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Pengembangan Aplikasi Pemesanan Makanan Pedagang Keliling (Bakul) Christian Doxa Hamasiah; Muhammad Aminul Akbar; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Dipublikasikan di Fountain of Informatics Journal (FIJ)
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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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.
Pengembangan Sistem Pemesanan Paket Wisata berbasis Website menggunakan Midtrans Webservice sebagai Payment Gateway (Studi Kasus: Majapahit Tour & Travel) Hendro Dwi Prasetyo; Muhammad Aminul Akbar; Issa Arwani
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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Majapahit tour & travel is a tour package provider service located in Mojokerto. Majapahit tour & travel business process is carried out by online and offline methods. Booking via online via whatsapp, Instagram and telephone, while offline bookings can directly come to the Majapahit tour & travel office, from these two ways there are obstacles, namely customers must still come to the office to provide proof of the seriousness of ordering tour packages. Another obstacle is that conventional tour package payments have not met the needs of the public for technological developments that are starting to take advantage of digital payments. Based on these problems, the creation of a website and payment system using online payment can be used as a solution to problems in Majapahit tour & travel, so that customers do not have to come to the office to order packages and payments can be made online with the midtrans payment gateway integrated with the application. This system was developed using the SDLC (Software Development Life Cycle) method, namely Waterfall and payments using midtrans payment gateways. Then the programming language uses PHP with the Laravel framework. System development starts from needs analysis, design, implementation to the testing stage. After being designed and implemented, blackbox testing was found out that from 18 functional needs, it produced valid results according to the needs analysis, then compatibility testing was produced from 8 types of browsers that were tested, good results were produced on all types of browsers, and usability testing produced an average value of 80 which was included in the good category, with a grade scale of B and included acceptable
Pembangunan Gim Simulasi Pengenalan Kehidupan Kampus Mahasiswa Baru Fakultas Ilmu Komputer menggunakan Framework DPE pada Platform Android Robertus Dwi Ari Utomo; Komang Candra Brata; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Diterbitkan di JTIIK (jurnal Teknologi Infomasi dan Ilmu Komputer)
Analisis dan Perancangan Sistem Informasi Manajemen Laboratorium (Studi Kasus: Fakultas Perikanan dan Ilmu Kelautan Universitas Brawijaya) Lailatussaadah Lailatussaadah; Aditya Rachmadi; 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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The laboratory is a facility for supporting Education, Research, and development purposes. the Faculty of Fisheries and Marine science consists of 3 specific majors, Management of Fishery Resources, Utilization of Fisheries and Marine Resources, and Fisheries Socio-Economics. Each departments provides several laboratories. In laboratory administration management, such as inventory of tools and materials, scheduling, borrowing and monitoring are still done with conventional method using excel spreadsheet documentation and loan master book. So that there are several obstacles such as the lack of information on specifications and conditions of tools and materials, the differentiation of the data held by the laboratory assistant with the head of the laboratory, the laboratory assistant must scan for one by one from all loan forms when students do free laboratory and return tools. Based on this findings, so that laboratory management can run well, a laboratory management information system is needed that can solve problems of inventory, scheduling, borrowing, archiving and monitoring laboratory activities. The process of analysis and design of laboratory management information systems is carried out using the Ripple method and using the Problem Pyramid method in the analysis phase. The results of the needs analysis are illustrated with activity diagrams, user interface sketches and use case diagrams. While the results of the design are described with class diagrams, communication diagrams, sequence diagrams and database schema. The results of analysis and design testing using consistency analysis with the results of the Requirement Consistency Index is 100% which shows that all elements of the requirements have been defined consistently and the traceability matrix test shows the traceability of each requirement.
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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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.
Perancangan User Experience Aplikasi Adopsi Kucing dengan Metode Design Thinking (Studi Kasus: Pecinta Kucing di Malang) Yolanda Saputri; Agi Putra Kharisma; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The community's interest in keeping cats has increased, but there are still cases of abandoned cats. Many cat lovers find abandoned cats but can't adopt them, so they want to find adopters. However, they find it difficult to find adopters who want to adopt the cat due to the lack of media as a bridge to disseminate this information. Based on these problems, this research was carried out to design a user experience application for cat adoption using a design thinking method that focuses on user experience and is effective in solving complex problems, and the best solution has not yet been found. The results of a comparison of the current cat adoption business process simulation and recommendations decreased by 51.45% or 23.5 minutes, which means it is more effective and efficient. The final result of this research is a high-fidelity prototype solution design. The solution design was evaluated using usability testing and the User Experience Questionnaire for ten respondents. The results of the usability test obtained the value of the effectiveness aspect is 91.667%, the efficiency aspect is 0.1377 goals/second, and the satisfaction aspect is 88.75 or grade A(excellent) using the system usability scale. In UEQ, the results showed that the average value of the attractiveness scale is 2.77(excellent), the perspicuity scale is 2.50(excellent), the efficiency scale is 2.70(excellent), the dependability scale is 2.53(excellent), the stimulation scale is 2.75( excellent), and novelty scale is 2.40(excellent).
Analisis Perbandingan Layout Form Single-Page dan Multi-Page dalam Pengisian Form Data Penduduk Muhammad Satrio Bayu Pamungkas; Muhammad Aminul Akbar; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Population data is very important for the life of the state, because population data is needed for various kinds of government administration services. One source of population data itself is from population data registration. With the development of information technology in Indonesia, registration of population data that was previously done manually can now be done digitally. Then to be able to meet these needs, an online form or web form is needed. Until now there are various types of forms that can be used according to these needs. Several types of forms that are commonly used on various websites today are single-page and multi-page forms. Single-page has the advantage of being easy to check data entries. Multi-page has the advantage of dividing data entry into several parts so filling out the form doesn't feel long and tiring. With each of these advantages, this research focuses on a comparative analysis between single-page and multi-page forms on time efficiency in filling in population data. Comparisons were made using normality tests and parametric comparison tests to determine differences between the two types of forms. The calculation results show that there is a difference between single-page and multi-page designs in terms of time efficiency which leads to multi-page forms whose average time efficiency is better than single-page.
Pengembangan Gim Edukasi Pembelajaran IQRA-1 dan Tajwid menggunakan Augmented Reality Andri Alfian; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Studying, understanding and practicing Qur'an is an obligatory thing that every Muslim does in his daily life. However, for now, the method of learning Qur'an at the basic level still uses conventional methods, one of which is the IQRA theory method, which is less favored by students in learning hijaiyah letters. This problem can be dealt by utilizing technology which is currently easy to use by various age groups, especially children. Learning media can also includes gamification aspects, such as levels and scores to create more interesting learning ecosystem. In addition, Augmented Reality technology that can display digital information to the real world is also starting to be widely applied to create immersiveness to the use of edutainment media. Therefore, the AR-IQRA-1 and Tajwid game was created, which packages IQRA learning techniques in a more interactive, interesting and modern way, as an option for more modern learning method, to increase interest in learning the pronunciation of Hijaiyah letters. AR-IQRA-1 and Tajweed game is developed with AR technology using markerless method that brings up 3D images of the hijaiyah letters. The development of the AR-IQRA-1 and Tajweed game uses methods including needs analysis, design, implementation, and testing. Functional testing of AR-IQRA-1 and Tajweed game resulted in 4 kinds of functions that were declared fulfilled with an overall valid logic structure. The usability testing of AR-IQRA-1 and Tajweed game being held using the System Usability Scale (SUS) technique with 24 student respondents, obtained a result of 81.04 which means that AR-IQRA-1 and Tajweed Game has acceptable criteria and grade B with an excellent rating.
Co-Authors Abdulloh, Roihan Abdurrahman Prawira Purmiaji Abi Firmandhani Adam Hendra Brata Ade Suluh Novriananda Aditya Luthfi Alvari Ramadhan Aditya Rachmadi Aditya Rachmadi, Aditya Agi Putra Kharisma Agi Putra Kharisma, Agi Putra Agung Dwi Budiarto Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Fadli Naharu Ahmad Fathoni Akbar Ramadhan Akhmad Dinan Jatnika, Aditya Aldo Rizky Saputra Alfi Nur Rusydi Allen Nazario Istalaksana Amzi, Dzakwan Mufid Anderson Manurung Andhi Indra Lestya Wicaksono Andri Alfian Arief Alamsyah Arito Jalu Priyangga, Dionisius Arya Bhanuartha, Putu Gde Aryo Pinandito Aryo Seto Dwisaputra Auliya, Meida Dela Risyafa Azhim Kustiwa, Alwan Fauzul Azizah Febyanti, Hilda Ayu Azzaky, Mohammad Rafi Buce Trias Hanggara Bugi Pradana Nugroho Cahyani, Luvita Intan Cahyono Hadi Kurniawan Carlista Naba Christian Doxa Hamasiah Chrysler Imanuel Chyntia Savrila Putri Dahnial Syauqy David Hosea Sipahutar Davin Benaya Dessy Amri Raykhamna Dheanisa Putri Rahayu Ditya Enandini Palupi Djoko Pramono Djoko Pramono Dwi Rama Malawat Edy Santoso Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhmmad Adams Jonemaro Fajar Pradana Farisi, Hariz Fathony Teguh Irawan Fathurrahman Annafabi Fernando, Samuel Fikri Ihsan Ahmad Firadi Surya Pramana Firdaus Rahmat Prasetyo Fitraldy Soefana Fitrantika Diashafira Gunawan, Alexander Hamdany, Mohammad Naufal Adib Hamidah, Nazwa Ambar Hanifah Muslimah Az-Zahra Hanifah Muslimah Az-Zahra, Hanifah Muslimah Haq, Muhammad Yasir Anshari Hariz Farisi Hendro Dwi Prasetyo Herawan, Almaas Rozikin Herlambang Yudha Prasetya Herlando, Muhammad Raafi Herman Tolle Hermawan, Renaldy Hilmi Derian, Ivan Hilmi Ilyas Rizaldi Hurriyatul Fitriyah I Made Wira Satya Dharma Ian Setyo Aji Ilham Akbar Ahmadi Ilham Gibran, Muhammad Ilmam Achmadiarsyi Ilman Naafian Firmansyah Indi Rachmah Winona Intan Sartika Eris Maghfiroh Intishar Fadi Abdillah Iqbal Firmansyah Iqbal Putra Santosa Ismiarta Aknuranda Ismiarta Aknuranda Issa Arwani Issa Arwani Isthofi Aslim Sofyan Javas Marchad, Radithya Jermias Kristian Jonemaro, Eriq Muhammad Adams Kaeksi, Racana Ayu Komang Candra Brata Kusuma, I Made Yudi Anantha Lailatussaadah M Nur, Lailatussaadah Lutfi Fanani Lutfi Fanani Luthfi Fawwaz Putranto Mas'udi, Nashrul Azhar Mayovio Ahmad Mahendrata Mochamad Chandra Saputra, Mochamad Chandra Mochamad Halim Mohamad Ilham Ridho Mohammad Alauddin Mohammad Chaliffilardhy Syaifuddin Muadz Askarul Muslim Muchtar Prawira Sholikhin Muhamad Arifin Ramadhan Muhammad Adams Jonemaro , Eriq Muhammad Arif Nabil Lesmana Muhammad Aufa Athallah Muhammad Azmi Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Reza Pahlevi Muhammad Salman, Raditya Muhammad Satrio Bayu Pamungkas Muhammad Yasir Anshari Haq Muhtadin Ziqi Maulana Mujahid Bariz Hilmi Musavi Ardabilly Taufik Muzaki Asysyahid, Sindoro Chaidar Naba, Carlista Najibudin, Mochamad Asrof Nashir, Idham Ahmad Nashrul Azhar Mas'udi Nashrul Azhar Mas'udi Niken Hendrakusma Nugroho, Bramantyo Raka Adi Nur Efendi, Akhmad Farid Nur Muhammad Rashid Oktafianto, Mukhammad Afan Pamesthi, Radya Farrel Panji Yodantara Pardede, Natanael Isaac Pardamean Pelealu, Billawal Nadipa Prakoso, Bondan Sapta Pramudya Vizkal Arfianto Purnomo, Welly Putra Pandu Adikara PW, M. Qodarul Amar Rahadian Fernandika Ramadhan Rizki Arga Putra Ramdani, Aditasha Fadhila Ratih Kartika Dewi Retno Indah Rokhmawati Retno Indah Rokhmawati, Retno Indah Reza Saputra Richard Hans Octavian Riswan Septriayadi Sianturi Robertus Dwi Ari Utomo Ryan Aristo Salman, Raditya Muhammad Sandhi Wistara Sativandi Putra Satrio Hadi Wijoyo Setiawan, Muhammad Syahrul Setyowidodo, Fauzan Athallah Shandya Fajar Widyono Shena Star Sarwodi Silitonga, Erico Steven Willy Sanjaya Steven Willy Sanjaya Sudjianto, Aulia Heppy Cahya Susanto, Stefanus Rangga Ananta Syahputra, Andira Mahendra Syarief Noor Permadi TABAYUNI, RAHIMI ILLONG Tjandra, Jahzeiah Paskah Togan Jagat Raya Tri Afirianto Tri Afirianto Tri Afirianto Tri Afirianto Tri Afirianto, Tri Trias Hanggara, Buce Utomo, Ibnu Najah Barlian Hadi Viqi Hanada Wibisono Sukmo Wardhono Wibisono Sukmo Wardhono, Wibisono Sukmo Wibowo, Vania Malinda Widhy Hayuhardhika Nugraha Putra Wijaya, Aldy Imam Winny Ardhian Septiko Wiranata, Danuar Wong, Vinncent Wong, Vinncent Alexander Yolanda Saputri Yoshua Aditya Kurnia Yosua Yosua Yudha Hadi Pratama Yudistira, Faisal Ariawan Yuita Arum Sari Yuka Bimatara Putra Yuki Pradana Yung, Clara Clarita Yusi Tyroni Mursityo Zulfikar Fahmi Falakh Zulkahfi, Muhammad Razzaaq