Jurnal Sistemasi (OJS FTIK - UNISI, Fakultas Teknik dan Ilmu Komputer Universitas Islam Indragiri)
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Implementation of the Apriori Algorithm for Clothing Store Product Recommendations based on Sales Transaction History
This study is motivated by the limitations faced by small-scale clothing stores, which generally do not have customer ratings or reviews that can be used as a basis for product recommendations. This condition necessitates an alternative method capable of utilizing available sales transaction data. The objective of this study is to generate product recommendations by identifying consumer purchasing patterns through the application of the Apriori Algorithm. The methodology involves processing sales transaction data consisting of transaction codes, lists of purchased products, and transaction timestamps. Support, confidence, and lift ratio values are calculated to generate and validate association rules among products. The analyzed data are derived from the transaction history of a clothing store and are processed using a web-based system developed with PHP and MySQL. The experimental results indicate that several product combinations achieve confidence values of 50% and lift ratios greater than or equal to 1, suggesting that these patterns can be used as a basis for product recommendations. These findings demonstrate a strong association among items that are frequently purchased together. Based on the results, this study concludes that the Apriori Algorithm is effective in identifying meaningful purchasing patterns that can support product arrangement strategies and inventory management in small-scale clothing stores
Systematic Literature Review of HCI Principles in Role – Playing Game Design: Towards a Comprehensive Framework for Enhancing Programming Skills
The absence of a comprehensive Human-Computer Interaction (HCI) framework specifically tailored for Role-Playing Games (RPGs) in programming skill development represents a critical research gap. This study conducts a systematic literature review (SLR) to synthesize interdisciplinary insights from game design, HCI, and cognitive psychology, aiming to establish foundational guidelines for integrating HCI principles into RPG design. Thirty peer-reviewed studies published between 2019 and 2025 were analyzed using the PRISMA approach. Findings reveal that embedding programming tasks into narrative-driven gameplay, supported by adaptive interfaces and motivational gamification, enhances learner engagement by approximately 35-50%, usability by 30-40%, and perceived effectiveness by 25-45%, depending on design strategies. Despite these promising outcomes, existing research remains fragmented, lacking a unified conceptual model linking usability, motivation, and technological innovation within RPG-based learning environments. This review identifies five key design dimensions usability heuristics, adaptive interaction, gamified motivation, narrative immersion, and personalization as essential to improving programming skill acquisition for novice users. Accordingly, the study proposes a preliminary structured framework to guide future RPG development that balances player experience with measurable learning outcomes. The novelty of this work lies in consolidating HCI principles into a systematic model for RPG-based programming learning, bridging the current gap between interaction design and educational functionality
Design of an Augmented Reality Application to Improve Understanding of Spatial Structure in Elementary Schools
Mathematics learning, particularly three-dimensional geometry in elementary schools, often requires students to visualize images presented in textbooks in order to understand the material, which can make it difficult for them to absorb the concepts being taught. This challenge is further compounded by the limited availability of interactive learning media and school policies that restrict the use of mobile devices as learning tools. These issues represent common obstacles in the implementation of effective geometry instruction at the elementary level. This study aims to design an Android-based Augmented Reality (AR) learning application to assist elementary school students in understanding abstract three-dimensional geometry concepts. The research methodology employed is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collection, development, testing, and distribution. The outcome of this study is an Android-based AR application for learning three-dimensional shapes. Black-box testing results indicate that all features—including marker scanning, display of 3D geometric objects, transformation into net forms, rotation, zoom in and zoom out, and instructional content for each type of three-dimensional shape—functioned properly. Furthermore, user evaluation was conducted using the System Usability Scale (SUS) method. The evaluation involved 10 respondents and produced an average score of 74, placing the application in the “Good” category. These results suggest that the application can serve as an effective interactive learning medium for elementary school education
Integrating Design Thinking and CBT for Mobile Telemedicine Depression Recovery Therapy for Adolescents and Women
Depression among adolescents and women has become a significant mental health issue, yet access to effective therapy remains limited due to factors such as geographical barriers and a lack of professional support. This research aims to integrate Design Thinking and Cognitive Behavioral Therapy (CBT) to develop a mobile telemedicine application, Moelih, for supporting the recovery of depression. The study employs a systematic Design Thinking approach, including Empathy, Define, Ideate, Prototype, and Test stages. The black-box testing method was employed to evaluate the app’s functionalities, ensuring that its features—such as mood tracking, journaling (both free and guided CBT), and teleconsulting with professional companions—are intuitive and effective from the user’s perspective. The results demonstrate that the Moelih app successfully meets the needs of its target audience by providing an accessible, flexible, and user-centered digital therapy tool. However, the testing phase revealed areas for improvement, such as enhancing user engagement and optimizing app responsiveness. This research highlights the potential of combining user-centered design and CBT to create effective digital interventions for mental health recovery, contributing to the growing field of telemedicine for mental health
Analysis of Immunization Coverage Among Toddlers in Indonesia using the K-Means Algorithm based on 2025 People’s Welfare Data
Disparities in toddler immunization coverage across different regions of Indonesia indicate the need for an analytical approach capable of capturing regional characteristics in greater depth. This study aims to cluster toddler immunization coverage using the K-Means algorithm based on the 2025 Indonesian People’s Welfare Data published by Statistics Indonesia. The variables analyzed include immunization history, types of immunization, place of immunization, and immunization providers. Data processing was conducted using Python through the Google Colab platform. The determination of the optimal number of clusters using the Elbow Method resulted in three clusters, with a Silhouette Score of 0.5086, indicating a moderately good clustering quality. The results show that the cluster labeled Low surprisingly exhibits the highest immunization coverage (95.68%), suggesting that the cluster labels do not represent coverage levels in a linear manner but instead reflect differences in operational characteristics and the distribution of immunization services across regions. Meanwhile, the Medium cluster shows the lowest coverage (63.82%), and the High cluster falls at an intermediate level (92.23%). Further analysis indicates that the type of immunization and immunization history are the most influential variables in cluster formation. With clustering quality categorized as moderately good, the K-Means method is considered capable of adequately identifying immunization coverage patterns for region-based policy analysis. These findings demonstrate that a clustering approach can reveal immunization coverage patterns that are not captured through conventional statistical analysis and can serve as a basis for more targeted and data-driven immunization policy formulation
Evaluation of a Furniture Product Testing Process and Results Reporting Application using the Extended Technology Acceptance Model (TAM) at XYZ Company
The furniture manufacturing industry demands efficient internal processes and reliable reporting quality; however, the adoption of digital reporting applications is often hindered by user acceptance factors. This study evaluates user acceptance of a Furniture Product Testing Process and Results Reporting Application at PT XYZ using the Extended Technology Acceptance Model (ETAM), which integrates constructs from the Technology Acceptance Model (TAM) and variables from the Information System Success Model (ISSM), including system quality, information quality, service quality, and user satisfaction. A survey of employees across operational units was analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4.0. The measurement model met the criteria for validity and reliability (AVE = 0.598–0.875; composite reliability = 0.869–0.954). The coefficient of determination (R²) indicates a strong to very strong model across key variables (R² for intention to use = 0.883; attitude toward use = 0.738; perceived ease of use = 0.737; perceived usefulness = 0.788; actual use = 0.698). The main results reveal significant paths: system quality → perceived ease of use (β = 0.563; p < 0.007), perceived ease of use → attitude toward use (β = 0.735; p < 0.001), attitude toward use → behavioral intention (β = 0.940; p < 0.001), and behavioral intention → actual use (β = 0.828; p < 0.001). In contrast, information quality and service quality do not have a significant effect on perceived usefulness, perceived ease of use, or user satisfaction; additionally, perceived usefulness and user satisfaction do not significantly drive actual use. These findings highlight the central role of system performance and usability in shaping sustained adoption. They also suggest the need for enhanced training strategies and clearer communication of system benefits to strengthen perceived usefulness and to ensure that service support contributes more effectively to user satisfaction and system usage
The Effect of Social Media Promotion on Customer Loyalty Mediated by Brand Equity at Dekabeads
The increasingly dynamic competition in the handmade accessories retail sector encourages SMEs to manage promotional strategies more effectively in order to retain customers. Social media has become one of the primary channels for shaping brand perception and value, which ultimately influence customer loyalty. This study aims to examine the effect of social media promotion on customer loyalty using the Brand Equity framework proposed by Aaker and Keller, with a case study of Dekabeads. The research adopts a quantitative approach using Partial Least Squares–Structural Equation Modeling (PLS-SEM) with SmartPLS. The respondents consist of 169 customers who have previously made purchases. The results indicate that social media promotion has a significant effect on customer engagement, brand equity, customer satisfaction, and customer loyalty. Directly, social media promotion is proven to enhance customer loyalty. In addition, there are indirect effects through increased customer engagement, strengthened brand equity, and improved customer satisfaction as mediating variables. The R-square value of 0.748 indicates that the model explains 74.8% of the variance in customer loyalty. These findings highlight that optimizing social media promotion in alignment with brand equity development plays a crucial role in fostering sustainable customer loyalty
Enhancing SDGs in Barito Kuala: Enterprise Architecture for Smart Village Development using TOGAF ADM 9.2 in Sungai Pitung
Sustainable village development is essential for realizing the Sustainable Development Goals (SDGs), specifically regarding poverty eradication (SDG 1), inequality reduction (SDG 10), and the establishment of sustainable communities (SDG 11). This study formulates a smart village framework for Sungai Pitung Village, Barito Kuala, by utilizing the Village Information System (SID) to enhance local governance and economic conditions. The methodology employs TOGAF ADM 9.2, covering the Preliminary phase, Architecture Vision, Business Architecture, Information Systems Architecture, and Technology Architecture. The novelty of this research lies in the strategic integration of Village Development Index (IDM) indicators and Village SDGs (Ministerial Regulation No. 13 of 2020) directly into the architectural blueprints. This approach ensures that the resulting digital roadmap is legally and contextually compliant with Indonesian rural mandates. The framework is validated through a formal evaluation of research results with relevant stakeholders to ensure it addresses the digital divide and operational inefficiencies. The findings provide a holistic IT architecture that standardizes technology catalogs and aligns village services with national development targets, ultimately fostering an enhanced quality of life for rural inhabitants
Sentiment and Topic Analysis of Digital Community Application Gamer Reviews using SVM-LDA and CRISP-DM
Impatient behavior among gamers is often reflected in sharp and emotionally charged digital reviews, particularly in the use of community applications such as Discord. This study explores expressions of impatience through sentiment and topic analysis. By adopting the CRISP-DM framework, a total of 10,000 Indonesian-language reviews collected from the Google Play Store were analyzed. The analytical process begins with sentiment labeling using IndoBERT, followed by polarity classification using the Support Vector Machine (SVM) algorithm, and topic exploration through the Latent Dirichlet Allocation (LDA) method. The results indicate that 57.4% of the reviews express positive sentiment, primarily related to voice communication quality and community interaction features. In contrast, 42.6% of the negative reviews commonly convey frustration regarding login issues and verification processes. The SVM model optimized using Bayesian Optimization achieved an accuracy of 90.46%. This study highlights that Discord serves not only as a communication platform but also as a reflection of users’ high expectations for system speed and stability. The main contribution of this research lies in the integration of SVM–LDA methods within the CRISP-DM framework to better understand the digital behavior of Indonesian gamers. The practical implications of these findings provide strategic insights for developers to improve authentication reliability and community features in alignment with user characteristics
Implementation of User-Centered Design (UCD) in Developing a Mobile Attendance Application to Improve User Experience
The desktop- or web-based attendance system currently used by Sevenpion is considered to have suboptimal performance, particularly in terms of speed and user convenience. This limitation is primarily due to the system’s reliance on web browsers, internet connection stability, and a user interface that is not fully responsive on mobile devices. This study aims to design a more comfortable, efficient, and adaptive mobile attendance application by improving its user interface (UI) and user experience (UX). The design process follows a User-Centered Design (UCD) approach, which emphasizes user needs through stages including requirements identification, context-of-use analysis, prototyping from low- to high-fidelity, and system evaluation. Usability testing was conducted using the System Usability Scale (SUS) method, involving five participants, yielding an average score of 77, categorized as “Good.” The results indicate that the prototype application enhances comfort, security, and efficiency in the attendance process compared to the existing web-based system. The study highlights the importance of user-centered approaches in mobile application development to ensure optimal usability