC learning. The application developed includes features of learning materials, videos, practice questions and user profiles, using the Java programming language and SQLite database through the Android Studio platform. The methods used in this study include literature studies, observations and interviews. In addition, system modeling is carried out using the Unified Modeling Language (UML) approach through Use Case, Activity and Class Diagram diagrams. The test results show that this application can support ISHC learning in a more flexible, interactive, and interesting way, both for use in and outside the classroom. This application is expected to be an effective digital solution.</em></p> 2025-12-16T21:19:55+07:00 Copyright (c) 2025 TEKNIMEDIA: Teknologi Informasi dan Multimedia