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Pengembangan Aplikasi Perangkat Bergerak berbasis Android untuk Diagnosis Penyakit Tanaman Hias Daun dengan Metode Forward Chaining Dave Putra Radin; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

During the current pandemic, many people spend their free time doing their own hobbies. One of these hobbies is gardening ornamental plants. Even though you have taken good care of your ornamental plants, ornamental plants can still be exposed to diseases and pests. This causes ornamental plant owners who do not know how to deal with ornamental plant diseases and pests, experiencing losses because their plants can die. From the problems that have been described, this research was carried out to solve these problems by developing a mobile application to diagnose diseases suffered by ornamental leaf plants and provide information on how to overcome these diseases. The application developed in this study has an Android operating system, uses the Firebase Firestore database, and uses waterfall SDLC model. At the requirements analysis stage, an analysis of the requirements needed in the application will be carried out. At the planning phase, it will explain the results of interface design that will be used to carry out the implementation phase. At the implementation stage, it will explain the results of the implementation carried out on the application. After the implementation phase has been completed, the testing phase will be carried out. At the testing phase, 3 kinds of tests will be carried out. The first test is validation test, using the blackbox testing method and getting valid results. The second test, namely usability testing, was carried out using the SUS method and got a total score of 460 and an average score of 92 which means that score is include in acceptable category and grade A. The third test, namely compatibility testing, is carried out by testing the application on 5 devices that have different versions of the Android operating system and getting valid results. From the results of the three tests, it shows that the functional and non-functional requirements of the system have been successfully created with satisfactory results.
Evaluasi User Experience pada Game Mobile Legend menggunakan Cognitive Walkthrough Drajat Khoirul Muslim; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Video games that are played online require a gaming device to be linked to the internet in order to function. Online games that may be played on a mobile device are among the most accessible. In digital games, the display—also known as the game interface—allows players to interact with the game. The interface of the game contains every sign, text, image, and hint. The developer must assess the produced interface in order to obtain a nice interface. Cognitive walkthrough is one of the analytical techniques that may be used to assess the usability of the user interface. Three versions of Cognitive Walkthrough are available The cognitive idea that the individual doing the evaluation must possess is highlighted in the first version. Because it is extremely complicated and time-consuming, the second version can be viewed as a failure. Preparation, analysis, and follow-up are the three stages in the third iteration of Cognitive Walkthrough. Both of the respondents—two individuals—had never played the mobile phone game. The respondents' findings will then be tabulated and presented in a table with an explanation to help with a more in-depth understanding. The responses included individuals in elementary school, junior high school, high school, college, and even those who were already employed.
Evaluasi User Experience Gim Valorant menggunakan Metode Enhanced Cognitive Walkthrough pada Pengguna Baru Ezar Chrisdinan Diass; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 7 (2022): Juli 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Valorant is a team-based FPS (First-Person Shooter) game released by Riot Games on June 2, 2020. Valorant is very popular on the Twitch platform. User experience is very important in a game. Games that have good user experience will be easier to be accepted by users and can compete in the market. Games need to be evaluated in order to have a good user experience. The Enhanced Cognitive Walkthrough method is a user experience evaluation method where respondents are asked to perform scenario-based tasks that have been prepared by the evaluator using trial and error techniques. Respondents are given 2 types of questions to find usability problems in the game interface. The respondents in this study were 5 people who had never played the game Valorant. The evaluation results showed that in general the interface in the game valorant was very good. The problems found mostly occurred at the level 3 and 4 of problem seriousness so that they are considered as minor problem and easy to handle. The problems found mostly caused by the lack of user experience in playing valorant (User). The main problem that arises and needs to be fixed in valorant found in task number 2: play tutorial. Respondents had difficulty finding function instructions because the instructions did not provide the required information (Hidden). Respondents also had difficulty interpreting the interface due to design flaws such as too small text size and too small setting buttons, as well as confusing placement (Text and Icon).
Perancangan Antarmuka Pengguna Sistem Informasi Manajemen Praktik Kerja Lapangan berbasis Mobile menggunakan Metode Human Centered Design di SMK Negeri 1 Sumenep Dinda Ayu Ludfiana Safitri; Hanifah Muslimah Az-Zahra; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Internship is an activity organized by vocational schools to improve a particular field of expertise and prepare students to enter the world of work. PKL activities at SMK Negeri 1 Sumenep have three stages, namely planning/data collection, implementation, and assessment. The data collection stage to the assessment stage is still done manually which results in frequent gaps in data processing for street vendors. Therefore, at SMK Negeri 1 Sumenep need an information system for the management of street vendors activities. Before developing an information system, a user interface design is needed as a basic material or reference in system development. User interface design focuses on the appearance of a product and usability to increase the level of ease of display. One approach in designing user interfaces is Human Centered Design (HCD) which involves users in the process. The resulting user interface design is a display on the role of admin, street vendors committee, supervising teachers, and students. Usability evaluation uses the heuristic evaluation (HE) method which involves experts during the evaluation and by following usability principles. The results of usability testing on the user interface found a total of 11 problems from the evaluator.
Pengembangan Media Pembelajaran Interaktif menggunakan Model Pengembangan APPED pada Mata Pelajaran Dasar Desain Grafis untuk Siswa Kelas X Multimedia di SMK Negeri 1 Pasuruan Eko Cahyo Wahyudi; Satrio Hadi Wijoyo; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

During the Covid-19 pandemic, the teaching and learning process was carried out online at SMK Negeri 1 Pasuruan using technology and communication media. The learning media used by teachers to support Basic Graphic Design (DDG) subjects is limited to videos taken from Youtube. The application of learning media that has not been optimal has resulted in student learning outcomes not being able to reach the KKM, so to solve this problem the researcher suggests a solution in the form of developing interactive learning media (MPI) by applying the APPED development model. This model consists of 5 systematic steps, namely initial analysis and research, design, production, evaluation, and dissemination. To develop the MPI, the design is carried out according to the results of the needs analysis. The results of the MPI design include outlines of DDG Basic Competencies 3.2 and 4.2, flowcharts, screen designs, and storyboards. The MPI product developed was validated by 2 media experts, 2 material experts, and 5 students. The results of the MPI validation trial by media experts scored 96% "very feasible", material experts 81% "very feasible", and student trials 84% ​​"very feasible". Then the results of the pretest and posttest of 33 students of class X Multimedia 1 resulted in a gain of 61% "quite effective". Thus, it can be concluded that the MPI developed is very feasible and effective enough to be used in DDG learning.
Pengaruh Penggunaan Metode Pembelajaran Resitasi Berbasis Model Pembelajaran Flipped-classroom Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Platform Komputasi Awan di SMK Negeri 6 Malang Mohammad Daffa Saifullah; Admaja Dwi Herlambang; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The good and efficient learning execution was the challenging for a teacher to do so actually to educating at vocational high school. It is because the student that were on vocational high school was be prepared to be able to work after graduating. And then to facilitate them to having a good learning outcomes and learning experience that they were expected to, so they need any education method or model that will be implemented on the class. This experiment will be more focused on use the resitation education method based on flipped-classroom education model within using Quasy-Experimental on Non-equivalent group kind. The execution of this experiment was to know the impact of using any education method or model on a experiment class compared to the other experiment class. When executing this experiment was found that learning outcomes that student received there is a difference that was showed with implementing t-test and there is an impact about using this education method and model that was showed by using N-Gain test, so the impact of experiment will be shown whether it is good or not to using the resitation education method based on flipped-classroom education model. From the calculation that has been done we can know that implementation of resitation education method based on flipped-classroom model has an impact compared by inquiry education method by 56.07% difference, so we can conclude that using this treatment can be categorized as Sufficiently Effective and can be implemented again by other teacher on the future class.
Penerapan MDA Framework dalam Pengembangan Gim Tower Defense Moh. Faiz Hidayatulloh; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Tower defense is a subgenre of strategy games that have been popular in the last two decades. In tower defense games, players must achieve their goals by defending territory and property by blocking attackers or stopping opponents from reaching an exit by laying defensive structures along the path of the opponent. One of the obstacles to tower defense games is an imbalance, for example a game that is too easy makes players bored quickly, while a game that is too difficult makes players frustrated. This can result in player disappointment resulting in negative feedback to the developer. To overcome these obstacles, a good development method is needed, one of the most widely used game design methods is the MDA framework. MDA stands for mechanics, dynamics, aesthetics. Each of the three represents the main elements in the game, namely the rules, game system, and player reactions. The purpose of modeling tower defense games into MDA is to make it easier for the development team to understand the elements of tower defense games from the perspective of developers and players according to the MDA function, so that the games created can be easily developed and get good feedback from players. From the test results through the playtesting method, it was found that players were satisfied with the game from the tower defense strategy game developed and gave positive feedback to the game and the developer.
Pengaruh Pembelajaran Flipped Classroom terhadap Hasil Belajar Prosedural pada Konteks Mata Pelajaran Pemrograman Dasar Program Keahlian Teknik Komputer dan Jaringan di SMK Negeri 3 Malang Zahrotul Indah Mulyasari; Admaja Dwi Herlambang; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 11 (2022): November 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The background of this research is the recovery after the Covid-19 pandemic which requires that students' learning and teaching activities must be carried out in a limited manner. Teaching teachers feel the need to review material that has been discussed during online (online) learning, so that the time needed during practicum sessions is reduced. Students are not able to understand the material properly, causing their learning outcomes to decrease. This study aims to find out whether the flipped classroom learning model can have an impact on procedural learning outcomes in Basic Programming subjects at SMK Negeri 3 Malang. The approach used is a quantitative approach, a Quasi-Experimental research type with a control-group pretest posttest design. The samples taken in this study were students of class X TKJ with a total of 40 students. Student learning outcomes were tested using the Unpaired Sample T-test and the N-Gain test. The results of the Unpaired Sample T-test show that the flipped classroom learning model has a positive influence on students' procedural learning outcomes, while the learning outcomes tested using N-Gain increase the average on student learning outcomes from the initial average of 29.333 with interpretation "not effective" to 57.625 with the interpretation of "quite effective". Based on the results of the N-Gain test, it can be concluded that the flipped classroom learning model is quite effective for improving students' procedural learning outcomes in the Basic Programming subject of the Computer and Network Engineering expertise program at SMK Negeri 3 Malang.
Evaluasi Proses Bisnis Administrasi Pelayanan Akademik Semester Antara pada Fakultas Ilmu Komputer Universitas Brawijaya (FILKOM UB) dengan Metode Quality Evaluation Framework (QEF) Nisriinaa 'Aaliyah; Intan Sartika Eris Maghfiroh; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Intermediate Semester Activities (SA) are regular lecture activities packaged in the form of short semesters. There is a website developed by the Faculty of Computer Science, Brawijaya University (FILKOM UB) to help students administer the Intermediate Semester called FILKOM Apps. However, not all that student needs can be met because they still require consideration from the organizers. Delineation of the flow of administration in this activity requires analysis and modeling of business processes. There are five business processes identified and modeled using BPMN. The results of evaluating business processes using the QEF method identified 34 quality factors and among them there are 15 quality factors which do not meet the target because it has a gap in the calculation. Then do a root cause analysis using the Fishbone Diagram method identifies the top three categories that cause problems, namely categories measurement, man power and method. Business process improvement recommendations include a comparison of currently used business process simulations (as-is) with the recommended business process (to-be) using measurement time analysis on the Bizagi Modeler application. The design of SA has an increase in time efficiency of 26.04%. The SA data collection has an increase in time efficiency of 37.8%. In SA scheduling, it has an increase in time efficiency of 15.58%. SA registration and payment has an increase in time efficiency of 2.49%. The SA validation has an increase in time efficiency of 7.47%.
Perancangan User Experience Aplikasi Platfrom Komunitas Sosial Animal Welfare di Kota Malang menggunakan Metode Human Centered Design Yoga Sadewa; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SCD (Stray Cat Defender) is one of the animal welfare communities that cares about the condition of stray cats in Malang City. SCD has several community activity programs, namely Rescuing, Animal Care, Sterilization, Adoption, and Campaign. In the adoption process is that the community can only share adoption offers provided by netizens for 24 hours, so the information provided does not last longer and the adoption status of the offered cats cannot be monitored. In addition, similar problems also occur when netizens provide information about missing cats. The Human Centered Design (HCD) approach was used in this research to identify the right solutions for the problems in the community. The HCD stages include user context analysis, user needs analysis, solution design, and solution design evaluation. The results of the research produced user requirements consisting of 6 user types, namely Catizen, Admin, Merch Seller, Treasurer, Content Manager, and Event Manager, with a total of 109 functional requirements. The result of the Prototype Application Testing using Usability Testing and UEQ Testing method. Usability Testing on the 6 actors resulted in an average of 95.34% in the effectiveness aspect, 0.25 goals/second in the Time Based Efficiency, and Based on the results of UEQ Testing, the Satisfaction aspect overall obtained an average score that falls into the good category, with Attractiveness scoring a Mean value of 1.67, Perpspicuty scoring a Mean value of 1.89, Efficiency scoring a Mean value of 1.53, Dependability scoring a Mean value of 1.53, Stimulation scoring a Mean value of 1.56, and Novelty scoring a Mean value of 1.22.
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