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Journal : Jurnal Teknik Informatika (JUTIF)

COMPARISON BEST VIDEO CONFERENCE FOR LEARNING AND TEACHING ACTIVITIES USING ANALYTIC HIERARHICAL PROCESS Januponsa Dio Firizqi; Saiful Azhari Muhammad; Richardus Eko Indrajit; Nurul Hidayat; Erick Dazki
Jurnal Teknik Informatika (Jutif) Vol. 3 No. 1 (2022): JUTIF Volume 3, Number 1, February 2022
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2022.3.1.138

Abstract

During the pandemic, almost all industries have been disrupted, including the education industry. To support the sustainability of the education industry, many institutions use various video conferencing platforms. There are six aspects that need to be considered in choosing a video conference platform: Features provided, Ease of use, security level, bandwidth usage, platform stability and the ability to accommodate the number of participants in a conference room. This study shows how to prioritize these aspects in choosing a video conferencing platform carried out by educational institutions in Indonesia. The method used in this research is the Analytical Hierarchical Process (AHP). And the results of this study show the order of aspects in choosing a video conferencing platform for teaching and learning needs.
SELECTION OF PAYMENT METHODS IN ONLINE MARKETS USING ANALYTICAL HIERARCHICAL PROCESS Refgiufi Patria Avrianto; Januponsa Dio Firizqi; Rido Dwi Kurniawan; Richardus Eko Indrajit; Erick Dazki
Jurnal Teknik Informatika (Jutif) Vol. 3 No. 3 (2022): JUTIF Volume 3, Number 3, June 2022
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2022.3.3.232

Abstract

Transactions through the online market are carried out using various payment transaction methods, both digitally and in cash through the Cash on Delivery (COD) service. Therefore, with various payment methods that exist in the process of buying and selling transactions on the online market, especially in payment transactions in the current digital 4.0 era. Often users feel confused about which payment method to use, because there are quite a lot of payment methods to choose from. This study aims to examine and analyze the choices of online market users in choosing payment methods (Digital Banking, ATM Transfer, Credit Card, E-Wallet, COD) when transacting. The analysis data was obtained by distributing questionnaires to active users of the online market which were then processed and tested using the Analytical Hierarchy Process (AHP) method with the help of the AHP Calculator application. The results of this study indicate that Digital Banking excels with a value percentage of 28.7%, followed by COD 20.7%, E-Wallet 20.4%, ATM Transfer 18.9% and the last is Credit Card 11.2%. In general, the main criteria that are prioritized in the selection of payment methods are trust with a weight value of 28.8% and the most prioritized alternative is using Digital Banking with a value of 28.7%. In addition, it is also known that the AHP method is very suitable for use in the decision-making process with multi-criteria and multi-alternatives, as well as decisions in choosing a payment method, because this method shows the results of a weighting comparison between criteria and alternatives.
SELECTION THE BEST QUIZ APPLICATIONS AS LEARNING PERFORMANCE EVALUATION MEDIA USING THE ANALYTICAL HIERARCHICAL PROCESS METHOD Rido Dwi Kurniawan Kurniawan; Refgiufi Patria Avrianto; Richardus Eko Indrajit; Erick Dazki
Jurnal Teknik Informatika (Jutif) Vol. 3 No. 5 (2022): JUTIF Volume 3, Number 5, October 2022
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2022.3.5.326

Abstract

The existence of the COVID-19 pandemic requires the whole world to limit activities outside the home, including in the world of education that uses a learning system from home. To facilitate learning activities, relevant media are needed, currently there are many recommendations for quiz applications with various interesting features. With the selection of the right learning application, it is hoped that online learning activities can run more pleasantly and be easily accepted by teachers and students. In this study, analysis and comparison was carried out with the most widely used quiz applications such as Kahoot, Quizizz, Mentimeter, Quizlet, and Educandy based on the features available in the selected quiz application. The five apps were rated based on the criteria: Security, Easy to Use, Features, Stable Connectivity, Results and feedback for Identification on the best quiz apps. Then the assessment will be analyzed and processed using the Analytical Hierarchy Process (AHP) method with the help of the AHP Calculator application. The results of this study, Kahoot ranks first with a score of 27.7%, followed by Quizizz with a score of 24.3% and then Educandy with 19%, then Mentimeter with 16% and in the last place there is Quizlet with a value of 13%. In addition, it is also known that the AHP method is very suitable for use in the decision-making process with multi-criteria and multi-alternatives, as well as decisions in choosing the quiz application method, because this method shows the results of a weighting comparison between criteria and alternatives.
ROBOTIC PROCESS AUTOMATION FOR QUALITY CONTROL ASSESSMENT USING SELENIUM Refgiufi Patria Avrianto; Mochamad Isnin Faried; Erick Dazki; Richardus Eko Indrajit
Jurnal Teknik Informatika (Jutif) Vol. 3 No. 5 (2022): JUTIF Volume 3, Number 5, October 2022
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2022.3.5.341

Abstract

Robotic Process Automation (RPA) is a form of technology to automate tasks and routines performed by humans, which can be instructed to machine. Along with the rapid development of technology, the time that can be used to maintain the quality of a technology is becoming increasingly narrow. Therefore, RPA will imitate activities or tasks performed by humans on a computer with a much faster processing time and 100% accuracy without "human error". The agile method was chosen in this study because of its focus on flexibility and more responsiveness to required changes. The system developed in this paper uses the Selenium library with the Python programming language and retrieves task data from the MNC IT team, especially the QC division for the RCTI+ website Quality Assessment process. From the results of testing this system, it shows that the testing process using this system and testing from a tester / examiner get the same results. However, because this system is programmed, it will have more stable and efficient results.
IMPLEMENTATION OF GAMIFICATION IN CAPITAL MARKETS COURSE PERBANAS INSTITUTE Januponsa Dio Firizqi; Fangky Antoneus Sorongan; Dwi Atmodjo Wismono Prapto; Richardus Eko Indrajit
Jurnal Teknik Informatika (Jutif) Vol. 3 No. 4 (2022): JUTIF Volume 3, Number 4, August 2022
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2022.3.4.457

Abstract

Along with technological developments and the occurrence of a pandemic caused by the Covid-19 Virus, many activities are carried out digitally and remotely. This pandemic causes disruption and constraints in various industries, sections or sectors. Higher education is one of the sectors experiencing disruption during the Covid-19 pandemic, where teaching and learning processes that were previously held face-to-face in the classroom have turned into virtual spaces. This makes lecturers and students have to be ready to adapt and carry out the teaching and learning process by utilizing technology such as Learning Management Systems, Video Conferences, and Campus Academic Systems. Not infrequently the teaching and learning process becomes monotonous, boring and limited in conveying and receiving the material provided. With the development of information technology can produce a concept of teaching and learning with the help of technology which is commonly called Gamification. The concept of Gamification using Mechanics Dynamic Emotional (MDE) Framework adopts elements of the game concept into the teaching and learning process because it has Mechanical, Dynamics, and Emotional aspects so that learning conditions can be created that are more interesting, fun and enjoyable. The MDE framework will be integrated into e-learning using the Research and Development (R&D) method. The R & D method is a method that is able to improve a product or make a product better. The stages in this study were made into 6 steps, namely: problem identification, data collection, analysis, village, trial and implementation, evaluation. And it can be said that by implementing gamification in lectures in the capital market at e-learning Perbanas succeeded in increasing interest, interaction, and learning atmosphere.
THE INFLUENCE OF DIGITAL MARKETING AND LIFESTYLE ON THE DECISIONS OF E-COMMERCE (SHOPEE) USERS IN INDUSTRY 4.0 Rido Dwi Kurniawan Kurniawan; Richardus Eko Indrajit
Jurnal Teknik Informatika (Jutif) Vol. 3 No. 6 (2022): JUTIF Volume 3, Number 6, December 2022
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2022.3.6.468

Abstract

The industrial revolution is a fundamental change in the way of life and human work processes, where advances in information technology can integrate the life of the digital world. The right digital marketing and still paying attention to the lifestyle of every community is a success in achieving the desired marketing target, including in the world of the trade industry where various innovations continue to emerge. This study aims to determine the effect of Digital Marketing and Lifestyle on the Decisions of E-Commerce Users (Shopee) in Industry 4.0. This research was conducted with a quantitative research design where the data source is secondary data in the form of E-Commerce user data. Data were collected through questionnaires and analyzed by multiple linear regression with classical assumptions, namely Normality Test, Multicollinearity Test, Heteroscedasticity Test. The capital feasibility test is the coefficient of determination, F test and t test. Based on the results of the classical assumption test, it shows that Digital Marketing and Lifestyle have a positive and significant effect on the dependent variable on the decisions of E-Commerce users at Shopee. By using a multiple regression analysis system, the results show that Digital Marketing and Lifestyle have a partial effect on the decisions of E-Commerce users with the Digital Marketing variable value tcount 1,988 > ttable 1.660 and tcount Lifestyle tcount 2.479 > ttable 1.660. The results showed that the Digital Marketing and Lifestyle variables simultaneously had a positive effect on the decisions of E-Commerce users by 1.3% and 98.7% with a 95% confidence level explained by other variables outside the study.
ENTERPRISE ARCHITECTURE FOR HEAVY EQUIPMENT DEALER IN INDONESIA USING BUSINESS MODEL CANVAS Haludin, Guntur; Indrajit, Richardus Eko; Dazki, Erick
Jurnal Teknik Informatika (Jutif) Vol. 3 No. 4 (2022): JUTIF Volume 3, Number 4, August 2022
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2022.3.4.270

Abstract

Indonesia as one of the countries endowed with abundant natural resources drives the development of the mining, plantation and construction industries that contribute to economic growth and state revenue. In practice, both the mining and plantation and construction industries require heavy equipment to conduct their business operations where heavy equipment dealers supply this need. Heavy equipment dealers in addition to selling heavy equipment units, also provide after-sales services such as supplying spare parts and maintenance services ranging from routine maintenance to total maintenance services. In line with the development of technology, heavy equipment dealers need to conduct digital transformation to maximize business opportunities and optimize their business operations. For this, it is necessary to plan a business model by creating a comprehensive enterprise architecture, starting from the business aspects, application, the information, the technology, and core business processes. The paper will explain the process to develop the enterprise architecture using business model and further detailed with the three main revenues using the ArchiMate diagram to show the interaction between the business processes with the applications, databases, technology, and business actors who play a role in the process.
THE TEN CRITICAL SUCCESS FACTORS IN SOFTWARE DEVELOPMENT PROJECTS Indrajit, Richardus Eko
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 6 (2024): JUTIF Volume 5, Number 6, Desember 2024
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.6.2721

Abstract

In the rapidly evolving landscape of technology, software development plays a critical role in driving innovation and enhancing organizational efficiency. This paper explores the Critical Success Factors (CSFs) that significantly influence the outcomes of software development projects. By examining key components such as stakeholder involvement, effective commu- nication, and robust project management practices, the paper provides a comprehensive framework that can guide teams toward achieving their project goals. The analysis highlights the importance of well-defined requirements, skilled teams, and strong project management, while also addressing challenges unique to global software development. The findings suggest that a multifaceted approach, which integrates technical proficiency with effective communication and stakeholder engagement, is essential for navigating the complexities of software development and ensuring project success.
USER EXPERIENCE IN METAVERSE BUILDING TRAINING USING PHOENIX-FIRESTORM SOFTWARE Magdalena, Maria; Indrajit, Richardus Eko; Santoso, Handri; Sari, Muh Masri
Jurnal Teknik Informatika (Jutif) Vol. 6 No. 1 (2025): JUTIF Volume 6, Number 1, February 2025
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2025.6.1.3447

Abstract

This study aims to evaluate the effectiveness of training using Phoenix-Firestorm software in a 3D virtual environment (metaverse) for teachers, lecturers, and students. A total of 49 participants were involved in the online training consisting of seven sessions, facilitated through the Discord platform for voice communication. Each participant was given a virtual area of 35x35 meters for practice, with daily guidance via Discord chat. The training was designed to equip participants with basic skills in building 3D objects, including an understanding of the software and building techniques. After the training, a survey was conducted using a Likert scale of 1-9 to assess participants' understanding of navigation, software customization, virtual communication, and problem-solving. The survey results showed that the majority of participants found Phoenix-Firestorm relatively easy to use, although some challenges were reported regarding the complexity of the interface. These findings will be used as a basis for developing more effective and user-friendly training guidelines in the future, with a focus on improving accessibility and user experience in the context of technology-based learning. This study is in line with previous studies that show the potential of virtual worlds in education, as discussed by Jusuf (2023). Additionally, the use of virtual technology in education is also supported by research on the effectiveness of virtual learning environments, as explained by Wang et al (2022), that digital games contributed to a moderate overall effect size when compared with other instructional methods. These findings are expected to make a significant contribution to the development of innovative training methods in education in the digital era.
A Literature-Based Heat Matrix for Quantifying Inter-Domain Correlations within the ISO/IEC 27002:2013 Framework Dazki, Erick; Indrajit, Richardus Eko; Dio F, Januponsa
Jurnal Teknik Informatika (Jutif) Vol. 6 No. 4 (2025): JUTIF Volume 6, Number 4, Agustus 2025
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2025.6.4.5203

Abstract

The problem of managing information security controls is complex because the domains outlined in standards like ISO/IEC 27002 rarely operate in isolation; they have intricate interdependencies that are often overlooked. This oversight can lead to fragmented security controls, inefficient resource allocation, and weaknesses in overall security governance. To address this issue, this paper proposes a literature-based heat matrix methodology, building on ISO/IEC 27002:2013 while referencing the updated 2022 guidance, NIST SP 800-53 Revision 5, and COBIT 2019. The primary goal is to assign numerical correlation values to the fourteen domains of ISO/IEC 27002:2013, providing a structured approach to visualize and understand their interrelationships. The methodology involves a comprehensive literature review and is complemented by expert validation from experienced practitioners to refine the correlation scores. The result is an illustrative 14x14 matrix that demonstrates how numeric inter-domain correlations can reveal critical overlaps and guide strategic decision-making. A new five-tier correlation scale is introduced to aid interpretation, clarifying whether two domains have very low, low, moderate, high, or very high levels of interdependency. This approach offers a significant impact on the field of informatics and computer science by enabling organizations to move beyond siloed security management. By recognizing these correlations, organizations can allocate resources more effectively, enhance holistic risk management, and strengthen security governance. The heat matrix serves as a practical tool for practitioners and managers to identify domain pairs that require close coordination, ultimately leading to more coherent policy frameworks and a more robust security posture.
Co-Authors Abdinagoro, Sri Bramantoro Abraham, Irfan Agus Purwanto Ahmad Baehaqi Ahmad Baehaqi, Ahmad Amalia Nurain Amirudin Amirudin Amirudin Amirudin Andreas Putra Wijaya Andri Purwoko Aryo Nugroho Awaluddin Tjalla Awaludin Tjalla Bagus Prasetyo Budiono Bambang Suharjo Basit, Muhamad Subhi Bayu Saputra bayu Yasa Wedha Bram Sivadjati Budi Setiawan Carlia Isneniwati Cecep Kustandi Crosley, Nathaniel Daniel Avian Karjadi Daniel Hasiholan Tinambunan Dazki, Erick Dewanti, Paula Diana Diana Dimas Prawira dinisfusya'ban, dinisfusya'ban Djarot Hindarto Dodi Permadi Dwi Atmodjo Wismono Prapto Ega Wachid Radiegtya Eka Fitriani Eka Fitriani Eka Waras Kristianto Eko Setiawan Elliana Gautama Endang Sri Palupi Ervina Waty Fajar Priyono Fangky Antoneus Sorongan Fauzi, Muh. Fa’uzobihi, Fa’uzobihi Felix Fernando Oroh Ferdy Achmad Zulfikar Glenny Chudra Grand Grand Guntur Haludin H. A. Danang Rimbawa Hadri Helmi Handri Santoso Handri Santoso Handri Santoso Handri Santoso Hidayat, Nurul Hidayat, Rachmad Syarul Idris Gautama So Ika Kurniawati Isra Ruddin Isra Ruddin Januponsa Dio Firizqi M. Yusuf Samad Manaek, Roy Maria Magdalena Michael, Dennis Moch Sukardjo Mochamad Isnin Faried Muh Fauzi Muh Fauzi Muh Fauzy Muh. Masri Sari Muhamad Nur Arifin Muhammad Handika Darmawan Muhammad Rizki Fahdia Mulyadi, Grace Devina Permana, Rifky Popy Purnamasari Wahid Suyitno, Popy Purnamasari Wahid Pratama , Arif Pratama, Arif Prawira, Dimas Yudha Puri Ratna Larasati R. Aditya Gunawan, R. Aditya R. Sapto Hendri Boedi Soesatyo Rachmadi, Pratiwi Radiegtya, Ega Wachid Refgiufi Patria Avrianto Refgiufi Patria Avrianto Refgiufi Patria Avrianto Refgiufi Patria Avrianto Rezkiani Rezkiani Rido Dwi Kurniawan Rido Kurniawan Riska Aryanti Royadi Royadi Ruddin, Isra Rudy A.G. Gultom Saeful Bahri Saiful Azhari Muhammad Saiful Azhari Muhammad Santoso, Handri Sari, Muh Masri Sentosa, Steve Situmorang, Robinson Subhi Basit, Muhamad Suharjo, Bambang Surti Kanti Syahrir Syahrir Taufiqurrochman Taufiqurrochman Thamrin Sofian Tinambunan, Daniel Hasiholan Tjalla, Awaludin Tri Agus Setiawan Tri Wahyudi Ummy Kalsum Viktor Gunawan Widjaja, Herman Wiyadi, Yudi Permana Wiyanto, Novianthony Yadi Karyadi Yakob Jati Yulianto Yanto, Andika Bayu Hasta Yumalia, Astria