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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.
FRONT END LEARNING MANAGEMENT SYSTEM DEVELOPMENT USING THE NEXTJS FRAMEWORK Ahmad Baehaqi; Muhamad Subhi Basit; Richardus Eko Indrajit; Rido Dwi Kurniawan
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 4 (2023): JUTIF Volume 4, Number 4, August 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.4.1273

Abstract

Learning media is currently widely used in the teaching and learning process. Technology and information are two things that cannot be separated from one another in the ever-evolving digital era. Likewise with the education sector which underwent a significant transformation. The Learning Management System is a software application for online learning that supports delivering material online, discussing with students, and controlling student performance. This technological advancement has made many tertiary institutions use web application-based information technology. The current problem is the lack of complete features and less interactive functions to support the Learning Management System. In addition, when the user wants to be more interactive in learning, the Learning Management System generally has a separate feature, which requires the user to switch platforms to use the feature. The development of this Learning Management System is expected to become a more interactive learning platform and have complete features compared to other systems. System analysis is done by describing a system as a whole into its component parts. This is intended to identify and evaluate problems that will later find weaknesses and strengths in the system. The method used in this study is the waterfall starting from making the design of the system to implementing the system that runs in a production environment. The results of this study have several features needed for in-person and online learning which generally do not exist in other Learning Management Systems such as video conferencing, docs & files, group chats, automatic check-ins.
USER EXPERIENCE USING PRADITA DIGITAL LMS IN BLENDED LEARNING: A CASE STUDY IN PRADITA UNIVERSITY Arif Pratama; Ega Wachid Radiegtya; Richardus Eko Indrajit; Muh. Masri Sari
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 4 (2023): JUTIF Volume 4, Number 4, August 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.4.1277

Abstract

This research aims to evaluate user experience (UX) in using Pradita Digital Learning Management System (LMS) in Blended Learning process. In the current educational context, the use of LMS and online applications has become common, so it is important to conduct an evaluation to measure the level of satisfaction and effectiveness of using Pradita Digital LMS in the learning process. The method used in this research is A Technique for User eXperience Evaluation in e-Learning (TUXEL) Version 2.0. TUXEL method is a technique that allows researchers to evaluate usability and user experience when using a system. The research results are divided into three aspects, namely general usability, pedagogical usability, and UX. The questionnaire results show that the use of Pradita Digital LMS gets a good and agreeable response from the users in the learning process because the system is more interactive and interesting. Although Pradita Digital LMS still has shortcomings in general usability and pedagogical usability aspects, it has creative and innovative value for users in the learning process. Overall, the result of this research is that Pradita Digital LMS has creative and innovative value, although there are still shortcomings in the aspects of general usability and pedagogical usability. Even so, Pradita Digital LMS is able to provide a good user experience in the learning process. It is hoped that the results of this study can be input for the development of Pradita Digital LMS so that it can continue to be improved in terms of usability and user satisfaction, so that the online learning experience can be even better in the future.
IMPLEMENTATION OF CONTAINER ORCHESTRATOR MANAGEMENT IN LEARNING MANAGEMENT SYSTEM Muhamad Subhi Basit; Arif Pratama; Januponsa Dio Firizqi; Richardus Eko Indrajit
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 4 (2023): JUTIF Volume 4, Number 4, August 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.4.1289

Abstract

The pandemic that started in 2019 made technology even more important. Accelerating digital adaptation and transformation in the education sector, namely the Learning Management System (LMS) is very helpful in the teaching and learning process. Various LMS platforms are widely used and developed by various agencies. Pradita University is also developing an LMS which is made with the node.js programming language and the next.js framework which can be accessed on the pradita.digital site. The choice of using the wrong technology can cause the problematic LMS that is used to become slow and heavy, to the point where it cannot be accessed. The use of technology with the hypervisior concept which was previously commonly used has various weaknesses. For this reason, the Pradita LMS was developed using container orchestrator technology and Rancher Kubernetes as container orchestrator management. By utilizing Rancher as a container orchestrator management, it can make it easier to use with a user friendly GUI. In this study aims to prove that the use of Rancher in improving the quality and performance of LMS Pradita. Among them by identifying system efficiency, providing better scalability, increasing the availability of Pradita LMS, Rancher is able to manage applications and containers used for Pradita LMS, and saving costs used in implementing physical devices. By using the experimental method applied in this study, the results of system efficiency testing and scalability testing carried out with a load of up to 200 users can run properly and efficiently, then the availability test proves that the LMS is still available even when there are workers who are not operating, and testing rancher management capabilities lead to conclusions Rancher runs optimally and uses resources efficiently in accordance with the objectives in this study.
MICROGEN IMPLEMENTATION FOR BUILDING ONLINE LEARNING MANAGEMENT SYSTEM WITH MICROSERVICES AND GRAPHQL GENERATOR APPROACH Daniel Hasiholan Tinambunan; Ahmad Baehaqi; Refgiufi Patria Avrianto; Richardus Eko Indrajit
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 4 (2023): JUTIF Volume 4, Number 4, August 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.4.1313

Abstract

In an era of education marked by digital transformation, developing a Learning Management System (LMS) can be a challenge that requires an innovative approach. This study proposes a solution by combining the Microgen concept, Microservices approach and GraphQL generator in the development of a revolutionary LMS Pradita. Thanks to this advanced integration, this research succeeded in designing a database schema with MgSchema visualization, enabling adaptive data manipulation with Microgen functions and simplifying development, developing a responsive interface through the GraphQL generator. Thus, this research not only discusses the intricacies of LMS development, but also provides valuable guidance for developers to face the challenges of modern and cutting-edge education.
Co-Authors Abdinagoro, Sri Bramantoro Abraham, Irfan Agus Purwanto Ahmad Baehaqi Ahmad Baehaqi Amalia Nurain Amirudin Amirudin Amirudin Amirudin Andreas Putra Wijaya Andri Purwoko Arif Pratama Arif Pratama Aryo Nugroho Awaluddin Tjalla Awaludin Tjalla Bagus Prasetyo Budiono Bambang Suharjo Bayu Saputra bayu Yasa Wedha Bram Sivadjati Budi Setiawan Budiman, Christopher Winson Carlia Isneniwati Cecep Kustandi Crosley, Nathaniel Daniel Avian Karjadi Daniel Hasiholan Tinambunan Daniel Hasiholan Tinambunan Dazki , Erick Dazki, Erick Dazki, Erick Dewanti, Paula Diana Diana Dimas Prawira Dimas Yudha Prawira dinisfusya'ban, dinisfusya'ban Dio F, Januponsa Djarot Hindarto Dodi Permadi Dwi Atmodjo Wismono Prapto Ega Wachid Radiegtya Eka Fitriani Eka Fitriani Eka Waras Kristianto Eko Setiawan Endang Sri Palupi Erick Dazki 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 Januponsa Dio Firizqi Januponsa Dio Firizqi Januponsa Dio Firizqi Karjadi, Markus Kurniawan, Rido Dwi M. Yusuf Samad Manaek, Roy Maria Magdalena Michael, Dennis Mochamad Isnin Faried Muh Fauzi Muh Fauzi Muh Fauzy Muh. Masri Sari Muhamad Nur Arifin Muhamad Subhi Basit Muhamad Subhi Basit Muhammad Handika Darmawan Muhammad Rizki Fahdia Mulyadi, Grace Devina Permana, Rifky Popy Purnamasari Wahid Suyitno, Popy Purnamasari Wahid Puri Ratna Larasati R. Aditya Gunawan, R. Aditya R. Sapto Hendri Boedi Soesatyo 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 Suharjo, Bambang Surti Kanti Syahrir Syahrir Taufiqurrochman Taufiqurrochman Thamrin Sofian Tjalla, Awaludin Tri Agus Setiawan Tri Wahyudi Ummy Kalsum Viktor Gunawan Vinardo Widjaja, Herman Wiyadi, Yudi Permana Wiyanto, Novianthony Yadi Karyadi Yakob Jati Yulianto Yanto, Andika Bayu Hasta Yumalia, Astria