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Penerapan Naive Bayes untuk Bantuan Pengereman Pemain pada Gim Balapan Panji Yodantara; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Untuk dipublikasi di Fountain of Informatics Journal (FIJ)
Analisis Segmentasi Pelanggan Kartu Prabayar Kabupaten Malang dengan RFM Model Menggunakan Metode Fuzzy C-Means Clustering (Studi Kasus : PT. XYZ) Akbar Ilham; Nanang Yudi Setiawan; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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PT. XYZ is a telecommunications operator company in Indonesia that provides prepaid GSM (global system for cellular communication) services. PT. XYZ support to serve the whole city until remote areas of Indonesia are no exception Malang Regency by continuing to increase the number and increase the number of customers when providing the services provided. Companies that provide different services based on the characteristics or each customer in the form that provides services and build loyal and long-lasting relationships. The data used in this study is the transaction data of PT. XYZ customers in Malang Regency operational area with a period of time January 1 2019 - March 31 2019 that made 35,868 transactions. Customer segmentation is a strategy to divide customers into different, different, and homogeneous subgroups according to their characteristics. The main purpose of customer segmentation is to determine the customer base and gain customer insights that will enable the design and development of different marketing strategies. Customer characteristics can be seen through customer transaction data modeling using RFM (recency, frequency, and monetary) models, namely the time span of the last transaction (recency), number of transactions (frequency), and money spent (monetary). Fuzzy C-Means Clustering can be an option in solving customer segmentation problems. The Elbow method is used to support the clustering process by determining the number of clusters in the application of Fuzzy C-Means Clustering. Modification of Partition Coefficients (MPC) and Euclidean Distance (EU) is a validation method used to obtain the accuracy of cluster results using data to the nearest central point. In this study clustering with 2 clusters is the best result. The results of customer segmentation are visualized into a dashboard page consisting of a combination of integrated tables, diagrams and graphs and information needed by the company. The results of dashboard visualization are sponsored by users to obtain the level of user acceptance of using the System Usage Scale (SUS) analysis. Dashboard test results show an average value of 80 which is included in the acceptable category.
Pengembangan Permainan Edukasi Aksara Jawa Berteknologi Augmented Reality Rizaldy Ilham Akbar; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Artikel dipublikasikan di JTIIK
Pengembangan Malang Virtual Tourism menggunakan React 360 VR Primananda Kurnia Santoso; Herman Tolle; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Untuk dipublikasikan di International Journal of Interactive Mobile Technologies (iJIM)
Evaluasi Usability Dan Perbaikan Desain Antarmuka Pengguna Aplikasi MejaKita Menggunakan Metode Goal-Directed Design (GDD) Rezza Ananda Yoanko; Retno Indah Rokhmawati; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 1 (2021): Januari 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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MejaKita is an online-based learning media specifically designed as a space for students in Indonesia to share knowledge and learn together. The usability on this application was evaluated to find out how far the system works, to see the effect of interface design from users, and to identify the obstacles in the system. The evaluation was directed to 10 categorized respondents as potential users of the application. The usability evaluation of MejaKita application was about to measure 3 aspects of usability as effectiveness, efficiency, and satisfaction, by using those methods such as completion rate, overall relative efficiency, and the system usability scale questionnaire. After first evaluation, turned out the problem was needs of improvement on the application design to figured out whether the planned draft meets the user needs. MejaKita uses Goal-Directed Design as method to create a design improvement that meets user needs and to get validation from the first plan by developer when the application was made. The results of final evaluation scored 91,4% and 78,9% as two aspects increased 35,7% and 35,2% in total. The outcome of system usability scale of satisfaction aspect scored 77,75 which increased 30,25 from last evaluation and get acceptable category scored B+.
Analisis Pengaruh Persepsi Kemudahan dan Persepsi Kemanfaatan Penggunaan Google Classroom Terhadap Motivasi Belajar dan Kemandirian Belajar Siswa Pada Jurusan Multimedia Tahun Ajaran 2019/2020 (Studi Kasus: SMK Negeri 51 Jakarta Timur) Kevin Maulana; Satrio Hadi Wijoyo; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 1 (2021): Januari 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The online learning policy that had to be taken during the Covid-19 pandemic required SMK Negeri 51 Timur to utilize learning media to facilitate learning and teaching activities to continue. One of the learning media used by SMK Negeri 51 East Jakarta is the Google Classroom. In the context of using Google Classroom as a computer technology, there are factors that affect the acceptance of technology use by users, one of which is the perception of convenience and the perception of usefulness. In this study, the authors tested the influence of the perceived ease of use factor and the perceived usefulness of using Google Classroom as a learning medium used by SMK 51 East Jakarta and how it affects student learning motivation and independence. This research was meant to determine whether there is a partial and simultaneous influence on the perceived ease of use and perceived usefulness of students in using Google Classroom on their learning motivation and learning independence. Researchers conducted observations, interviews and distributed questionnaires to collect primary data. The author uses a saturated sampling technique in taking samples or using the entire population of students in the multimedia department of the 2019/2020 school year totaling 72 students consisting of two classes. For data processing, the authors used partial test (t test), determination coefficient test, correlation product moment test, simple linear regression test and multiple linear regression test. After processing the data, the authors get the following results (1) perceived ease of use of Google Classroom has a partial effect on learning motivation as evidenced by the value of t count 4.066> t table 1.99444 with a significance value of 0.000 (2) perceived ease of use of Google Classroom has a partial effect on learning independence as evidenced by the value of t count 3,3456 > t count 1.99444 with a significance value of 0.001 (3) the perceived usefulness of using Google Classroom has a partial effect on learning motivation as evidenced by the value of t count 4,743> t table 1.99444 with a significance value of 0.000 (4) the perceived usefulness of using Google Classroom has a partial effect on learning independence as evidenced by the value of t count 5,319 > t table 1.99444 with a significance value of 0.000. (5) perceived ease of use and perceived usefulness of use have a simultaneous effect on learning motivation as evidenced by the value of f count 14.125> f t­ table 3.13 with a significance value of 0.000. (6) perceived ease of use and perceived usefulness of use have a simultaneous effect on learning independence as evidenced by the value of f count 14.872> f t table 3.13 with a significance value of 0.000.
Pengaruh Model Pembelajaran Kooperatif Tipe Teams Games Tournament (TGT) Berbantuan Edmodo Terhadap Motivasi Belajar, Keaktifan Belajar, Dan Hasil Belajar Siswa Kelas X Dalam Pembelajaran Mata Pelajaran Simulasi Dan Komunikasi Digital Di SMK Negeri 2 Mal Liya Suci Kurniawati; Admaja Dwi Herlambang; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Article published in Accredited National Journal : Journal of Information Technology and Computer Science (JITECS)
Analisis Penerapan Gamifikasi Pada Model Blended Learning Terhadap Hasil Pembelajaran Desain Grafis Studi Kasus : SMK Negeri 10 Malang Hawim Mahfudah; Satrio Hadi Wijoyo; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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This study was used to determine the results, effects and differences of the application of gamification in the blended learning model to the learning outcomes of Basic Graphic Design with a case study of SMK Negeri 10 Malang. The population was based on the research, namely students of class X in the field of expertise of MM with the sample taken, namely two classes, X MM-1 and X MM-4, which amounted to 15 students each. The two classes were given different labels, namely X MM-4 as the experimental class which was given different treatment, and X MM-1 as the control class which was given learning as usual. The data were taken using pretest and posttest instruments which were then analyzed using the T test. The results of the data analysis were the application of gamification in the blended learning model to the learning outcomes of Basic Graphic Design, which increased in value but did not significantly affect it. This is because the t-count value of the experimental class is 1.911 smaller than the t-table value of 2.14479 for an error level of 5%, while in the control class the t-count value of 2.347 is greater than the t-table value of 2.14479. Based on the results of the t test obtained, the control class and the experimental class experienced an increase in value, but not significantly in the experimental class. In contrast to the control class, the scores obtained by students have increased significantly.
Perancangan Gim Simulasi Perakitan Komputer menggunakan Metode 7 Steps For Designing Serious Games Mohammad Alauddin; Tri Afirianto; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The computers technological development is increasing in recent times and become major need in various fields, such as institution, education, government or public in general. Every year, computers and the components always evolve also followed by the increasing price. Therefore, choosing a computer and the components based on user spesification and need is really important. However, many people have no basic knowledge about components on a computer. Previously there were studies that could impart student knowledge by using a game. The studies using a 7 steps for designing serious games method. It's undeniable at this time that games can also use in many things not only entertainment purposes. Games that can provide knowledges to game players and give other purpose than only entertaining classified as a serious game. Therefore, a computer assembly simulation games designed by using the 7 step for designing serious game method. The 7 steps for designing serious game method used for found out the need and goals of players based on quality control by cognitive experts therefore the results of designing this game can fulfill the players wishes. This study examines game player needs, game design, game implementation, testing and game evaluation. Based on usability testing on the satisfaction aspect, the average value obtained based on positive experience is 3.41 from 20 respondents, as a consequence, it reflects that the game could be played easily by the game player. While on validation test, the average value obtained is 79.2 from 5 cognitive experts, which indicates that developed game certainly belongs in serious game type.
Perancangan Antarmuka Pengguna Sistem Pengelolaan Hasil Penilaian Siswa menggunakan Human Centered Design (Studi Kasus : SMKN 2 Bojonegoro) Andini Ayu Larasati; Hanifah Muslimah Az-Zahra; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The research about system that is used for managing student score was based on the school that is the research object condition which does not have a system that can help the teacher to easily manage their student score. therefore, Microsoft Office Excel and Google Form was used to manage the student's result score on their study. The research object consist of 10 major which have three grades, therefore making the management of the score inefficient both in time and energy and making in less effective. Another problem of using those method is that there is a high possibility of losing data. based on that problem, the researcher is designing a interface for information system that will be used for managing the student's score using a Human Centered Design (HCD) method. the method is used for designing a interface that will focus on the user needs that will make ease on the system usability. the research will resulting a high fideality prototype used by 1 user (vice principal on curriculum field) and 3 user groups (homeroom teacher, subject teacher, and extracurriculer builder). The last testing method useed will be using a usability testing method with System Usability Scale (SUS) for the assessment. System Usability Scale questionnaire will be used for calculate usability level based on the user point of view. the end result of System Usability Scale will obtain summary of all user total score which is 72. the score result will then show the interface design is accepted by the user candidate.
Co-Authors Abdul Azis Abdul Waris Achmad Fauzi Harismawan Ade Darmawan Ade Suluh Novriananda Aditya Yudha Agung N Adji Reno Muhammad Admaja Dwi Herlambang Afandi, Yosi Agi Putra Kharisma Akbar Ilham Alfin Noor Afyuddin Alva Yonara Puramandya Andini Ayu Larasati Anindita Setyamurti Arda Satata Fitriajie Asrina Fitri Bariq Najmi Rizqullah Kartiko Putro Bella Nemesias Prasetiyani Billawal Nadipa Pelealu Budi Darma Setiawan Dany Muhammad Dave Putra Radin Davin Benaya Dessy Amri Raykhamna Dinda Ayu Ludfiana Safitri Drajat Khoirul Muslim Dwi Prasetyo Edwar Budiman Edy Santoso Eko Cahyo Wahyudi Elfi Atus Zahroh Eriq Muh. Adams jonema Eriq Muhammad Adams Jonemaro Ervin Winardo Toepak Ezar Chrisdinan Diass Fathurrahman Annafabi Fikri Ihsan Ahmad Fitra Wahyuda Fransnesa Fransnesa Gifary Dhimas Fadhillah Guidita Suryani Hakky Affandy Latief Hanifah Muslimah Az-Zahra Hawim Mahfudah Herman Tolle Hrizto Hanie Del Piero Ikrar Amalia Sholekhah Ilham Rachmad Zunaidi Indi Rachmah Winona Intan Sartika Eris Maghfiroh Iqbal Firmansyah Issa Arwani Isthofi Aslim Sofyan Iwan Prasetiyo Hakiki Kadek Dwitya Arya Sujaya Kevin Maulana Komang Candra Brata Kresna Rizka Carisfian Laras Krisnayuwati Suwardi Liya Suci Kurniawati Luh Putu Novita Budiarti Lutfi Fanani M Kevin Pahlevi M. Abdul Algoniu M. Ali Fauzi M. Rizkiyan Zaka Riawan Maskur Maskur Mei Mukti Wardana Mikhanael Mual Parsaulian Simanjuntak Mochamad Halim Moh. Faiz Hidayatulloh Mohammad Alauddin Mohammad Daffa Saifullah Mokhamad Zukhruf Mifta Al Firdaus Muhammad Aminul Akbar Muhammad Anang Mufid Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Dikri Robinsyah Muhammad Farhan Abdur Rosyid Muhammad Fhadli Muhammad Haikal Fisabilillah Muhammad Rifqi Ramdhani Muhammad Vidi Mycharoka Muhammad Wahyu Pamengas Nanang Yudi Setiawan Naufal Rizky Akbar Ngurah Pradipta Surya Mandala Niken Hendrakusma Wardani Nisriinaa 'Aaliyah Nurul Hidayat Oktaviani Dwi Nur Aini Panji Yodantara Pradhana Hafiizh Bachtiar Primananda Kurnia Santoso Putra Aditya Primanda Putra, Firnanda Al Islama Achyunda Ratih Kartika Dewi Retno Indah Rokhmawati Reza Saputra Rezza Ananda Yoanko Rizal Darmawansyah Rizaldy Ilham Akbar Royan Krisnanda Tiony Ryan Aristo Salma Berliana Putri Satrio Agung Wicaksono Satrio Hadi Wijoyo Septian Pratama Widianto Steven Willy Sanjaya Vio Cesar Melano Yonanta Wibisono Sukmo Wardhono Winny Ardhian Septiko Wiwit Susilo Ningsih Yahya Sahaja Yoga Sadewa Yuan Edo Ramadhana Yulfa Hadi Wicaksono Zahrotul Indah Mulyasari