Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) https://jurnal.harapan.ac.id/index.php/Jikstra <div style="background-color: #00c4cc; padding: 4px 8px; border-radius: 6px; box-shadow: 0 4px 8px rgba(0, 0, 0, 0.2);"> <p style="text-align: justify; line-height: 1.3;">JIKSTRA is a journal managed by the Informatics Engineering and Information Systems Study Program at Universitas Harapan Medan (UNHAR). It focuses on scientific discussions in the fields of informatics and information systems, serving as a platform for the dissemination of research findings—both conceptual and technical—related to informatics. The journal is published <strong>biannually</strong>, in <strong>April and October</strong>, with its first issue released in <strong>April 2019</strong>. JIKSTRA applies a <strong>blind peer review</strong> process in its editorial evaluation.</p> </div> Universitas Harapan Medan en-US Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) 2715-887X <p>Universitas Harapan Medan</p> Implementasi Peerconnection Classifier Pada Jaringan dengan Menerapkan Load Balancing dan Failover https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/1078 <p><em>The internet has become a secondary necessity that supports daily activities such as working, studying, and exchanging information. High-traffic websites can overload servers, degrade performance, or cause system failures. One effective solution is to implement load balancing and failover methods. Load balancing divides the load across multiple servers to prevent overloading, while failover ensures the system stays functional by switching to backups in the event of a failure. This study aims to configure load balancing and failover on wireless networks using mikrotik devices and two internet modems. The test results showed that failover successfully maintained the connection when the main port was disabled, while load balancing increased internet speed by combining the main and backup networks.</em></p> <p><strong><em>&nbsp;</em></strong></p> Rahmad Nur Suriati Suriati Nenna Irsa Syahputri ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2025-04-25 2025-04-25 7 1 1 9 10.35447/jikstra.v7i1.1078 Pemanfaatan Animasi Motion Graphic Sebagai Edukasi Tentan Psychological First Aid (PFA) Pada Anak Broken Home https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/1115 <p><em>Children from Broken Homes are a vulnerable group often experiencing emotional disturbances due to family disharmony, such as divorce or prolonged conflict. The lack of public understanding regarding early psychological intervention for these children can worsen their mental condition. Therefore, an effective and easily understandable educational medium is needed to deliver information about Psychological First Aid (PFA). This study explores the use of motion graphic animation as an educational medium that presents PFA information in a visually engaging and communicative manner. The development process includes psychological concept research, storyboard creation, character design, and animation planning to the audience's characteristics. Evaluation results show that motion graphic animation can enhance the audience’s understanding of the importance of providing early psychological support to children from Broken Homes. The study concludes that motion graphic animation is an effective medium for conveying psychological education in a simple yet meaningful way and can serve as an alternative solution for public awareness and outreach</em><em>. This data is seen from the results of </em><em>testing with a questionnaire where from a total of 15 respondents, 40% or 6 people stated that they strongly agree. While 60% or 9 people stated that they agree and no one answered disagree or disagree.<br> <br> </em></p> Tri Widya Utami Sumi Khairani Nenna Irsa Syahputri ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2025-04-25 2025-04-25 7 1 10 18 10.35447/jikstra.v7i1.1115 Implementasi Augmented Reality Sebagai Media Edukasi dan Promosi Aceh Tenggara Menggunakan Metode Markerless https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/1146 <p><em>The growing development of technology has a positive impact on everyone's activities. Like being able to access tons of facilities and information using only a smartphone and internet connection. However, technology also brings a bad impact as well, easily accessing various information on the internet such as western pop content, K-pop and the like causes a shift in the value of love for local traditional culture of the Indonesian people, in this study specifically Southeast Aceh. Collaboration between technology and traditional culture needs to be done so that all kinds of cultural heritage can still be accessed using smartphones anywhere and anytime. This research aims to implement AR technology as an educational and promotional media using the markerless method. Qualitative research methods with a case study approach are used to analyze data obtained through questionnaire statements. There were 23 questionnaire respondents who stated that 65.2% stated that this application helped recognize the Southeast Aceh region and 47.8% of respondents stated that the experience when using the application was very good and 47.8% of respondents stated that the experience when using the application was good. The conclusion of this research is the formation of an android-based augmented reality application using the markerless method that produces innovative, educational solutions, allowing interactive and realistic experiences in increasing understanding of Southeast Aceh culture and expanding the range of information and enriching user experience through multimedia content such as 3D objects in a real environment without the need for markers.</em></p> <p><em>&nbsp;</em></p> Ilfan Daniel Barus Ari Usman Dharmawati Dharmawati ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2025-04-25 2025-04-25 7 1 19 32 10.35447/jikstra.v7i1.1146 Menganalisa Metode Association Rules Untuk Menentukan Pola Penyakit Komplikasi Pada Pasien Menggunakan Algoritma FP-Gworth https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/995 <p><em>Coronavirus infection is an acute respiratory. This disease can lead to severe complications, particularly in older individuals or those with chronic illnesses. To understand the patterns of common complications among patients, this study utilizes the FP-Growth algorithm to analyze the relationship between disease histories within a dataset. The algorithm was chosen for its efficiency in processing large-scale data and identifying frequent itemset patterns compared to other algorithms. Using RapidMiner Studio software, this study successfully identified associative rule patterns that serve as references for predicting and preventing disease complications caused virus in the future. The results demonstrate that this method provides fast and accurate outcomes, aiding in decision-making for treatment and prevention strategies.</em></p> Sabrika Rahmayani Dodi Siregar Mufida Khairani ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2025-04-25 2025-04-25 7 1 33 42 10.35447/jikstra.v7i1.995 Game Edukasi Jenis Bunga Berbasis Android https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/1114 <p class="BodyAbstract" style="margin: 0cm .3pt 6.0pt 0cm;"><span lang="EN-US" style="font-size: 11.0pt;">Android-based educational games are increasingly evolving as interactive learning tools. This research aims to design and develop an educational game that introduces various types of roses. The game is developed using Unity and the C# programming language, following the MDLC (Multimedia Development Life Cycle) method, which includes planning, data collection, implementation, and testing stages. The main features of this game include introducing different rose species along with their Latin names and characteristics, as well as interactive games such as quizzes and puzzles to enhance user engagement. Testing was conducted using the black-box method to ensure the game's functionality. Evaluations based on questionnaires indicate that this game is highly effective in improving users' knowledge of rose species. The results of this study are expected to contribute to the development of more engaging and educational technology-based learning media.</span></p> Laksamana Taqwa Sarudin Sarudin Siti Sundari ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2025-04-28 2025-04-28 7 1 43 50 10.35447/jikstra.v7i1.1114