JEIS: Jurnal Elektro dan Informatika Swadharma
type: channel
description: Jurnal Elektro dan Informatika Swadharma merupakan jurnal ilmiah yang diterbitkan oleh LPPM ITB Swadharma. Jurnal ini berisi tentang karya ilmiah hasil penelitian dengan topik Elektronika, Robotika, Otomasi, Kecerdasan Buatan, Teknologi Blockchain, Komputasi Awan, Arsitektur Komputer, Computer Vision, Teknologi dan Sistem Multimedia, Deep Learning, Interaksi Manusia dan Komputer, Digital Forensic, Internet of Things, IT Security, Machine Learning, Jaringan Komputer, Semantic Web, Sistem Terdistribusi, Wireless Network. Jurnal JEIS diterbitkan dua kali setahun pada bulan Januari dan Juli. P-ISSN: 2774-5775 E-ISSN: 2774-5767 pertama terbit pada Januari 2021.
publisher: Institut Teknologi dan Bisnis Swadharma
language: en-US
publication name: JEIS: Jurnal Elektro dan Informatika Swadharma
issn: 2774-5775
copyright: Penulis yang menerbitkan naskah di jurnal JEIS setuju dengan ketentuan berikut: 1. Hak cipta atas artikel dipegang oleh penulisnya. 2. Penulis memberikan kepada jurnal JEIS, hak publikasi pertama dengan karya yang secara bersamaan dilisensikan di bawah Lisensi Atribusi Creative Commons yang memungkinkan orang lain untuk berbagi karya dengan pengakuan atas kepenulisan karya dan publikasi awal dalam jurnal ini. 3. Penulis dapat masuk ke dalam pengaturan kontrak tambahan yang terpisah untuk distribusi non-eksklusif dari versi terbitan jurnal dari karya tersebut (misalnya, mempostingnya ke repositori institusi atau menerbitkannya dalam sebuah buku), dengan pengakuan awal publikasi di jurnal ini. 4. Penulis diizinkan dan didorong untuk memposting karya mereka secara online (misalnya, di repositori institusi atau di situs web mereka) sebelum dan selama proses penyerahan, karena dapat mengarah pada pertukaran yang produktif, serta kutipan yang lebih awal dan lebih besar dari karya yang diterbitkan. 5. Artikel dan materi terbitan terkait didistribusikan di bawah Lisensi Internasional Creative Commons Attribution-ShareAlike 4.0 -------------------------------------------- Authors who publish with journal JRIS agree to the following terms: 1. Copyright on any article is retained by the author(s). 2. The author grants the journal, right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgment of the work’s authorship and initial publication in this journal. 3. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal’s published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal. 4. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their we…
items: ANALISIS DAN PENGEMBANGAN MODEL JARINGAN KOMPUTER DI SMAN 1 WARINGINKURUNG MENGGUNAKAN METODE RAPID APPLICATION DEVELOPMENT
items: PENERAPAN ALGORITMA BRUTE FORCE PADA INFORMATION RETRIEVAL SYSTEM UNTUK PENCARIAN BUKU DI PERPUSTAKAAN SEKOLAH
items: APLIKASI ZAPCHECK BERBASIS QR CODE UNTUK UJI BERKALA KENDARAAN LISTRIK DI ERA SMART MOBILITY
items: DESAIN DAN IMPLEMENTASI SISTEM PANEL SURYA OFF-GRID BERDAYA 550 WP UNTUK APLIKASI ENERGI MANDIRI
items: EFEKTIFITAS IMPLEMENTASI MANGLE FIREWALL PADA MANAJEMEN BANDWIDTH DI POLITEKNIK NEGERI CILACAP MELALUI PENDEKATAN PPDIOO
items: INOVASI SMART WATERING SYSTEM MENGGUNAKAN SENSOR SOIL MOISTURE DENGAN NODEMCU ESP8266 BERBASIS IOT THINGSPEAK
items: PERBANDINGAN ALGORITMA RANDOM FOREST DAN LOGISTIC REGRESSION DALAM PREDIKSI PENYAKIT DIABETES
items: ANALISIS PERBANDINGAN ALGORITMA RANDOM FOREST DAN NAIVE BAYES DALAM KLASIFIKASI PENYAKIT AIDS
items: APLIKASI MULTIMEDIA INTERAKTIF PENGENALAN AKSARA SUNDA DENGAN METODE DASTBAZ
items: RANCANG BANGUN OTOMATISASI LAMPU RUANGAN BERBASIS INTERNET OF THINGS DENGAN KENDALI WEB SERVER LOKAL
items: EVALUASI PENGUJIAN KERENTANAN WEBSITE UNIVERSITAS DI SURABAYA MENGGUNAKAN OWASP TOP 10 DENGAN PENDEKATAN BLACKBOX
items: RANCANG BANGUN KEAMANAN PINTU BRANKAS MENGGUNAKAN RFID RC-522 DAN MODUL IoT WEMOS-D1-R1
items: EFEKTIVITAS GAME SCRATCH INTERAKTIF PADA PEMBELAJARAN ALGORITMA PEMROGRAMAN TERHADAP PEMAHAMAN MAHASISWA
items: PENENTUAN KEKUATAN SINYAL WIFI UNTUK LAYANAN AKSES INTERNET BAGI KONSUMEN KAFE DI MATARAM
items: ANALISIS EFISIENSI MEMORI DAN WAKTU EKSEKUSI ALGORITMA QR SORT DAN BUBBLE SORT DALAM C++
items: OPTIMASI DEEP LEARNING DAN KLASTERING UNTUK DETEKSI OBJEK SERTA SEGMENTASI CITRA MEDIS
items: PENGEMBANGAN APLIKASI PEMBELAJARAN BAHASA SUNDA UNTUK MATA PELAJARAN BAHASA SUNDA DI SMA LABSCHOOL UPI CIBIRU
items: ANALISIS PERBANDINGAN EFISIENSI ALGORITMA INTROSORT DENGAN ALGORITMA TRADISIONAL BUBBLE SORT DAN SELECTION SORT
items: ANALISIS SENTIMEN ULASAN GAME DELTA FORCE MOBILE MENGGUNAKAN NAIVE BAYES DAN SUPPORT VECTOR MACHINE
items: PERANCANGAN JARINGAN LAN DENGAN METODE ROUTING INFORMATION PROTOCOL (RIP) VERSION 2 PADA PT. BERKARYA BERSAMA ANAK BANGSA

ANALISIS DAN PENGEMBANGAN MODEL JARINGAN KOMPUTER DI SMAN 1 WARINGINKURUNG MENGGUNAKAN METODE RAPID APPLICATION DEVELOPMENT
type: item
description: This study aims to analyze and develop a computer network model at SMAN 1 Waringinkurung using the Rapid application development (RAD) method. The main problems at the school are an unstructured network topology, limited devices, an unstable internet connection, and the lack of a network monitoring system. The study involved direct observation and the identification of network needs. It designed a topology using RAD and tested it through simulation with Cisco Packet Tracer. The results show that a star topology, with well-placed Access Points and efficient IP segmentation, can improve coverage and stability throughout the school. The proposed model may be tested and improved before implementation and remains flexible for future needs. This study is expected to serve as a reference for similar educational environments. Penelitian ini bertujuan untuk menganalisis dan mengembangkan model jaringan komputer di SMAN 1 Waringinkurung menggunakan metode Rapid application development (RAD). Permasalahan utama yang dihadapi sekolah adalah topologi jaringan yang tidak terstruktur, keterbatasan perangkat, koneksi internet yang tidak stabil, dan belum adanya sistem monitoring jaringan. Penelitian dilakukan melalui observasi langsung, identifikasi kebutuhan jaringan, perancangan topologi dengan pendekatan RAD, serta simulasi dan pengujian menggunakan Cisco Packet Tracer. Hasil penelitian menunjukkan bahwa penerapan topologi star dengan penambahan Access Point pada titik strategis dan segmentasi IP yang efisien mampu meningkatkan jangkauan dan stabilitas jaringan di seluruh area sekolah. Model jaringan yang dihasilkan dapat diuji dan diperbaiki secara iteratif sebelum implementasi nyata, serta fleksibel terhadap kebutuhan pengembangan di masa mendatang. Penelitian ini diharapkan menjadi referensi bagi pengembangan jaringan komputer di lingkungan pendidikan yang memiliki kebutuhan serupa.
creator: Angga Fadzar
creator: Dzakiya Fikri Murtianingsih
creator: Naira Maisye
rights: Copyright (c) 2026 Angga Fadzar, Dzakiya Fikri Murtianingsih, Naira Maisye https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 1
ending page: 9
doi: 10.56486/jeis.vol6no1.871

PENERAPAN ALGORITMA BRUTE FORCE PADA INFORMATION RETRIEVAL SYSTEM UNTUK PENCARIAN BUKU DI PERPUSTAKAAN SEKOLAH
type: item
description: The aim of this research is to apply the brute-force algorithm to a prototype information retrieval system (IRS) to obtain book search results more quickly. This improves the effectiveness and efficiency of the book search process. The study uses the brute-force string-matching algorithm and a prototyping approach for IRS development. Results show the algorithm efficiently supports book searches in school libraries. Tests yield faster book searches, with average search times of 0.0003988 seconds for one pattern and 0.00040125 seconds for two patterns. Developers successfully designed the IRS prototype using the algorithm. The system also proves more effective and efficient in providing book search information, with an average feasibility percentage of 95.59%. Evaluators rated the IRS 'Very Feasible' for book searches in school libraries using the brute-force algorithm. This research significantly contributes to more effective and efficient book searches in school libraries by applying artificial intelligence (AI) through an IRS. Penelitian ini bertujuan untuk menerapkan algoritma brute force pada prototipe aplikasi information retrieval system (IRS) untuk mendapatkan hasil pencarian buku dengan lebih cepat, meningkatkan efektivitas dan efisiensi pada proses pencarian buku. Penelitian ini menggunakan pendekatan algoritma brute force yang merupakan algoritma string matching dan metode pengembangan aplikasi IRS menggunakan pendekatan prototyping. Hasil penelitian menunjukkan bahwa algoritma brute force dapat diterapkan pada IRS untuk pencarian buku di perpustakaan sekolah. Berdasarkan pengujian, diperoleh hasil pencarian buku yang lebih cepat dengan rata-rata waktu yang dibutuhkan dalam melakukan pencarian pencarian 0.0003988 detik pada pengujian 1 pattern dan 0.00040125 detik pada pengujian 2 pattern. Prototipe IRS yang dikembangkan telah berhasil dirancang dengan penerapan algoritma tersebut. Selain itu sistem ini terbukti lebih efektif dan efisien dalam memberikan i…
creator: Risman Risman
creator: Muhamad Miftahudin
rights: Copyright (c) 2026 Muhamad Miftahudin https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 10
ending page: 18
doi: 10.56486/jeis.vol6no1.907

APLIKASI ZAPCHECK BERBASIS QR CODE UNTUK UJI BERKALA KENDARAAN LISTRIK DI ERA SMART MOBILITY
type: item
description: The development of electric vehicles in Indonesia as part of the energy transition requires more sophisticated safety management, particularly through the implementation of regulation-based periodic testing. This research aims to develop the ZapCheck application as a digital solution to support the regulation of periodic testing of electric vehicles. The application was developed using the Extreme Programming (XP) method. The research results include a ZapCheck application that manages periodic test data in real time and displays test results, vehicle history, repair recommendations, and the next test schedule. The implementation of QR Codes enables users to access the application, reduces administrative burden, and supports the concept of smart transportation. The research results show that this application can accelerate monitoring by providing a safe, efficient, and environmentally friendly solution. Perkembangan kendaraan listrik di Indonesia sebagai bagian dari transisi energi memerlukan pengelolaan keselamatan yang lebih canggih, terutama melalui penerapan uji berkala berbasis regulasi. Penelitian ini bertujuan mengembangkan aplikasi ZapCheck sebagai solusi digital untuk mendukung regulasi uji berkala kendaraan listik. Pengembangan aplikasi menggunakan metode Extreme Programming (XP). Hasil penelitian berupa aplikasi ZapCheck yang dapat mengelola data uji berkala secara real-time, menampilkan hasil uji, riwayat kendaraan, rekomendasi perbaikan, dan jadwal uji selanjutnya. Penerapan QR Code untuk mempermudah akses pengguna ke aplikasi, mengurangi proses administratif, dan mendukung konsep transporrtasi cerdas. Hasil penelitian menunjukkan bahwa aplikasi ini mampu mempercepat proses pengawasan melalui solusi yang aman, efisien, dan ramah lingkungan
creator: Meutya Jasmine
creator: Amelia Febri Azzahra
creator: Rizal Aprianto
rights: Copyright (c) 2026 Meutya Jasmine, Amelia Febri Azzahra, Rizal Aprianto https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 19
ending page: 25
doi: 10.56486/jeis.vol6no1.931

DESAIN DAN IMPLEMENTASI SISTEM PANEL SURYA OFF-GRID BERDAYA 550 WP UNTUK APLIKASI ENERGI MANDIRI
type: item
description: Indonesia’s electricity demand continues to increase year by year, necessitating alternative renewable energy solutions to reduce dependence on fossil fuels. This study designs and implements an Off-grid Solar Power Plant (PLTS) system with a capacity of 550 Wp using monocrystalline solar panels. The system consists of solar panels, a solar charge controller, a battery, and an inverter designed for small-scale applications. Tests were conducted to evaluate the system’s efficiency, including the relationship between solar radiation intensity, voltage, and output current. At an average daily solar radiation intensity of 560.9 W/m², the system produced an average voltage of 28.4 V and an average current of 2.4 A. Additional analysis of the effects of shading and variations in panel tilt angles (16.75°, 28.75°, and 35.8°) showed average daily power outputs of 66.06 W, 70.81 W, and 66.52 W, respectively. The system was proven capable of supplying loads of up to 375 W for household appliances with sufficient energy reserves during the day. These results indicate that the designed Off-grid PV system is feasible and effective for use as an energy source in areas not yet connected to the main electricity grid. Kebutuhan energi listrik di Indonesia terus meningkat dari tahun ke tahun, sehingga diperlukan solusi alternatif berbasis energi terbarukan untuk mengurangi ketergantungan terhadap bahan bakar fosil. Penelitian ini merancang dan mengimplementasikan sistem Pembangkit Listrik Tenaga Surya (PLTS) Off-grid berkapasitas 550 Wp menggunakan panel surya tipe monokristalin. Sistem terdiri dari panel surya, solar charge controller, baterai, dan inverter yang dirancang untuk aplikasi skala kecil. Pengujian dilakukan untuk mengevaluasi efisiensi sistem, termasuk hubungan antara intensitas radiasi matahari, tegangan, dan arus keluaran. Pada rata-rata intensitas radiasi matahari harian sebesar 560,9 W/m², sistem menghasilkan tegangan rata-rata 28,4 V dan arus rata-rata 2,4 A. Analis…
creator: Nurkahfi Irwansyah
creator: Woro Agus Nurtiyanto
creator: Maman Firmansyah
creator: Irawati Irawati
rights: Copyright (c) 2026 Irawati Irawati https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 26
ending page: 36
doi: 10.56486/jeis.vol6no1.934

EFEKTIFITAS IMPLEMENTASI MANGLE FIREWALL PADA MANAJEMEN BANDWIDTH DI POLITEKNIK NEGERI CILACAP MELALUI PENDEKATAN PPDIOO
type: item
description: Computer networks are essential to almost all organizations, agencies, and companies, supporting their activities and serving as a top priority for facilitating information access. One such institution is the Cilacap State Polytechnic, which utilizes the internet to support academic activities. However, the high volume of user activity on the network has caused instability. This study aims to implement a bandwidth management configuration using a Mangle firewall. The study used the PPDIOO (Prepare, Plan, Design, Implement, Operate, Optimize) approach, systematically following the steps to address this issue. The results of the study are a bandwidth management configuration using a mangle firewall in the raw rule, applying the connection bytes parameter, and also using the Peer Connection Queue (PCQ) method. The mangle firewall separates traffic, facilitating bandwidth allocation in the Queue Tree. The new configuration has proven to help allocate bandwidth using PCQ based on user needs at the Cilacap State Polytechnic. Jaringan komputer sangat dibutuhkan hampir diseluruh organisasi, instansi maupun perusahaan untuk menunjang kegiatan, dan menjadi prioritas utama untuk mempermudah dalam mengakses informasi. Salah satunya adalah Politeknik Negeri Cilacap yang merupakan institusi yang menggunakan jaringan internet sebagai penunjang kegiatan akademik, namun dengan begitu banyak aktivitas pengguna dalam menggunakan jaringan internet tersebut membuat jaringan menjadi tidak stabil. Penelitian ini bertujuan mengimplemenyasikan konfigurasi manajemen bandwidth menggunakan firewall mangle. Penelitian dilakukan melalui pendekatan PPDIOO (Prepare, Plan, Design, Implement, Operate, Optimize) secara sistematik melakukan langkah-langkah dalam memperbaiki permasalahan tersebut. Hasil penelitian berupa konfigurasi manajemen bandwidth dengan firewall mangle pada raw rule dengan menerapkan parameter connection bytes kemudian juga menggunakan metode Peer Connection Queue (PCQ). Firewall…
creator: Andesita Prihantara
creator: Antonius Agung Hartono
creator: Hakim Annaisaburi
rights: Copyright (c) 2026 Andesita Prihantara, Antonius Agung Hartono, Hakim Annaisaburi https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 37
ending page: 46
doi: 10.56486/jeis.vol6no1.944

INOVASI SMART WATERING SYSTEM MENGGUNAKAN SENSOR SOIL MOISTURE DENGAN NODEMCU ESP8266 BERBASIS IOT THINGSPEAK
type: item
description: Robotics technology plays a vital role in various aspects of modern life, including automatic plant watering systems. Potted fruit plant enthusiasts often find their beloved plants dying from drought. The drought occurs due to busy schedules, forgetting to water them, or extended travel, leaving the plants unwatered and drying out until they die. This research aims to create an automatic plant watering system using a pump, a flow meter sensor, and a soil moisture sensor as a soil moisture controller, integrated with WiFi via the ESP8266 module to ensure a precise and efficient watering process. The research uses qualitative methods to explore technical and contextual aspects, including the integration of soil moisture sensors, NodeMCU microcontrollers, and the ThingSpeak IoT platform. Data were collected through direct observation, technical documentation, and activity recording during system testing. The research results in a system designed to work effectively and efficiently for watering plants and to be monitored remotely. Teknologi Robotika berperan penting dalam berbagai aspek kehidupan modern, salah satu penerapannya dalam sistem penyiraman tanaman otomatis. Pecinta tanaman buah dalam pot sering kali menjumpai tanaman kesayangannya mati kekeringan. Hal ini terjadi akibat kesibukan, lupa menyiram, atau bepergian dalam waktu lama, akibatnya tanaman tidak disiram sehingga mengalami kekeringan hingga mati. Penelitian ini bertujuan membuat sistem penyiraman tanaman otomatis menggunakan pompa, Sensor Flow Meter dan Sensor soil moisture sebagai pengontrol kelembaban tanah, terintegrasi dengan WiFi melalui modul ESP8266 guna memastikan proses penyiraman air secara tepat dan efisien. Penelitian menngunakan metode kualitatif dengan eksplorasi terhadap aspek teknis dan kontekstual, seperti integrasi sensor kelembaban tanah, mikrokontroler NodeMCU, dan platform IoT ThingSpeak. Data dikumpulkan melalui proses observasi langsung, dokumentasi teknis, serta pencatatan kegiat…
creator: Guntur Maulana
creator: Tuhfatul Habibah Hasibuan
creator: Andy Dharmalau
creator: Hari Suryantoro
creator: Harun Ar-Rasyid
rights: Copyright (c) 2026 Andy Dharmalau, Guntur Maulana, Tuhfatul Habibah Hasibuan https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 47
ending page: 57
doi: 10.56486/jeis.vol6no1.969

PERBANDINGAN ALGORITMA RANDOM FOREST DAN LOGISTIC REGRESSION DALAM PREDIKSI PENYAKIT DIABETES
type: item
description: This study aims to compare the performance of the Random Forest and Logistic Regression machine learning algorithms in predicting diabetes using the Pima Indians Diabetes dataset from Kaggle. The dataset contains data on 768 adult female patients with eight health indicators and a target outcome variable indicating diabetes status. This quantitative study uses a comparative approach. The research stages include initial data analysis, preprocessing (zero-value cleaning), splitting the data into 70% training and 30% test, model development, evaluation using accuracy, precision, recall, and F1-score metrics, and feature analysis. The results show that Random Forest achieved 75% accuracy and Logistic Regression 74%. Random Forest also slightly outperformed Logistic Regression in precision, recall, and F1-score. This study differs from previous research in that it not only focused on evaluation metrics but also analyzed the most influential features. The analysis results show that Glucose is the most dominant indicator in Random Forest, while DiabetesPedigreeFunction is the most influential in Logistic Regression. These findings provide additional insight into the key risk factors in diabetes prediction. Penelitian ini bertujuan membandingkan performa algoritma machine learning Random Forest dan Logistic Regression dalam memprediksi penyakit diabetes dengan menggunakan dataset Pima Indians Diabetes dari Kaggle. Dataset berisi 768 data pasien wanita dewasa dengan delapan indikator kesehatan serta variabel target Outcome yang menunjukkan status diabetes. Penelitian ini merupakan penelitian kuantitatif dengan pendekatan komparatif, tahapan penelitian meliputi analisis data awal, pra-pemrosesan berupa pembersihan nilai nol, pembagian data menjadi 70% training dan 30% testing, pembangunan model, evaluasi menggunakan metrik accuracy, precision, recall, dan F1-score, serta analisis fitur penting. Hasil menunjukkan bahwa Random Forest memperoleh akurasi 75% dan Logistic Regressi…
creator: Zidan Januri Zumantara
creator: Budi Sudrajat
creator: Hasta Herlan Asymar
rights: Copyright (c) 2026 Zidan Januri Zumantara https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 58
ending page: 65
doi: 10.56486/jeis.vol6no1.998

ANALISIS PERBANDINGAN ALGORITMA RANDOM FOREST DAN NAIVE BAYES DALAM KLASIFIKASI PENYAKIT AIDS
type: item
description: This study aims to compare the performance of the Random Forest and Naïve Bayes algorithms in classifying AIDS based on patient data. The dataset was obtained from the Kaggle platform and consists of 2,139 data points with 23 attributes, including medical information such as age, weight, haemoglobin level, gender, treatment type, and CD4 and CD8 cell counts. The research method comprises several stages: data collection, pre-processing, model building, and evaluation. The model was evaluated using metrics such as accuracy, precision, recall, F1-score, confusion matrix, and AUC-ROC. The results showed that the Random Forest algorithm outperformed Naïve Bayes. Random Forest achieved an accuracy of 88.16% and an AUC of 91.25%, while Naïve Bayes only achieved an accuracy of 81.46% and an AUC of 81.40%. These findings indicate that Random Forest is better able to handle complex, non-linear medical data and provides more stable, reliable classification results. Therefore, Random Forest is recommended as a more effective algorithm for classifying AIDS cases based on the dataset used in this study. Penelitian ini bertujuan untuk membandingkan kinerja algoritma Random Forest dan Naïve Bayes dalam melakukan klasifikasi penyakit AIDS berdasarkan data pasien. Dataset yang digunakan diperoleh dari platform Kaggle dan terdiri atas 2.139 data dengan 23 atribut, yang mencakup informasi medis seperti usia, berat badan, kadar hemoglobin, jenis kelamin, jenis pengobatan, serta jumlah sel CD4 dan CD8. Metode penelitian meliputi beberapa tahapan, yaitu pengumpulan data, pra-pemrosesan, pembentukan model, dan evaluasi. Model dievaluasi menggunakan metrik akurasi, presisi, recall, F1-score, confusion matrix, dan AUC- ROC. Hasil penelitian menunjukkan bahwa algoritma Random Forest memiliki performa lebih baik dibandingkan Naïve Bayes. Random Forest mencapai akurasi sebesar 88,16% dan nilai AUC sebesar 91,25%, sedangkan Naïve Bayes hanya memperoleh akurasi 81,46% dengan AUC 81,40%. Temuan in…
creator: Muhamad Tedi Saprudin
creator: Budi Sudrajat
creator: Hasta Herlan Asymar
rights: Copyright (c) 2026 Muhamad Tedi Saprudin, Budi Sudrajat, Hasta Herlan Asymar https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 66
ending page: 74
doi: 10.56486/jeis.vol6no1.1002

APLIKASI MULTIMEDIA INTERAKTIF PENGENALAN AKSARA SUNDA DENGAN METODE DASTBAZ
type: item
description: Preserving Sundanese script as part of local culture is a challenge in elementary education, particularly given the limited availability of interactive and engaging learning media. This study aims to develop an interactive multimedia application to introduce the Sundanese script to fourth-grade students at SDN 4 Cineam, Tasikmalaya Regency, using the Dastbaz development method. This method consists of four stages: System Requirements, Design Considerations, Implementation, and Evaluation. The application was developed using Articulate Storyline and Canva and features learning modules covering Swara, Ngalagena, Rarangkén, and Numerical scripts, as well as interactive quizzes and mini-games. Evaluation was conducted through pre- and post-tests on 18 students, as well as alpha and beta tests. The results showed that this application can improve students’ understanding of the Sundanese script and received positive responses from both teachers and students. Thus, this application can be an effective, interactive alternative learning medium that supports the preservation of local culture. Pelestarian Aksara Sunda sebagai bagian dari budaya lokal merupakan tantangan tersendiri dalam pendidikan sekolah dasar, khususnya karena keterbatasan media pembelajaran yang interaktif dan menarik. Penelitian ini bertujuan untuk mengembangkan aplikasi multimedia interaktif pengenalan Aksara Sunda kepada siswa kelas 4 SDN 4 Cineam, Kabupaten Tasikmalaya dengan menggunakan metode pengembangan Dastbaz. Metode ini terdiri dari 4 tahapan, yaitu System Requirement (Kebutuhan Sistem), Design Consideration (Pertimbangan Perancangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Aplikasi dikembangkan menggunakan perangkat lunak Articulate Storyline dan Canva, serta dilengkapi dengan fitur pembelajaran yang mencakup materi Aksara Swara, Aksara Ngalagena, Aksara Rarangkén, dan Aksara Angka, serta kuis dan mini game interaktif. Evaluasi dilakukan melalui pre-test dan post-test terhadap…
creator: Adzkia Hermayulia
creator: Teguh Ikhlas Ramadhan
creator: Dede Syahrul Anwar
rights: Copyright (c) 2026 Adzkia Hermayulia, Teguh Ikhlas Ramadhan, Dede Syahrul Anwar https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 75
ending page: 81
doi: 10.56486/jeis.vol6no1.1006

RANCANG BANGUN OTOMATISASI LAMPU RUANGAN BERBASIS INTERNET OF THINGS DENGAN KENDALI WEB SERVER LOKAL
type: item
description: This research aims to design and implement a room lighting control automation system that is completely independent from external internet connections. This technique addresses common issues in cloud-based Internet of Things (IoT) systems, namely high latency issues and data privacy risks. The method used is a systematic experimental approach that utilizes an ESP32 microcontroller as an Embedded Web Server operating exclusively within a local Wi-Fi network. The software implementation uses a combination of HTML, CSS, and JavaScript (AJAX) to create a responsive control interface. Functional testing results prove 100% success in ON/OFF light operation, with superior response performance. The system’s average response time is 100–150 milliseconds (ms), demonstrating that it is very fast and efficient. Furthermore, this local architecture improves security because access to control and action history data is limited to devices within the local network. The developed system is an effective, stable, and secure solution that successfully mitigates the risk of reliance on third-party servers, making it ideal for users who prioritize privacy and access speed in a home environment. Penelitian ini bertujuan merancang dan mengimplementasikan sistem otomasi kendali lampu ruangan yang sepenuhnya mandiri dari koneksi internet eksternal. Teknik ini untuk mengatasi masalah umum pada sistem Internet of Things (IoT) berbasis cloud, yaitu isu latensi tinggi dan risiko privasi data. Metode yang digunakan adalah pendekatan eksperimental sistematis dengan memanfaatkan mikrokontroler ESP32 sebagai Embedded Web Server yang beroperasi eksklusif dalam jaringan Wi-Fi lokal. Implementasi perangkat lunak menggunakan kombinasi HTML, CSS, dan JavaScript (AJAX) untuk menciptakan antarmuka kendali yang responsif. Hasil pengujian fungsionalitas membuktikan keberhasilan 100% dalam pengoperasian lampu ON/OFF, dengan kinerja respons yang superior. Waktu respons rata-rata sistem mencapai 100–150 milidet…
creator: Sujono Sujono
creator: Erdi Masyudi
rights: Copyright (c) 2026 Erdi Masyudi https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 82
ending page: 89
doi: 10.56486/jeis.vol6no1.1007

EVALUASI PENGUJIAN KERENTANAN WEBSITE UNIVERSITAS DI SURABAYA MENGGUNAKAN OWASP TOP 10 DENGAN PENDEKATAN BLACKBOX
type: item
description: Advances in web technology drive the need for digital system security, including academic websites that are vulnerable to cyberattacks. This study aims to analyze the vulnerabilities of a university website in Surabaya using the OWASP Top 10 standards and black-box penetration testing. Testing was conducted by analyzing HTTP configuration, SSL/TLS, malware, DNS, and email security. The results indicate dominant vulnerabilities in the Security misconfiguration and Security logging and monitoring failures categories, with an F grade for HTTP Security headers, support for legacy TLS protocols, and the absence of SPF and DMARC. Thirty-seven potential malware files were also identified. Key recommendations include system updates, enhanced security configurations, and the implementation of email authentication policies to improve the cyber resilience of academic websites. Kemajuan teknologi web mendorong kebutuhan akan keamanan sistem digital, termasuk pada website akademik yang rentan terhadap serangan siber. Penelitian ini bertujuan menganalisis kerentanan sebuah website universitas di Surabaya berdasarkan standar OWASP Top 10 menggunakan metode black-box penetration testing. Pengujian dilakukan melalui analisis konfigurasi HTTP, SSL/TLS, malware, serta keamanan DNS dan email. Hasil menunjukkan kerentanan dominan pada kategori Security misconfiguration dan Security logging and monitoring failures, dengan nilai F pada HTTP Security headers, dukungan protokol TLS lama, serta ketiadaan SPF dan DMARC. Ditemukan pula 37 file potensial malware. Rekomendasi utama meliputi pembaruan sistem, penguatan konfigurasi keamanan, dan penerapan kebijakan autentikasi email untuk meningkatkan ketahanan siber website akademik
creator: Dimaz Aidil Firdaus
creator: Mochammad Hasnan Al Abiyyu
creator: Ahmad Ghozi Darmawan
creator: Yuzuf Amrozi
rights: Copyright (c) 2026 Dimaz Aidil Firdaus, Ahmad Ghozi Darmawan, Mochammad Hasnan Al Abiyyu, Yuzuf Amrozi https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 90
ending page: 98
doi: 10.56486/jeis.vol6no1.1010

RANCANG BANGUN KEAMANAN PINTU BRANKAS MENGGUNAKAN RFID RC-522 DAN MODUL IoT WEMOS-D1-R1
type: item
description: The high crime rate, especially theft, has prompted the development of a safe-deposit box equipped with intelligent monitoring technology to store valuable items, such as important documents, jewelry, and cash. The current safe-deposit box security system has the disadvantage of being easily accessed without permission, so a solution is needed to improve its security. This research aims to design and create a safe-deposit box door security system with an Internet of Things (IoT)-based RFID RC-522 module. This system can accurately identify users and monitor access in real time. The research method used is research and development, with a design for a safe-deposit box security system using the Arduino Wemos D1 R1 module as an Internet of Things (IoT) module, connected to the RFID RC-522 module, and programmed in the Arduino IDE to process input from the RFID RC-522 module. The results of the study show that the system works well, as indicated by the RFID RC522 module reading cards at an effective distance of approximately 2 cm. The LCDs show the RFID card reading status, and the Blynk application on a smartphone shows the same data as the safe-deposit box LCD
creator: Sri Hartanto
creator: Muhammad Rafli Nurdiantoro
creator: Abdul Kodir Al Bahar
rights: Copyright (c) 2026 Sri Hartanto, Muhammad Rafli Nurdiantoro, Abdul Kodir Al Bahar https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 99
ending page: 110
doi: 10.56486/jeis.vol6no1.1038

EFEKTIVITAS GAME SCRATCH INTERAKTIF PADA PEMBELAJARAN ALGORITMA PEMROGRAMAN TERHADAP PEMAHAMAN MAHASISWA
type: item
description: This study aims to determine the effectiveness of the interactive game-based learning media Scratch in improving students’ understanding of programming algorithms at K.H. Abdurrahman Wahid State Islamic University in Pekalongan. The study used a descriptive, quantitative approach with a purposive sampling technique, involving 50 students enrolled in the Algorithms and Programming course. Data were obtained through pre-test and post-test questionnaires using a five-level Likert scale to measure conceptual understanding before and after using Scratch. Data were analyzed using descriptive statistics, including Normalized Gain (N-Gain), to determine improvements in learning outcomes. The results showed an increase in the average score from 27 to 49, with an N-Gain of 0.58, indicating a moderate effect. These findings indicate that Scratch can improve logical thinking skills and student engagement through visual, game-based learning experiences. This study concludes that visual-based learning media, such as Scratch, are effective in bridging abstract programming concepts to practical understanding and contribute to the development of learning innovation in higher education. Penelitian ini bertujuan untuk mengetahui efektivitas media pembelajaran berbasis game interaktif Scratch dalam meningkatkan pemahaman mahasiswa terhadap algoritma pemrograman di Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan. Penelitian menggunakan pendekatan kuantitatif deskriptif dengan teknik purposive sampling terhadap 50 mahasiswa yang telah menempuh mata kuliah Algoritma dan Pemrograman. Data diperoleh melalui kuesioner pre-test dan post-test menggunakan skala Likert lima tingkat untuk mengukur tingkat pemahaman konseptual sebelum dan sesudah penggunaan Scratch. Analisis data dilakukan secara statistik deskriptif dengan menghitung Normalized Gain (N-Gain) untuk mengetahui peningkatan hasil belajar. Hasil penelitian menunjukkan adanya peningkatan nilai rata-rata dari 27 menjadi 49 de…
creator: Puspa Dwi Setyorini
creator: Ramona Aprilia Yuniar
creator: Isnaeni Kholifatun
creator: Mutiara Sofia Ramadhani
creator: Dicky Anggriawan Nugroho
rights: Copyright (c) 2026 Puspa Dwi Setyorini https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 111
ending page: 117
doi: 10.56486/jeis.vol6no1.1040

PENENTUAN KEKUATAN SINYAL WIFI UNTUK LAYANAN AKSES INTERNET BAGI KONSUMEN KAFE DI MATARAM
type: item
description: Initial survey results showed that 86% of respondents stated that cafes are places to access the internet, interact, and fulfill social media needs. Internet access services in cafes require a smooth connection and coverage limited to cafe customers, with no interference from other illegal connections. The challenge is that cafe managers and owners require only devices provided by the cafe. This study aims to offer a solution by adjusting the WiFi signal strength of wireless access points. The research and design method used for WiFi signal strength management included initial identification, signal analysis, planning, and testing. The study resulted in a WiFi signal strength setting of 67%, which met the needs and limited signal coverage. RSSI values of -45 dBm to -69 dBm were sufficient to provide internet access only to cafe customers. Outside the permitted area, the WiFi signal was not received, and therefore, internet access was not possible. Hasil survey awal menunjukan bahwa 86% responden menyatakan bahwa kafe adalah tempat untuk mengakses internet, berinteraksi dan memenuhi kebutuhan bersosial media. Layanan akses internet di kafe yang dibutuhkan adalah kelancaran sambungan dan akses, jangkauan sinyal terbatas hanya untuk pelanggan kafe dan tidak ada gangguan dari penyambung tidak diijinkan. Problematika pemenuhannya adalah pihak pengelola dan pemilik kafe mengharuskan hanya menggunakan perangkat yang sudah disediakan oleh pihak kafe. Penelitian ini bertujuan menawarkan solusi penyelesaian dengan melakukan pengaturan kekuatan sinyal WiFi perangkat wireless access point. Metode yang digunakan untuk riset dan perancangan pengaturan kekuatan sinyal WiFi dengan tahapan identifikasi awal, analisa sinyal, perencanaan pengaturan dan pengujian. Hasil penelitian menghasilkan pengaturan kekuatan pancar sinyal WiFi sebesar 67% yang memenuhi kebutuhan dan membatasi jangkauan sinyal. Nilai RSSI -45 dBm sampai dengan -69 dBm cukup memberikan layanan akses internet hanya u…
creator: Agus Pribadi
creator: Suriyati Suriyati
creator: Bambang Krismono Triwijoyo
creator: Ahmat Adil
rights: Copyright (c) 2026 Agus Pribadi, Suriyati Suriyati, Bambang Krismono Triwijoyo, Ahmat Adil https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 118
ending page: 129
doi: 10.56486/jeis.vol6no1.1056

ANALISIS EFISIENSI MEMORI DAN WAKTU EKSEKUSI ALGORITMA QR SORT DAN BUBBLE SORT DALAM C++
type: item
description: Sorting is a fundamental process in computer science that significantly impacts data management and computational efficiency. This study aims to compare the performance of two sorting algorithms, QR Sort and Bubble sort, implemented in C++. The comparison analyzes and evaluates the two algorithms in terms of execution time and memory usage efficiency across datasets of varying sizes. This study uses a quantitative experimental method, with three dataset sizes: 100, 1,000, and 10,000 integer elements, which are run repeatedly under identical conditions to ensure consistent results. The experiments measure the average execution time (in microseconds) and estimated memory usage (in kilobytes) for each algorithm. The results show that QR Sort, which applies a non-comparative quotient–remainder approach, performs significantly faster than Bubble sort, which is comparative, especially as the data size increases. On large datasets, QR Sort outperforms Bubble sort by more than 100 times in execution time. This speed increase is accompanied by higher memory consumption, as QR Sort requires additional structures such as a bucket and counting arrays, whereas Bubble sort uses only minimal memory. Overall, these findings confirm that QR Sort is better suited for large-scale data processing where speed is a priority. At the same time, Bubble sort remains more efficient for small datasets or educational purposes due to its simplicity and low memory requirements. This study emphasizes the need to choose an appropriate sorting algorithm based on dataset characteristics and available system resources. Pengurutan (Sorting) adalah proses dasar dalam ilmu komputer yang memiliki pengaruh besar terhadap pengelolaan data dan efisiensi komputasi. Penelitian ini bertujuan untuk membandingkan kinerja dua algoritma pengurutan, yaitu QR Sort dan Bubble sort, yang diimplementasikan menggunakan bahasa pemrograman c++. Perbandingan dilakukan untuk menganalisis dan mengevaluasi kedua algoritma ters…
creator: Adi Handika
creator: Hafizhah Azzahrani
creator: Rizqi Karima
creator: Mualim Mualim
creator: Imam Prayogo Pujiono
rights: Copyright (c) 2026 Adi Handika Handika(hanya utk isi kolom) https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 130
ending page: 138
doi: 10.56486/jeis.vol6no1.1060

OPTIMASI DEEP LEARNING DAN KLASTERING UNTUK DETEKSI OBJEK SERTA SEGMENTASI CITRA MEDIS
type: item
description: This study proposes a hybrid image processing framework that integrates deep learning and clustering techniques to address various challenges in automated visual analysis, including noise, low resolution, and domain variability. Deep learning models such as CNNs, U-Nets, and Swin Transformers are used for hierarchical feature learning. At the same time, clustering methods like K-Means and HAC offer lightweight unsupervised alternatives that do not require annotated data. Three approaches that are pure deep learning, pure clustering, and a hybrid combination are developed and evaluated for object detection and image segmentation using public datasets such as DRIVE and ACDC, with preprocessing techniques including filtering, normalization, resizing, and augmentation. The results show that the hybrid framework achieves a better balance between accuracy and computational efficiency, with improved IoU, DSC, and mAP values compared to either method alone. The pure deep learning approach provides the highest accuracy but requires more computational resources, while the clustering-based method offers faster processing at a cost of reduced precision. The study concludes that the hybrid methodology provides an adaptive and flexible solution across domains. Penelitian ini bertujuan untuk mengusulkan sebuah kerangka pemrosesan citra hibrida yang mengintegrasikan teknik deep learning dan klastering untuk mengatasi berbagai tantangan dalam analisis visual otomatis, termasuk noise, resolusi rendah, dan variabilitas domain. Model deep learning seperti CNN, U-Net, dan Swin Transformer digunakan untuk pembelajaran fitur secara hierarkis, sedangkan metode klastering seperti K-Means dan HAC menawarkan alternatif unsupervised yang ringan dan tidak memerlukan data beranotasi. Tiga pendekatan deep learning murni, klastering murni, dan kombinasi hibrida dikembangkan dan dievaluasi untuk melakukan deteksi objek dan segmentasi citra menggunakan dataset publik seperti DRIVE dan ACDC, dengan d…
creator: Muhammad Yusril Fauzi
creator: Alam Rahmatullah
rights: Copyright (c) 2026 Alam Rahmatullah https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 139
ending page: 145
doi: 10.56486/jeis.vol6no1.1063

PENGEMBANGAN APLIKASI PEMBELAJARAN BAHASA SUNDA UNTUK MATA PELAJARAN BAHASA SUNDA DI SMA LABSCHOOL UPI CIBIRU
type: item
description: The research is based on the decline in adolescents’ interest and proficiency in the Sundanese language, particularly among high school students. This study aims to address this problem by developing Sundanese language-learning software to complement educational resources for Sundanese Language and Literature studies at SMA Labschool UPI Cibiru. The digital application is expected to be scientifically valid, easy to use, and have a tangible impact on fostering student participation and content mastery. The development approach employed is Research & Development using the ADDIE framework (Analysis, Design, Development, Implementation, Evaluation). The analysis phase identifies students’ learning needs and characteristics. Afterward, a sketch of the application flow is created, and an initial version is developed, containing lesson content, interactive activities, vocabulary, and Sundanese cultural nuances, all within an easy-to-use interface. The research results are a Sundanese language-learning application that has been tested by subject-matter experts, media experts, and active teachers, and then piloted by students. The test results indicate that the application is deemed appropriate by the assessors and well-received by students. This application can serve as a new learning tool that makes the learning process more engaging, independent, and relevant, and is expected to help maintain the existence of the Sundanese language among adolescents. Penelitian didasarkan terjadinya penurunan minat dan kemampuan berbahasa Sunda pada remaja, terutama peserta didik SMA. Penelitian ini bertujuan menyediakan solusi terhadap permasalahan tersebut dengan mengembangkan perangkat lunak pembelajaran bahasa Sunda sebagai pelengkap sarana pendidikan untuk bidang kajian Bahasa dan Sastra Sunda di SMA Labschool UPI Cibiru. Aplikasi digital diharapkan sah secara ilmiah, mudah digunakan, juga memberi dampak nyata guna menumbuhkan partisipasi sekaligus penguasaan konten oleh murid. Pend…
creator: Chandra Mahendra
creator: Bagas Fathin
creator: Fikri Umar
creator: Luthfiansyah Dzikri
creator: Rizky Aufar
rights: Copyright (c) 2026 Chandra Mahendra https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 146
ending page: 154
doi: 10.56486/jeis.vol6no1.1069

ANALISIS PERBANDINGAN EFISIENSI ALGORITMA INTROSORT DENGAN ALGORITMA TRADISIONAL BUBBLE SORT DAN SELECTION SORT
type: item
description: Data sorting is a fundamental operation that significantly impacts the performance of various computing applications. In C++, developers can choose from traditional sorting algorithms, such as Bubble sort and Selection sort, as well as modern algorithms, such as Introsort. This study aims to analyze and compare the efficiency of the Introsort, Bubble sort, and Selection sort algorithms in terms of execution time and memory usage. The method used is a comparative experiment with three random data sizes: 100, 1,000, and 10,000 elements. Each scenario is tested three times using a recursive C++ implementation on a Lenovo Ideapad 1i laptop with an Intel Celeron N4020 processor, 8 GB of RAM, and a 477 GB SSD. Execution time is measured using the std::chrono library, while memory usage is measured using the getMemoryUsage() function. The results show that Introsort is consistently the fastest algorithm for all data sizes. At 10,000 elements, the average execution time of Introsort is about 2.88 ms, while Bubble sort and Selection sort are about 1,303 ms and 1,067 ms, respectively. Thus, Introsort is about 450 times faster than Bubble sort and 370 times faster than Selection sort on large datasets, while the difference in memory usage among the three algorithms is under 0.15 MB. These findings indicate that choosing a modern algorithm like Introsort is highly recommended for sorting large data sets in C++. In contrast, traditional algorithms are more appropriate for learning scenarios or small datasets. Pengurutan data merupakan operasi dasar yang sangat memengaruhi kinerja berbagai aplikasi komputasi. Pada bahasa pemrograman C++, pengembang dapat memilih algoritma pengurutan tradisional seperti Bubble sort dan Selection sort, maupun algoritma modern seperti Introsort. Penelitian ini bertujuan menganalisis dan membandingkan efisiensi algoritma Introsort, Bubble sort, dan Selection sort berdasarkan waktu eksekusi dan penggunaan memori. Metode yang digunakan adalah eksperime…
creator: Salsabila Amanda
creator: Lilina Dwi Anastasya
creator: Fira Sulistia
creator: Nafisa Purnamasari
creator: Imam Prayogo Pujiono
rights: Copyright (c) 2026 Salsabila Amanda, Lilina Dwi Anastasya, Fira Sulistia, Nafisa Purnamasari, Imam Prayogo Pujiono https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-01-30
publication date: 2026-01-30
volume: 6
number: 1
starting page: 155
ending page: 165
doi: 10.56486/jeis.vol6no1.1086

ANALISIS SENTIMEN ULASAN GAME DELTA FORCE MOBILE MENGGUNAKAN NAIVE BAYES DAN SUPPORT VECTOR MACHINE
type: item
description: This study aims to analyze sentiment in Delta Force Mobile reviews on the Google Play Store using Naive Bayes and Support Vector Machines. Sentiment classification in reviews helps game developers understand player sentiment and improve user satisfaction. The method used is the KDD framework, which focuses on web scraping, text cleaning, tokenization, stemming, and TF-IDF for data weighting. The experimental data consisted of 29,454 reviews, with a peak accuracy rate of 86.17%. The study found a significant improvement in SVM’s ability to classify negative sentiment accurately. SVM had a score of 0.69, while Naive Bayes had a score of 0.56. This indicates that SVM is more accurate at classifying reviews that contain technical complaints, such as lag and bugs. Penelitian ini bertujuan menganalisis sentimen pada ulasan Delta Force Mobile di Google Play Store menggunakan Naive Bayes dan Support Vector Machine. Klasifikasi sentimen dalam ulasan digunakan untuk membantu pengembang game memahami sentimen pemain dan membantu meningkatkan kepuasan pengguna. Metode yang digunakan yaitu kerangka kerja KDD yang berfokus pada web scraping, pembersihan teks, tokenisasi, stemming, dan TF-IDF untuk memberi bobot pada data. Data yang digunakan dalam eksperimen berjumlah 29.454 ulasan, dengan tingkat akurasi tertinggi sebesar 86.17%. Hasil penelitian mendapatkan temuan signifikan bahwa SVM memiliki kemampuan yang lebih baik dalam mengklasifikasikan sentimen negatif secara akurat. SVM memiliki nilai 0,69 dan Naive Bayes memiliki nilai 0,56. Hal ini menunjukan bahwa SVM lebih akurat dalam mengklasifikasikan ulasan yang mengandung keluhan teknis seperti lag dan bug.
creator: Faiz Najwan Zaky
creator: Muhamad Rendi Gibran
creator: Sumanto Sumanto
creator: Jefina Tri Kumalasari
creator: Ghofar Taufiq
creator: Ade Christian
rights: Copyright (c) 2026 Muhamad Rendi Gibran https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-03-26
publication date: 2026-03-26
volume: 6
number: 1
starting page: 166
ending page: 172
doi: 10.56486/jeis.vol6no1.1115

PERANCANGAN JARINGAN LAN DENGAN METODE ROUTING INFORMATION PROTOCOL (RIP) VERSION 2 PADA PT. BERKARYA BERSAMA ANAK BANGSA
type: item
description: PT. Berkarya Bersama Anak Bangsa faced challenges with network installation and management due to unclear network segmentation and an inadequate LAN configuration. To address these issues, this study aimed to adopt the RIP Version 2 method for designing a LAN network. RIP Version 2 was chosen for its ability to dynamically adapt to topology changes and ensure fast and effective routing updates. Implementation of this method involved configuring routers to divide and connect network segments, which was expected to improve IP address efficiency and overall network performance. The results showed that implementing RIP Version 2 successfully improved network infrastructure layout, simplified network management and maintenance, and significantly improved network performance. RIP Version 2 implementation at PT. Berkarya Bersama Anak Bangsa successfully resolved network issues, improved security, and minimized the risk of data breaches. PT. Berkarya Bersama Anak Bangsa menghadapi permasalahan dalam instalasi dan manajemen jaringan yang disebabkan oleh kurangnya pembagian segmen jaringan yang jelas dan konfigurasi segmentasi LAN yang tidak optimal. Untuk mengatasi masalah ini, penelitian ini dilakukan dengan tujuan mengadopsi metode RIP Version 2 untuk merancang jaringan LAN. Metode RIP Version 2 dipilih karena kemampuannya untuk beradaptasi secara dinamis terhadap perubahan topologi dan memastikan pembaruan routing yang cepat dan efektif. Implementasi metode ini melibatkan konfigurasi router untuk membagi dan menghubungkan segmen-segmen jaringan, yang diharapkan dapat meningkatkan efisiensi penggunaan IP address dan kinerja jaringan secara keseluruhan. Hasil penelitian menunjukkan bahwa penerapan RIP Version 2 berhasil meningkatkan tatanan infrastruktur jaringan, mempermudah pengelolaan dan pemeliharaan jaringan, serta meningkatkan performa jaringan secara signifikan. Implementasi RIP Version 2 di PT. Berkarya Bersama Anak Bangsa berhasil mengatasi masalah jaringan, mening…
creator: Khusnul Khoiriyah
creator: Lela Nurlaela
creator: Andy Dharmalau
rights: Copyright (c) 2026 Khusnul Khoiriyah, Lela Nurlaela, Andy Dharmalau https://creativecommons.org/licenses/by-sa/4.0
license: https://creativecommons.org/licenses/by-sa/4.0
date: 2026-03-26
publication date: 2026-03-26
volume: 6
number: 1
starting page: 173
ending page: 180
doi: 10.56486/jeis.vol6no1.1201