Claim Missing Document
Check
Articles

Penerapan Naive Bayes untuk Klasifikasi Gestur pada Gim Tenis Yuki Pradana; Muhammad Aminul Akbar; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Untuk dipublikasikan di Fountain of Informatics Journal (FIJ)
Pengembangan Gim Point And Click Menggunakan Design, Play, Experience (DPE) Framework Unggar Salsabila HSS; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Game with point and click genre is game where player interact with pointing location to virtual object in screen and then press button on device that use it. Point and click game that developed in personal computer have an advantage with acurate pointing device and large screen size. On smartphone android in other hand, user point some place in screen with their finger where accuracy is less. Screen size on smartphone is smaller than on personal computer so that resulting in object appear smaller. This becomes challenge to develop point and click game for smartphone android. The game is designed with DPE framework that divide design with several layer as follow: learning, storytelling, gameplay, user experience, and technology. Testing for this game is black box testing, usability testing, and fun testing. Black box testing is for testing the functionality of game that being developed. Usability testing is to determine is the purpose of the game already fulfilled. Fun testing is for find the fun factor of the game that being developed. From result of tests conducted, that all functionality is valid, the respondents are positives about the game, also there is three fun factors and three not fun factors.
Pengembangan Aplikasi Gim Untuk Pengenalan Cagar Budaya Di Kota Malang Menggunakan MDA Framework Rizky Afwan Austin; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Malang City is one of the tourist cities in East Java. In this city, there are many places that can be used as tourist destinations, such as culinary tours, religious tours, to historical tours. There are historical places that are included in the list of cultural heritage in Malang City that have high historical value. To be able to introduce this cultural heritage and increase public interest in history, a medium is needed. One way is through playing video games. The type of game to be developed is a snake and ladder board game. To make it look more modern, this game uses augmented reality features. In this game, players can find out the history and general information of several cultural heritages in Malang. This game is designed using the MDA framework to find out what the player feels after playing and how the player interacts with the game mechanics. To determine the right mechanic, the design was carried out three times. After the design phase is complete, then enter the implementation stage where the game is developed. At this stage, the game is developed using Unity software while 3D forms of cultural heritage objects are created using the SketchUp software. After the implementation phase is complete, then enter the testing phase. This stage is carried out using two types, namely Black-box Testing and Game Experience Questionnaires. The purpose of the Black-box Testing test is to ensure that all functions contained in the game run as expected. Game Experience Questionnaire aims to find out the player's experience after playing this game. Game Experience Questionnaire testing is done by giving questionnaires to players. The contents of the questionnaire are based on the modules in the Game Experience Questionnaire, namely the Core Module and Social Presence Module. The average value of the Core Module and Social Presence Module is 2, which means this game gets a sufficient score.
Evaluasi User Experience Pada Gim Clash of Clans Menggunakan Metode UX Curve Ari Bayu Prasetyo; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Clash of Clans is a game with a strategy genre created by a world famous game company from Finland and was founded in August 2012. This game was initiated by the game's CEO, Ikka Paananen. At first this game was only released for smartphones, namely iOS only, the following year the Android version was released. There are 5 parts of the UX Curve method that are used as question parameters to game users, namely, General UX, Attractiveness, Ease-of-use, Utility and finally Degree-of-usage. After the process, the categories can be broken down into three categories, namely Improving, Deteriorating, and Stable. The result is 65 Improving category curves, 9 Deteriorating category curves and the last 26 Stable category curves. There are other aspects besides the depiction of curves, respondents are instructed to make reasons for their experience using the application and categorize them into positive reasons and negative reasons. In the General UX aspect, the mean reason is 3.5, the mean attractiveness of the reason is 2.9, the average Ease-of-use reason is 2.9, the average utility reason is 2.7, the Degree-of-use average reason is 3.1. It can be concluded that users of the Clash of Clans game mostly use games in their daily lives as entertainment and gather online and play together. As well as respondents if friends plan to use this game in the future they are enthusiastic about making recommendations for the use of this Clash of Clans game.
Pengembangan Aplikasi Perangkat Bergerak Pendampingan Difabel Berbasis Lokasi (Studi Kasus: Pusat Studi Dan Layanan Disabilitas Universitas Brawijaya) Muh. Fadhil Fathi Rizal; Agi Putra Kharisma; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Disability, disability, or self-limitation is a term that encompasses disruption, limited activity, andrestrictions on participation. In the Ministry of Social Affairs letter number: B.74 / Ministry of SocialAffairs / RS. Set.KS / ks.02 / 09/218 dated 12 Sepetmeber 2018 concerning Disability Assistance Staff.The task of the companion is that persons with disabilities are to ensure that handling and escort arecarried out optimally so that they will be able to meet the basic needs of persons with disabilities onthe condition that the companion must fulfill the requirements. Urgent assistance underpins thedevelopment of using location-based service methods. In this case location-based services are neededso that persons with disabilities who need assistance in the near future can find a companion inaccordance with the location closest to him so that it does not take too long, therefore location-basedservices are needed to assist this process. From the results of excavation needs obtained 2 types ofactors namely the disabled and companion. The application was developed with a Model-View-Controller (MVC) architecture and data storage using the Firebase service with the results of allfunctional tests successfully implemented with an average value above 80% which means it can beaccepted by the user, and can run on the Android operating system with a minimum version SDK 21through 29.
Analisis Faktor Hambatan Peserta Didik Terhadap Pelaksanaan Pembelajaran Daring (Studi Kasus: Kelas X Multimedia SMK National Media Center Malang) Cristina Pravitasari; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Online learning is learning that uses technology that learners and educators are not limited by space or time. The learning from home policy during the coronavirus (Covid-19) pandemic has caused all educational institutions to carry out learning online. This study aims to identify the barrier factors and the magnitude of the obstacles experienced by students and their effects on the implementation of online learning. This study uses quantitative methods with descriptive and inferential statistical analysis. Collecting data using an online questionnaire based on the Likert scale which has been tested for validity and reliability. Validity test with Pearson product moment correlation and reliability test with Cronbach Alpha. The research subjects were students of class X Multimedia at SMK National Media Center Malang. The research sample is 20% of the population with a sample size of 37 students. The results showed that students' barriers were grouped into internal factors with an average resistance of 59.45% and external factors with an average resistance of 53.2%. Internal factors consist of understanding with an average resistance of 57.9% and a concentration with an average of 61% resistance. External factors consist of facilities with an average barrier of 51.4% and the environment with an average barrier of 55%. There is a partial influence between the factors of barriers to understanding and concentration on the implementation of online learning, while for facilities and the environment there is no partial effect. There is a simultaneous influence between these four factors on the implementation of online learning.
Perancangan User Interface Sistem Informasi OSIS berbasis Android dengan pendekatan Human Centered Design Studi Kasus SMKN 1 Dlanggu Desi Fatmawati; Hanifah Muslimah Az-Zahra; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

OSIS is the main organization for schools that aims to mobilize students in channeling talents and creative ideas. The OSIS organization at SMKN 1 Dlanggu plays an important role for schools, especially information and activities carried out by the OSIS. Submission of information or OSIS activities such as the election of the OSIS chairman and information on OSIS events is still done manually, meaning that there is no well-integrated system. This activity carried out is still not efficient. Based on these problems, the researcher designed the OSIS information system user interface to help select the OSIS chairman, convey information on activities efficiently and effectively. The design of the OSIS information system interface is to determine the needs of the user's system design display so that users can adjust the use of the system according to their needs. The results of the research are in the form of low fidelity wireframe designs and high fidelity prototypes which are evaluated by stakeholders as domain experts, namely OSIS supervisors and usability testing using user groups, namely one admin, three teachers and three students. System design testing is carried out iteratively and testing for the final results is carried out using usability testing with SUS assessment. The results of the test get a score with an average of 84.6 the results of this value indicate that the system design can be accepted by potential users.
Perancangan Antarmuka Sistem Informasi Akademik Siswa berbasis Web menggunakan Metode Human Centered Design (Studi Kasus: SMK Negeri 8 Malang) Anis Wardlatul Ulfa Wahidah; Hanifah Muslimah Az-Zahra; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

SMK Negeri 8 Malang is an institution engaged in the field of education in the city of Malang. SMK Negeri 8 Malang is a state-owned and accredited A and has implemented the Revised 2013 curriculum in teaching and learning activities. Submission of academic information such as information on lesson schedules, registration, and the results of the recap of student scores is done manually. This makes students and their guardians unable to measure the development of students' abilities optimally because the results of the recap of students' scores can be seen at the end of the semester. Based on the existing problems, SMK Negeri 8 Malang requires an academic information system interface design. The interface design aims to provide an overview of the application of student academic information systems and improve the efficiency of management and presentation of information for students at SMK Negeri 8 Malang. The interface design that will be used as a solution in this study uses the Human-Centered Design (HCD) method. The result of this research is a high fidelity prototype design which was evaluated by 8 respondents using the System Usability Scale (SUS) questionnaire. The test results using the SUS questionnaire obtained an average SUS score of 75.31 which can be categorized as feasible or acceptable by users.
Pengembangan Media Pembelajaran berbasis Aplikasi Ispring pada Materi Desain Grafis di Kelas X SMK Negeri 5 Malang Bagus Setiawan; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In the world of education there is a learning and teaching process between teachers and students. In the learning and teaching process, the teacher's way of delivering good material is closely related. Along with the development of the times, a teacher is required to provide effective and efficient learning materials, but many teachers do not understand how to provide good learning media, even though learning media has a lot of influence in the learning process. Theapplication Ispring is one of the means for teachers to be able to develop effective and efficient learning media, where the application can create a learning media that can be accessed via an Android smartphone, so it is hoped that student interest in learning can increase. The purpose of this study was to determine the procedure for developing instructional media and to measure the effectiveness of the use of learning media based on the application Ispring to improve student learning outcomes. This study uses the ADDIE development model which consists of five stages, namely analysis, design, development, implementation and evaluation. The results showed that the use of learning media based on the Ispring application was feasible to be used in the learning process and was able to improve student learning outcomes in Graphic Design subjects in class X SMK Negeri 5 Malang. This is evidenced by the passing results of five students who have worked on the quizzes that have been given to the application-based learning media Ispring on graphic design material in class X SMK Negeri 5 Malang.
Evaluasi User Experience pada Game Grand Theft Auto (GTA) V Online menggunakan Cognitive Walkthrough Muhammad Hasbi Rahman; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

User experience is the study of how to create a product that is comfortable and easily understood by the product user. One concrete way to find out whether the user experience is functioning properly or not is by using the Cognitive Walkthrough method. This method is analytic to evaluate step-by-step in a product and find out the problem of user convinience of the product. This method is suitable for both new and old users because it does not require a lot of money, it is effective, and efficient. Game Grand Theft Auto V online is a game that is very suitable to be the object of Cognitive Walkthrough evaluation research because it has received many awards, some of them are winning the Game Of The Year at Spike VGX and the Golden Joystick Award in 2013 and winning Best Multiplayer at Spike VGX in 2014. The game evaluation results show that there is a problem of task importance 1 with a feedback problem type with an average value of 0.666, while in task importance 2 a user problem type (U) with an average value of 1.5, physical demand (P) with an average value of 0.55 and hidden (H) with an average value of 0.166, and the last problem lies in task importance 4 with the types of user (U), hidden (H) and physical demand (P) problems with an average value of 0.166 each.
Co-Authors Abdul Azis Abdul Hakim Adam Hendra Brata Adji Reno Muhammad Admaja Dwi Herlambang Admaja Dwi Herlambang Agan Philothra, Gerry Agi Putra Kharisma Agung, Albertus Wisnu Alfian Darmawan Amelia Achsandini Puteri Amminul Akbar Ananda Widya Pratama Anindita Setyamurti Anis Wardlatul Ulfa Wahidah Annisa Hestiningtyas Ari Bayu Prasetyo Arifaldi Jayaputra Aristyo Pramana Ary Budi Laksono Aryo Pinandito Aswin Suharsono Bagus Setiawan Beril Sanda Billawal Nadipa Pelealu Cristina Pravitasari Dany Muhammad Darin Nadhifah Desi Fatmawati Dicky Pujakesuma Dimas Setyo Utomo Ellya Kusna Aura Dewi Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhammad Adams Jonemaro Fachri Rachmanda Fadillah Eka Putri Fajrian Muchtar fakhri, abdullah hasan mufid Firly Wahyudi Firman Syah, Mohammad Firmanda Mulyawan Nugroho Fransnesa Fransnesa Galih Muhammad Gayus Reinaldy Manere Sulli Danan Gunawan, Muhammad Vikriyadi Hanifah Muslimah Az-Zahra Hanifatul 'Izza Haris Mahmudi Herdianto Tri Setyaji Herman Tolle Hermawan Wijaya Hernindya Annisa Rahayu Hrizto Hanie Del Piero Indriadi Setiawan Irfan Noor Agdhian Irsyad Fauzan Noor Issa Arwani Issa Arwani Kurnila Putri Islamawati M. Rizkiyan Zaka Riawan Maya Dwi Wijayanti Mikhanael Mual Parsaulian Simanjuntak Moch Meidhike Wirazitanra Jayadi Mochamad Chandra Saputra, Mochamad Chandra Mochammad Hafidz Moh. Faiz Fanani Moh. Laksamana Adhitama Mohamad Faisal Amir Mohamad Ilham Monel Lindu Sagala Muh. Fadhil Fathi Rizal Muhammad Aminul Akbar Muhammad Hasbi Rahman Muhammad Syarifuddin Muhammad Wahyu Pamengas Muhammad Yudha Yusi Putra Muthia Rifdah Mardatillah Nurul Fikriyah Pradhana Hafiizh Bachtiar Qonita Rahmawati Rahma Nur Anggraeni Rakha Hasan Pramudito Ramadhan Rizki Arga Putra Ratih Kartika Dewi Renno Andika Syawaludin Retno Indah Rokhmawati Rizal Darmawansyah Rizaldy Ilham Akbar Rizky Afwan Austin Ryan Edbert Jeremiah Sabhian Bagaspati Susilo Sandhi Wistara Satrio Agung Wicaksono Satrio Hadi Wijoyo Sendi Rachmat Fadillah Septian Pratama Widianto Setia Khoirunisa' Shena Star Sarwodi Suryo Utomo Tahmidya Kamila Putri Nicahya Tibyani Tio Allin Subiantoro Tri Afirianto Tri Afirianto Unggar Salsabila HSS Vio Cesar Melano Yonanta Viqi Hanada Yanitra Dwi Luthansyah Yanuardi Firmansyah Yudha Hadi Pratama Yuki Pradana Zaky Nur Abyan