Jurnal Ilmu Siber dan Teknologi Digital

SINTA 5 | Jurnal Ilmu Siber dan Teknologi Digital (JISTED) is a national, open-access and peer-reviewed journal welcoming high-quality manuscripts of original articles, reports and literature reviews in the field of software engineering and information technology. Jurnal Ilmu Siber dan Teknologi Digital (JISTED) aims to mediate the fresh ideas of researchers and practitioners to accelerate technology and cyber development.

Current Issue

SINTA 5 | Jurnal Ilmu Siber dan Teknologi Digital (JISTED) is a national, open-access and peer-reviewed journal welcoming high-quality manuscripts of original articles, reports and literature reviews in the field of software engineering and information technology. Jurnal Ilmu Siber dan Teknologi Digital (JISTED) aims to mediate the fresh ideas of researchers and practitioners to accelerate technology and cyber development.

Published
2025-08-06

Articles

Pengembangan Media Pengenalan Produk UMKM Makanan Khas Tegal Berbasis Augmented Reality

Purpose: This study aimed to develop an interactive and accessible Augmented Reality (AR)-based media to introduce traditional culinary products from Tegal, which remain relatively unknown among the people in Surabaya. Methodology/approach: To carry out this study, the Multimedia Development Life Cycle (MDLC) model was utilized. The resulting system is a web-based Augmented Reality application that uses marker-based tracking to visualize 3D models of traditional foods from Tegal. The 3D visual elements were designed using the Blender application. Results/findings: The system effectively introduced new information to all respondents, especially those who were previously unfamiliar with Tegal's traditional cuisine. Usability testing showed a System Usability Scale (SUS) score of 77.08, indicating that the system was well received and suitable for use. Conlusion: The developed system is considered effective and engaging as a medium for introducing local culinary heritage to a broader audience. Limitations: The system depends on marker-based AR, which requires physical markers and may limit its flexibility. Contribution: This study contributes to cultural preservation and educational media by providing a digital platform for introducing regional culinary heritage, especially for local governments, the tourism sector, and educational institutions.

Rancang Bangun Sistem Informasi Manajemen Klinik Chania Care Center Berbasis Web Responsif

Purpose: Technology has become an integral part of every aspect of life, including healthcare, including clinics. Technology plays a crucial role in addressing various challenges, such as patient management, pharmacy data management, and clinic management systems. Methodology/approach: The Chania Care Center Clinic implemented FEFO for efficient pharmacy inventory, ensuring older medications are used first, and used RAD methodology for iterative, rapid system design. Results/findings: Based on UMUX method testing, the admin role (2 respondents, average score 91.7) achieved an excellent (Grade A) usability rating. The doctor role (1 respondent, average score 79.1), pharmacy role (2 respondents, average score 75), and voter role (1 respondent, average score 83.3) all received a good (Grade C) usability rating. Conclutions: From this, it can be concluded that the Chania Care Center clinic system is well received by all users and all UMUX scores are in the “acceptable” category. Limitations: Despite these limitations, in developing the Chania Care Center clinic management information system, it is necessary to add a log of activities carried out by users so that from the log it can be monitored what activities users are carrying out on the system, so that security is well maintained. Contribution: This study details the creation of a responsive, user-friendly Chania Care Center clinic management system. It leverages the RAD (Rapid Application Development), FEFO (First Expired, First Out), and UMUX (Usability Metric for User Experience) methods to achieve its design and development goals.

Pengembangan Aplikasi Pembelajaran Literasi Dasar Siswa Kelas 1 SD Berbasis 2D

Purpose: This study aimed to design and develop a multimedia-based 2D application to improve basic literacy skills for first-grade elementary school students. Methodology/approach: The application, named Petualangan Literasi, was developed using the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collection, assembly, testing, and distribution. The research was conducted at SDN Ngingasrembyong using the Unity and C# programming languages. Results/findings: The results showed that the application effectively improved students’ literacy performance. Of the 25 students, five achieved maximum scores, and the majority showed increased performance compared to conventional methods. Conclutions: The study concludes that the 2D multimedia-based application Petualangan Literasi, developed using the MDLC method, is effective in enhancing basic literacy skills among first-grade elementary school students. It provides an engaging, interactive alternative to conventional learning methods, increasing students’ motivation and performance in early literacy education. Limitations: The study was limited to material from Chapter 1 of the 2021 Bahasa Indonesia curriculum and tested on a small sample of first-grade students. Contribution: This research contributes to the field of educational technology by offering an interactive solution for early literacy learning through game-based multimedia applications tailored to young learners.