Eriq Muhammad Adams Jonemaro
Fakultas Ilmu Komputer, Universitas Brawijaya

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Pengembangan Sistem Informasi Pengelolaan Toko Elektronik berbasis Web dengan Menerapkan Pola Perancangan MVC (Studi Kasus : Toko Indah Elektronik) Muhammad Galang Tarigan; Denny Sagita Rusdianto; Eriq Muhammad Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Toko Indah Elektronik is a store that runs a business in the electronics sector, domiciled in Medan, North Sumatra. Not only selling electronic goods, this shop also provides repair services for electronic goods such as washing machines, refrigerators, televisions, and others. Currently, Indah Elektronik store wants to improve service and work efficiency in terms of time and energy. This is done because as the store develops, the current business processes cause problems such as a lack of work efficiency in terms of time and effort. This happens because of the management and archiving of sales transaction data, the management of goods is not good. On the other hand, archiving sales data that is not good causes problems with financial records, sometimes there are some sales that are not recorded, so it is not known exactly how much income and expenses each month from the existing archives. Therefore, to improve the services in the store and efforts to solve existing problems, a web-based electronic store management information system was created by applying the MVC (Model-View-Controller) design pattern with the main feature being to facilitate the sales transaction process, management goods, recording sales and financial transactions. The system development process uses the waterfall development model. Implementation of the system developed using the Laravel framework. The developed system has been tested using unit testing, integration, validation and compatibility strategies to produce values with valid status.
Pembangunan Sistem Informasi Penjualan Kopi berbasis Web (Studi Kasus : Remboeg Pawon Group) Alvinanda Rosha Kurniawan; Adam Hendra Brata; Eriq Muhammad Adams Jonemaro
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

Coffee shops are one of the businesses in the culinary field. At first the coffee shop was created to serve various kinds of coffee servings for coffee lovers. One of the coffee business activists in Malang is Remboeg Pawon Group. Remboeg Pawon does not yet have an online system to monitor the results of sales and the existing stock of goods. There may also be a discrepancy in the calculation for profit which causes confusion in reporting to investors. With these problems, the authors want to create a Web-Based Cashier and Goods Management System at Remboeg Pawon Group. Which can help manage Remboeg Pawon Group and can convince investors. The system used by researchers is the Point of Sale or POS System. In this study the authors used white-box testing and black-box testing. White-box testing is a test where program tests are based on knowledge of the program structure and its components. Some of the categories tested in black-box testing include functions that are not in accordance with functionality or functions that are missing interfaces, data structures, behavior (behavior) and initialization and termination. In unit and integration testing, several functions were obtained which were tested with the class driver on the methods in the program code and found the results presented in the test case with the test case results that matched the needs. And the validation test obtained from the 52 functions from the results of the previous requirements was declared valid and in accordance with the needs.
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.
Pengembangan Game Edukasi Kata Benda Bahasa Arab Pendahuluan dengan Iterative With Rapid Prototyping Arief Alamsyah; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
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

Arab language known as one of main language of most people in Middle East and North Africa. Arab language is a language that being used by 25 country and used as Islam Religion believer because Arab language are written and used on Al bible. As known language that being used for Al Qur'an as Islam bible. But because Arab language itself not major language, it will be harder for some people to learn Arab language compared to Indonesia language because of low motivation. Using common gadget like computer or mobile phone and using educational game as media for learning Arabic Language to make user for easier learning about Arabic Language and increase their motivation for Arab learning. Using Iterative With Rapid Prototyping as development method can fix the problem in case there is a problem found during development process. After the game developed and can be implemented, game will be tested using System Usability Scale (SUS) to check if the game system has problem and using Game Experience Questionnaire (GEQ) on core questionnaire module to find out about game experience of user when playing game.
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.
Analisis Minat Bermain pada Gim DOTA 2 dengan Metode Game Design Factors Moch Meidhike Wirazitanra Jayadi; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
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

Defense of Ancient 2 (DOTA 2) is PC game application with Multiplayer Online Battle Arena (MOBA) genre. This game application has 900 thousand daily active users in 2019. To know the reason behind the high number of actove players in DOTA2 game application, it is very important to collect information so that an evaluation of the behavior of gamers can be carried out which is divided into 2 parties. The first parties are people who play DOTA2 but haven't played other MOBA game applications. The second parties are people who play DOTA 2 but have played other MOBA game applications. Mixed methods will be used to collect information, especially qualitative interviews and quantitative questionnaires based on game design factors. After collecting information, an evaluation can be carried out to find differences in the size of the mean value of the questionnaire between the 2 parties and to find the relationship between the questionnaire scores and the result of the intervews so that conclusions can be drawn. The results of the questionnaire evaluation between 2 parties resulted in 11 statements of insignificant differences and 24 which had a significant difference, then the results from the interview of respondents proved that game design factors have reasons and impacts with the large number of active players in the DOTA2 game application.
Pengembangan Sistem Pengelolaan Laundry berbasis Website (Studi Kasus: Senopati Jaya Card Laundry) Chayrul Arifin; Denny Sagita Rusdianto; Eriq Muhammad Adams Jonemaro
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

Senopati Jaya Laundry is a business that runs in laundry services domiciled in the city of Medan, North Sumatra. The washing services in this laundry are wet cleaning, dry cleaning, folding dry cleaning, and iron dry cleaning. Currently, the laundry wants to improve services and efficiency in terms of time and cost. That is because the increasingly business competition in laundry services in the area, then the current business processes are also less efficient. This is because the process of bookkeeping transactions, searching for laundry information, and management of goods are not good. Searching for laundry information that is not good causes the process of searching for laundry data to take a long time and is prone to error. Therefore, a web-based laundry management system was created to improve laundry services and efficiency and resolve existing problems. So that system has been created will make it easier for users to bookkeeping transactions, find out the history of maintenance on the washing machine, get information about laundry, and find out the stock of goods. The process of developing a laundry management system uses the waterfall development method. The system is created using the MVC (Model View Controller) pattern with Laravel as the framework. The tests performed include unit testing, integration testing, validation testing, and compatibility testing. The results score of all tests are valid values.
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 User Experience Sistem Informasi Pelaksanaan Praktik Kerja Lapangan berbasis Website menggunakan Pendekatan Human-Centered Design (Studi Kasus: SMKN 2 Kota Serang) Richard Hans Octavian; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
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

The development of information technology changes every year, the field of education is one field that has a significant impact on the development of information technology. SMKN 2 Serang City is one of the state SMKs located in Serang City, Banten. Students of SMKN 2 Serang City are required to carry out On The Job Training (OTJ) to meet the curriculum requirements, so that students gain experience as a provision in the world of work later. Problems that occur at this time the implementation of street vendors is still done manually, it makes the implementation of street vendors less effective and efficient. To overcome the problems experienced, it takes a web-based information system development to be a solution in solving these problems. In building a website-based information system there is a component called User Experience. One of the methods in designing and developing User experience is to use the Human Centered Design (HCD) approach. This system will be developed by having several features in the form of discussion room pages, search features in discussion rooms, filters in discussion rooms, registration of street vendors, daily attendance logbook, and reporting of street vendors. To get a good User Experience and in accordance with the needs of users, testing of the system is treated, the method used to evaluate the User Experience of a system is one of them using Usability Testing. Based on the results of testing the features contained in the system, the results of testing on 3 aspects of testing are effectiveness, efficiency, and satisfaction.
Aplikasi Edukasi Pembelajaran Interaktif Alfabet Anak menggunakan Teknologi Augmented Reality Rahadian Fernandika; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
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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Alphabet recognition learning can be developed with these technological advances, namely by using Augmented Reality technology as an interactive learning media for the introduction of the alphabet. Based on previous research, the author wants to provide a solution by making an application to solve the problem of a child's lack of interest in learning. Then the application created will be added with images as examples of using the alphabet so that children are more interested in learning to use the application. Recognition of the letters of the alphabet is one of the skills of children who develop from an early age, especially kindergarten children, namely language skills. The child's ability to recognize the alphabet is indicated by the child's ability to pronounce the sounds and names for each alphabet. The application testing uses methods, namely Blackbox Testing and Smileyometer, the Blackbox method tests the functionality aspects of an application and testing uses a Smileyometer to assess user experience when using the application. The results of the Blackbox Testing all test results run according to their functions and the Smileyometer test results in the Pre-test get an average value of 3.4 and the Post-test gets a value of 4.5 from these results it can be concluded that the application can increase children's interest in learning the alphabet.
Co-Authors Abdul Hakim Abdurrahman Prawira Purmiaji Abimanyu Prayuda I. H. Alfianto Achmad Arwan Adam Hendra Brata Ade Darmawan Aditya Luthfi Alvari Ramadhan Afina Putri Cahyani Agus Nugroho Ahmad Fadli Naharu Akbar Ramadhan Allen Nazario Istalaksana Alvinanda Rosha Kurniawan Andhi Indra Lestya Wicaksono Andri Alfian Anggtaslih Mutiara Fathony Arda Satata Fitriajie Ari Bayu Prasetyo Arief Alamsyah Aries Satryadhi Aldana Ary Muhammad Prayoga Asa Kartika Indrajati Bariq Najmi Rizqullah Kartiko Putro Beril Sanda Beuty Ayu Fambudi Chairunnisa Yusuf Chayrul Arifin Choirul Ichsan Basuki Chyntia Savrila Putri Darin Nadhifah Darmadani Kyat Madana Dave Putra Radin Denny Sagita Rusdianto Dhany Sakti Priabudi Drajat Khoirul Muslim Erlangga Rizki Pratama Ezar Chrisdinan Diass Fadila Arisha Fajar Pradana Fajrian Muchtar Firadi Surya Pramana Fitraldy Soefana Gerwin Jonathan Henri Hanifah Muslimah Az-Zahra Haris Mahmudi Hilmi Ilyas Rizaldi Ilham Akbar Ahmadi Issa Arwani Iwan Prasetiyo Hakiki Kevin Azwega Kholish Ulil Abshor Lutfi Fanani Luthfi Fawwaz Putranto M. Hamzah Mahardeka Tri Ananta Mas Haq Kresno Danisworo Astroaji C Medeline Agustine Moch Meidhike Wirazitanra Jayadi Moh. Faiz Hidayatulloh Moh. Laksamana Adhitama Muadz Askarul Muslim Muhammad Aminul Akbar Muhammad Dikri Robinsyah Muhammad Faiz Takwa Muhammad Faris Faishal Muhammad Galang Tarigan Muhammad Haikal Fisabilillah Muhammad Hasbi Rahman Muhammad Rifat Ardiyansyah Nadya Dwi Sukmawati Nashrul Azhar Mas'udi Natanniel Eka Christyanto Naufal Rizky Akbar Nixon Okabashi Hendrawan Novanto Yudistira Panji Tiara Kusuma Priyambadha, Bayu Rahadian Fernandika Ratih Kartika Dewi Renaldin Suinto Zai Richard Hans Octavian Rizki Maulana Akbar Rizky Afwan Austin Rosikhan Maulana Yusuf Rosita Budianti Sendi Rachmat Fadillah Tri Afirianto Vicky Anggara Wibisono Sukmo Wardhono Yoga Sadewa Yoshua Aditya Kurnia Yuan Edo Ramadhana Zulfikar Fahmi Falakh