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QUALITY OF SERVICE ANALYSIS OF WICO NETWORK GRAPARI TELKOM PURWOKERTO USING TIPHON STANDARD Hidayat, Rizky Bagas Nur; Oktaviana, Luzi Dwi; Kuncoro, Adam Prayogo
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 4 (2024): JUTIF Volume 5, Number 4, August 2024 - SENIKO
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.4.2362

Abstract

The main problem of providing internet services for provider companies, especially WiCo GraPARI Telkom Purwokerto in responding to the needs and challenges of technological digitalization. This research aims to analyze the Quality of Service (QoS) of WiCo GraPARI Telkom Purwokerto network using TIPHON standard. The TIPHON standard is a series of standards developed by ETSI (European Telecommunications Standards Institute) in order to support the interoperability of Internet Protocol (IP) based telecommunications services. Testing of throughput, delay, packet loss, and jitter parameters was carried out using the Wireshark application. Testing quality of service parameters is done through four scenarios in quiet and crowded internet network conditions for the process of downloading and uploading videos from Google Drive. The results show that the overall network performance falls into the "Very Good" category with an index of 4 for throughput, delay, and packet loss, and the "Good" category with an index of 3 for jitter. The highest throughput was recorded at 23.687564 bps, the lowest delay was 0.386 ms, with no packet loss in all scenarios, and the lowest jitter was 0.386 ms. Thus, it can be concluded that the WiCo GraPARI Telkom Purwokerto internet network has met the expected TIPHON quality standards. Suggestions for future research to be able to include the expansion of studies in various other WiCo GraPARI locations to get a more comprehensive picture as well as the use of other testing methods and tools for more varied and in-depth results.
Rancang Bangun Website Pembelajaran dengan Model Team Games Tournament Wardana, Aditia; Kuncoro, Adam Prayogo; Suliswaningsih, Suliswaningsih; Wijaya, Anugerah Bagus
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 3 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i3.40847

Abstract

Since the advent of modern communication and information technologies, the field of education and learning has seen profound transformations. Websites that can access different kinds of data online are one example of this. Some schools still haven't figured out how to make the most of the internet, despite the fact that it has revolutionized many parts of life, including education. Colleges and universities must adapt to the changing times by implementing new methods of learning that raise the bar for student achievement. Unfortunately, many teachers still rely on the ineffective lecture format, which results for dull and unengaging classroom discussions. Hence, new approaches to education are required. Learning using the TGT (Team Games Tournament) concept is something to think about. By combining aspects of teamwork and competition, this approach creates engaging and motivating games that promote the application of learning principles. Technology, particularly websites, plays an important role in implementing the TGT paradigm in learning. Applications that facilitate the use of the TGT learning paradigm are the focus of this study. We used the waterfall approach for this study. This allows for the implementation of innovative learning strategies, which in turn boost student engagement and the quality of their learning. By using information technology, this TGT model-based application aims to improve the learning process and address the drawbacks of conventional learning approaches.
Learning Application UI/UX Design Based on the Introduction of Indonesian Cultural Variety Safitri, Dela; Kuncoro, Adam Prayogo; Hamdi, Aulia
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 3 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i3.41357

Abstract

The problem of lack of understanding and appreciation for Indonesia's cultural diversity among children is increasingly emerging. This is due to the lack of effective and fun learning media, as well as the dominance of games that only contain entertainment without educational value. This research aims to develop a learning application that is specifically designed to introduce various Indonesia cultures to children. The method used to solve this problem is Design Thinking, which includes five stages: empathy, definition, ideation, prototyping, and testing. Through this stage, the design of the user interface (UI) and user experience (UX) that suits the needs of the user has been successfully created, with interesting and informative content regarding Indonesia's cultural diversity. The results of the application of this method were evaluated using the System Usability Scale (SUS), which tested the feasibility and effectiveness of the design. The app gets an average SUS score of 81, which indicates the B/Excellent category. Thus, this study successfully solved the problems identified and the methods used were successful so that it can be concluded that providing appropriate and interesting educational tools can increase cultural awareness among children.
NIST Cyber Security Framework Development for Website Information Collection Nugroho, Firdan Rafi; Afiana, Fiby Nur; Kuncoro, Adam Prayogo
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 3 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i3.41541

Abstract

The rapid development of websites has made them one of the most important modern information media. However, this growth has also highlighted the critical need for robust website security to protect the data and information they contain. The website dobelhost.com was analyzed for security vulnerabilities, revealing several issues, including the absence of the X-Frame-Options header, the lack of an HTTP Strict Transport Security (HSTS) policy, the disclosure of server information through the X-Powered-By header, the absence of a Content Security Policy (CSP) to guard against XSS attacks, and the presence of mixed content. To address these vulnerabilities, the study employed a comprehensive method involving information gathering, implementing security headers, updating software and plugins, and enforcing HTTPS. The results demonstrated significant improvement, effectively resolving the identified vulnerabilities. This research provides a useful reference for the development or enhancement of similar websites, increasing awareness and vigilance against potential threats, and achieving better cyber resilience. The research has been completed successfully, demonstrating the effectiveness of the proposed method in resolving the identified security issues.
DESIGNING UI/UX OF DOCTOR'S CONSULTATION APPLICATION USING DESIGN THINKING METHOD Damayanti, Wenti Risma; Kuncoro, Adam Prayogo; Subarkah, Pungkas; Saputro, Rujianto Eko
JURTEKSI (jurnal Teknologi dan Sistem Informasi) Vol. 10 No. 2 (2024): Maret 2024
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v10i2.3053

Abstract

Abstract: For all people in the world, the application of information and communication technology has become something that is used in everyday life. All information can be accessed easily using current developments in various technologies. The process of searching for various information on the internet has become a habit of today's society. One of the information that people often seek is about health. Several available online health consultation service applications provide considerable benefits for all users. One method used for the UI and UX design process is design thinking. The average user of the application is 18-35 years old. The user interface provided in this application is not yet user friendly, especially for the elderly. User interface (UI) and user experience (UX) are important so that users feel comfortable when using an application.            Keywords: information technology; consulting application; UI/UX; design thinking  Abstract: Bagi seluruh masyarakat di dunia, penerapan teknologi informasi dan komunikasi menjadi hal yang sudah digunakan dalam kehidupan sehari-hari. Seluruh informasi dapat diakses dengan mudah menggunakan perkembangan berbagai macam teknologi saat ini. Proses mencari berbagai informasi di internet sudah menjadi kebiasaan masyarakat saat ini. Salah satu informasi yang sering dicari oleh masyarakat yaitu tentang kesehatan. Beberapa aplikasi layanan konsultasi kesehatan online yang tersedia memberikan manfaat yang cukup besar bagi seluruh pengguna. Salah satu metode yang digunakan untuk proses desain UI dan UX adalah design thinking. Pengguna aplikasi tersebut rata-rata berusia 18-35 tahun. Tampilan user interface yang disediakan pada aplikasi tersebut belum bersifat user friendly, terutama bagi kalanagn lansia. User interface (UI) dan user experience (UX) menjadi hal penting supaya pengguna merasakan kenyamanan pada saat menggunakan sebuah aplikasi.            Keywords: teknologi informasi; aplikasi konsultasi; UI/UX; design thinking
DESIGNING UI/UX FOR ELEMENTARY SCHOOL E-LEARNING USING DESIGN THINKING METHOD Anshari, Muhammad Rifqi; Kuncoro, Adam Prayogo; Subarkah, Pungkas
JURTEKSI (jurnal Teknologi dan Sistem Informasi) Vol. 10 No. 3 (2024): Juni 2024
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v10i3.3177

Abstract

Abstract: Advances in technology and the internet have an impact on various daily activities, including the teaching and learning process. E-learning facilitates flexible learning without being constrained by space and time constraints. With e-learning, subject matter can be delivered consistently and more standardly than conventional learning which depends on the conditions of the teacher or instructor. One school in Banjarnegara Regency faced problems with students who had difficulty in learning, especially English. The learning media owned is limited to package books only. Therefore, schools need to have media that can support the learning process to be more optimal. This study aims to design and test UI/UX e-learning designs that suit the needs of the school using the design thinking method. This UI/UX design is expected to be an effective solution to overcome the limitations of learning media and improve the quality of student learning. Before the UI/UX design is implemented into the system, this study also conducts testing of the UI/UX design to assess its feasibility. Testing using the SUS (System Usability Scale) method resulted in a value of 82 with grade B, so it can be concluded that the design developed in this study is feasible to be deployed into the system and further developed.             Keywords: E-learning; design thinking; system usability scale; UI/UX Abstrak: Kemajuan teknologi dan internet berdampak pada berbagai aktivitas sehari-hari, termasuk proses belajar-mengajar. E-learning memfasilitasi pembelajaran yang fleksibel tanpa terkendala oleh batasan ruang dan waktu. Dengan e-learning, materi pelajaran dapat disampaikan secara konsisten dan lebih standar dibandingkan pembelajaran konvensional yang bergantung pada kondisi guru atau instruktur. Salah satu sekolah di Kabupaten Banjarnegara menghadapi permasalahan dengan peserta didik yang kesulitan dalam pembelajaran, khususnya bahasa Inggris. Media pembelajaran yang dimiliki terbatas hanya pada buku paket saja. Oleh karena itu, sekolah perlu memiliki media yang dapat menunjang proses pembelajaran agar lebih optimal. Penelitian ini bertujuan untuk merancang dan menguji desain UI/UX e-learning yang sesuai dengan kebutuhan sekolah tersebut menggunakan metode design thinking. Desain UI/UX ini diharapkan dapat menjadi solusi efektif untuk mengatasi keterbatasan media pembelajaran dan meningkatkan kualitas belajar siswa. Sebelum desain UI/UX diterapkan ke dalam sistem, penelitian ini juga melakukan pengujian terhadap desain UI/UX untuk menilai kelayakannya. Pengujian menggunakan metode SUS (System Usability Scale) menghasilkan nilai 82 dengan grade B, sehingga dapat disimpulkan bahwa desain yang dikembangkan dalam penelitian ini layak untuk dideploy ke dalam sistem dan dikembangkan lebih lanjut. Kata kunci: E-learning; design thinking; system usability scale; UI/UX 
SOSIALISASI STRATEGI AMAN BERTRANSAKSI DIGITAL BAGI UMKM DIGITAL MARKETER DESA MELUNG Kuncoro, Adam Prayogo; Muntahar, Adnan Aditya; Hikmah, Hani Fatul
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 6 (2023): Volume 4 Nomor 6 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i1.18744

Abstract

Pemasaran digital sudah menjadi suatu kebutuhan, baik bagi perusahaan menengah dan besar serta usaha mikro dan kecil. Kebutuhan pemasaran melalui media digital tidak lepas dari dampak perkembangan teknologi dan konektivitas serta perubahan pola transaksi masyarakat yang kini mengalami digitalisasi. Berbagai jenis platform digital di satu sisi dapat digunakan untuk memudahkan para pelaku dan aktivis ekonomi dalam memilih media yang tepat untuk memasarkan produk dan jasanya. Namun di sisi lain juga dapat menjadi tantangan bagi UMKM itu sendiri, ketika tidak semua pelaku usaha dapat memahami dan segera menggunakan platform Digital Marketing dengan tepat dan maksimal. Sosialisasi tentang keamanan bertransaksi digital ini dilakukan terhadap Paguyuban UMKM Digital Marketer Desa Melung, Kedungbanteng yang memiliki anggota dari beragam kalangan, antara lain ibu rumah tangga aktif ekonomi, pelaku UMKM konvensional, serta pengusaha home industry. Paguyuban UMKM Digital Marketer Desa Melung memiliki beberapa tantangan dalam hal transaksi melalui media digital, salah satunya adalah kepahaman dan kesadaran pentingnya keamanan transaksi digital. Hal ini karena terbatasnya sumber daya manusia yang memiliki keahlian dalam bidang teknologi. Metode sosialisasi yang akan dilaksanakan yaitu dengan cara seminar dan pendampingan, dengan tujuan memberikan edukasi tentang pentingnya keamanan bertransaksi khususnya melalui media digital online. Diharapkan melalui sharing knowledge pada kegiatan ini, Paguyuban UMKM Digital Marketer Desa Melung dapat menyadari pentingnya menerapkan kewaspadaan dan menerapkan keamanan langkah-langkah bertransaksi digital.