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All Journal Bulletin of Electrical Engineering and Informatics Bulletin of Electrical Engineering and Informatics Journal of Educational Science and Technology Bulletin of Electrical Engineering and Informatics Jurnal ELTIKOM : Jurnal Teknik Elektro, Teknologi Informasi dan Komputer JOIV : International Journal on Informatics Visualization INTEGER: Journal of Information Technology Network Engineering Research Operation [NERO] Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Jurnal Eksplora Informatika JPP IPTEK (Jurnal Pengabdian dan Penerapan IPTEK) Prosiding Seminar Nasional Sains dan Teknologi Terapan JURIKOM (Jurnal Riset Komputer) Jurnal Review Pendidikan dan Pengajaran (JRPP) International Journal of Education, Science, Technology, and Engineering (IJESTE) International Journal of Economics, Business and Accounting Research (IJEBAR) Jurnal Informasi dan Teknologi Jurnal SAINTIKOM (Jurnal Sains Manajemen Informatika dan Komputer) KERNEL: Jurnal Riset Inovasi Bidang Informatika dan Pendidikan Informatika Jurnal Minfo Polgan (JMP) Utsaha: Journal of Entrepreneurship Prosiding Seminar Nasional Teknik Elektro, Sistem Informasi, dan Teknik Informatika (SNESTIK) Journal International of Lingua and Technology Jurnal Sistim Informasi dan Teknologi Innovative: Journal Of Social Science Research Journal of Contemporary Administration and Management (ADMAN) JAR'S (Journal of Advanced Research in Informatics) Prosiding Seminar Nasional Kusuma
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Implementasi Model Incremental Pada Pengembangan Aplikasi Pengenalan Rempah-Rempah Berbasis Game Andy Rachman; Yanuar Efendi; Hendro Nugroho; Sulistyowati Sulistyowati; Pratama Sandi Alala; Nanang Fakhrur Rozi
INTEGER: Journal of Information Technology Vol 8, No 1: Maret 2023
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.2023.v8i1.3762

Abstract

Currently, technology is the most important part of human life, especially for the people of Indonesia. Its existence is very helpful in resolving any existing shortcomings. The fields of energy that utilize Information and Communication Technology include business and services, government, tourism, and education. The use of technology in education can be seen in the current state of education in Indonesia, starting from the use of the internet, the development of online learning applications, the availability of digital books, and the development of game-based educational media. Researchers develop game-based learning applications in introducing spices in Indonesia. The focus of the users in this study were elementary school students in Grade 6. The researcher applied an incremental model in developing an educational game application for the introduction of spices. The Students at Gempolkerep State Elementary School, Ngudikidul Village, Gedek District, Mojokerto, East Java, have implemented an Educational game application. The application has also been assessed by 44 respondents consisting of 34 elementary school students and ten application development expert teams. Respondents must answer twelve questions to evaluate the usefulness of educational game applications. Assessment of application usability uses a Likert Scale based on the Usability Factor of ISO 9126-3. The effectiveness of the application developed by the researcher for Gempolkerep State Elementary School students is 83% and gets an assessment from the expert team of 77%.
Analisa Efektivitas Metode Octave Allegro dan Fmea Dalam Penilaian Risiko Aset Informasi Pada Institusi Pendidikan Tinggi Adib Pakarbudi; Dea Tiara Piay; Dita Nurmadewi; Andy Rachman
JURIKOM (Jurnal Riset Komputer) Vol 10, No 2 (2023): April 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v10i2.5950

Abstract

The current rapid development of technology allows all tertiary institutions to utilize information systems to support their operations, such as the Surabaya ABC Institute of Technology. Through the Central Information System Unit (PSI), the ABC Surabaya Institute of Technology can develop and manage ICT (Information and Communication Technology) so that it can easily manage various kinds of data and information. However, it should be noted that currently digital information is an important asset that needs to be protected from various kinds of adverse risks. But unfortunately the application of information asset risk management at the Surabaya ABC Institute of Technology has not been implemented properly. From these problems, the researcher aims to find out the process of managing the security of information assets in tertiary institutions through a risk assessment of the information assets they have. To achieve this goal the research method used refers to the Octave Allegro framework and the FMEA method is used to assess the risk of information assets. The results of this study indicate that the ABC Institute of Technology has 11 important assets which are divided into 5 categories, namely: Data, Hardware, Network, Software, People. Of the eleven assets, six of them have a high level of risk. From these findings it can be concluded that universities also need to manage information security. These results also indicate that the method used by researchers is very helpful in determining the risk of the value of information assets owned by the ABC Surabaya Institute of Technology. So that the combination of the Octave Allegro method with the FMEA method is very effective in helping organizations carry out information security management.
Overview of ChatGPT Technology and its Potential in Improving Tourism Information Services Muhammad Ade Kurnia Harahap; Abu Muna Almaududi Ausat; Andy Rachman; Yasir Riady; Hizbul Khootimah Azzaakiyyah
Jurnal Minfo Polgan Vol. 12 No. 1 (2023): Artikel Penelitian Juni 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v12i1.12416

Abstract

Tourism is one of the important economic sectors for many countries, including Indonesia. Along with the development of technology and the internet, the way people seek information about tourism has also changed. This research aims to conduct a review of ChatGPT technology and its potential in improving tourism information services. The focus of this research is qualitative. Methods for gathering information included paying close attention and taking detailed notes, with subsequent analysis including data reduction, visualisation, and inference. The study arrived at the conclusion that the use of AI technology specifically ChatGPT has great potential in improving services and traveller experience in the tourism industry. ChatGPT can assist service providers in providing solutions and answering tourists' questions quickly and efficiently, as well as strengthening the position of the company or organisation amid increasingly fierce competition.
The Implementation of Android-Based Gamification to Design an Interactive Quiz Educational Game for Support Learning Activities Anwar; Andy Rachman; Faiz Muqorrir Kaaffah; Astried Silvanie; Syamsu Hidayat
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jsisfotek.v5i2.245

Abstract

Today's gadget technology has developed rapidly and has many features, along with the expansion of the internet network. In Indonesia alone, according to a survey from APJII, as much as more than 50% of the population has smartphone gadgets for daily use, and as much as more than 75% are dominated by children aged 12 years and over. However, only a few use smartphones for learning, which will affect smartphone users in terms of changing attitudes, behaviors, and motivation for learning. For this reason, the authors designed a quiz educational game application for learning, especially learning English, that utilizes gamification to increase children's motivation to learn while playing so they don't feel bored. The system was created using the GDLC development method with the Unity 3D Engine software, and for the Gamification system, using the Shephertz App42 API. Alpha testing shows that the functions in the game run well, and the gamification function works well and according to its function. The BETA test shows that the students taught by the author can improve their understanding of the English subject matter through the educational games made.
PENGEMBANGAN APLIKASI E-LEARNING DENGAN FITUR INTERAKTIF DAN ADAPTIVE LEARNING Andy Rachman; Oktafian Farhan; Nazaruddin Ahmad; Trisna Rukhmana; Dadang Muhammad Hasyim; Erwin Dhaniswara
Jurnal Review Pendidikan dan Pengajaran (JRPP) Vol. 6 No. 4 (2023): Volume 6 No 4 Tahun 2023
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v6i4.21145

Abstract

Pendidikan berbasis teknologi telah menjadi salah satu aspek penting dalam dunia pendidikan modern. Artikel ini membahas pengembangan sebuah aplikasi E-learning yang memanfaatkan fitur-fitur interaktif dan adaptive learning. Aplikasi ini dirancang untuk memberikan pengalaman belajar yang lebih dinamis dan disesuaikan dengan kebutuhan individual para peserta didik. Penelitian ini memfokuskan pada perancangan dan pengembangan aplikasi E-learning yang dapat merespons secara adaptif terhadap kemajuan belajar peserta didik. Fitur interaktif yang terintegrasi memungkinkan para peserta didik untuk terlibat secara aktif dalam proses belajar, menciptakan lingkungan yang mempromosikan keterlibatan dan pemahaman yang lebih baik. Selain itu, aplikasi ini menyediakan fleksibilitas bagi pengajar dalam menyusun konten pembelajaran yang dapat disesuaikan dengan kebutuhan peserta didik. Hasil penelitian menunjukkan bahwa penggunaan aplikasi E-learning dengan fitur interaktif dan adaptive learning dapat meningkatkan efektivitas pembelajaran dan memotivasi peserta didik untuk mencapai hasil yang lebih baik. Artikel ini memberikan wawasan tentang bagaimana teknologi dapat digunakan untuk mengubah pendekatan tradisional dalam pendidikan dan menciptakan pengalaman belajar yang lebih interaktif dan disesuaikan. Dengan penggunaan aplikasi E-learning semacam ini, pendidikan dapat menjadi lebih inklusif, dinamis, dan adaptif, sehingga mendukung perkembangan peserta didik dengan cara yang lebih efektif dan inovatif.
LEATHER JACKET UMKM WEBSITE DESIGN AND IMPLEMTATION TO SUPPORT PROMOTION INCREASE Hendro Nugroho; Suparjo Suparjo; Chrisna A Dewi; Linda A Lestari; Andy Rachman
International Journal of Economics, Business and Accounting Research (IJEBAR) Vol 6, No 4 (2022): IJEBAR, Vol. 6 Issue 4, December 2022
Publisher : LPPM ITB AAS INDONESIA (d.h STIE AAS Surakarta)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijebar.v6i4.6853

Abstract

There are quite a lot of Micro, Small and Medium Enterprises (UMKM) in Sidoarjo, especially in the Candi and Tanggulangin areas. UMKM in the Candi area mainly have the type of leather jacket MSME business. The leather jacket business in Candi sub-district needs assistance to increase the business. The problem faced by UMKM in leather jackets is the promotion of the products they have made. During the COVID-19 pandemic, the leather jacket business experienced difficulties in sales promotions because consumers did not know about these local products. The form of assistance carried out to increase promotion is the creation of websites and blogs that will be easily accessible to all consumers. In making the design and implementation of the website using the Systems Development Life Cyscle (SDLC) model. The process is carried out with the stages of (1) planning, (2) Analysis, (3) Design, and (4) Implementation. The results obtained in making a website as a promotional medium can increase consumer interest in buying the desired leather jacket product.
Penerapan Metode Levenshtein Distance untuk Mengukur Similaritas pada Pola Suara Burung yang Menggunakan Discrete Cosine Transform Nugroho, Hendro; Rachman, Andy; Albana, Isa
Jurnal Eksplora Informatika Vol 12 No 2 (2023): Jurnal Eksplora Informatika
Publisher : Institut Teknologi dan Bisnis STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30864/eksplora.v12i2.839

Abstract

Pengenalan suara burung untuk mengetahui jenis burung sering dilakukan pada penelitian, karena burung sering terdengar dari pada kelihatan bentuk fisiknya. Berbagai macam ragam suara burung sangatlah menarik untuk dilakukan penelitian. Penelitian kali ini menggunakan metode levenshtein distance untuk mengetahui similaritas suara burung pada data ekstraksi fitur yang menggunakan metode discrete cosine transform (DCT). Data yang di-input adalah suara burung Kenari, Red Lories, Beo Merah Meksiko dengan jenis format fail WAV. Langkah penelitian ini adalah data suara burung WAV diekstraksi fitur diantaranya (1) Hamming Widowing, (2) FFT, (3) Mel Filter Bank, dan (4) DTC. Setelah mendapatkan nilai ekstraksi fitur DCT, maka data dibagi menjadi data target (T) dan data sumber (S) untuk dicari nilai similaris menggunakan metode levenshtein distance. Langkah-langkah untuk mendapatkan similaritas di antaranya (1) input nilai DTC data T dan Input nilai DTC data S, (2) menghitung jarak levenshtein distance, dan (3) menghitung nilai similaritas. Hasil yang didapat similaritas pada jenis suara burung Kenari data T dan suara burung Kenari data S memiliki similaritas 37% dan 32%. Jenis suara burung Red Lories data T dan suara burung Red Lories data S memiliki nilai similaritas 16%, 32% dan 21% dan Suara burung Beo Merah Meksiko tingkat similaritas data T dan data S memiliki nilai 58% dan 16%.
Penyelidikan Akademis Tentang Pengukuran Kualitas: Penerapan Model ISO 9126 pada Perangkat Lunak Aplikasi Deteksi Kerusakan Mangga Kafi, Nur Holis; Rachman, Andy; Muhima, Rani Rotul; Sulistyowati, Sulistyowati; Rozi, Nanang Fakhrur; Lubis, Windi Nitasya; Putra, Muhammad Syahrur Ramdhani; Alala, Pratama Sandi
Prosiding Seminar Nasional Teknik Elektro, Sistem Informasi, dan Teknik Informatika (SNESTIK) 2024: SNESTIK IV
Publisher : Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/p.snestik.2024.5908

Abstract

Suatu perangkat lunak dikatakan baik jika kebutuhan customer atau pelanggan sudah terpenuhi. Perangkat lunak atau software merupakan proses pengembangan aplikasi secara berurutan dan sistematis berdasarkan model proses pengembangan perangkat lunak. Model proses perangkat lunak sendiri terbagi menjadi dua bagian besar, yaitu model tradisional dan model cepat (agile). Pengujian pada perangkat lunak merupakan suatu proses untuk mengetahui kesalahan persyaratan, desain, dan pengkodean pada sebuah program pengembangan aplikasi. Dalam mengukur suatu perangkat lunak perlu dibutuhkan suatu standar pengukuran kualitas perangkat lunak. ISO 9126 merupakan standar internasional untuk mengetahui kualitas sebuah perangkat lunak. Aplikasi Dokter Mangga merupakan salah satu aplikasi yang memerlukan suatu uji kelayakan aplikasi untuk memastikan bahwa aplikasi layak untuk digunakan. Penelitian ini berfokus pada pemanfaatan ISO 9126 dalam mengetahui kualitas perangkat lunak Dokter Mangga dengan tujuan kelayakan aplikasi Dokter Mangga digunakan oleh pengguna. Pengujian aplikasi Dokter Mangga dilakukan oleh 50 responden. Dari hasil pengujian kualitas aplikasi Dokter Mangga untuk faktor functionality, usability, efficiency, dan portability dari ISO 9126 didapatkan hasil rata-rata 82.6% yang berarti aplikasi sudah sangat baik untuk diimplementasikan dn dimanfaatkan oleh pengguna.
Rancang Bangun Game Pengenalan Tokoh Cerita Rakyat Berbasis Android Menggunakan Model Incremental Putra, Moch Andria Reza Effendi; Nugroho, Hendro; Rachman, Andy
Prosiding Seminar Nasional Teknik Elektro, Sistem Informasi, dan Teknik Informatika (SNESTIK) 2024: SNESTIK IV
Publisher : Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/p.snestik.2024.5820

Abstract

The advancement of information technology in multimedia, computer hardware, and software has increased the needs of society, especially in games. Although folklore plays a central role in shaping culture, people's knowledge of folklore has declined, especially among students. This research offers a solution through the development of a game as a learning tool to reintroduce folklore stories and characters to kids. The research method involved literature observation, collecting information on characters in folklore, and interviews to gather data for designing the game. Application development employed the incremental model with the steps of requirement, design, coding, testing, and implementation. Evaluation through a post-test aims to assess students' abilities related to folklore after application development. The game application development was carried out using the Unity Game Engine. The evaluation yielded 77% for understandability, 74% for learnability, 77% for operability, 81% for attractiveness, and 79% for usability compliance. The total average score for usability factors reached 78%.
Implementasi Model Prototype pada Sistem Penjualan di Distro Garage Store Berbasis Web Prabiantissa, Citra Nurina; Rachman, Andy; Jani, Vincentius Depaulo
Prosiding Seminar Nasional Teknik Elektro, Sistem Informasi, dan Teknik Informatika (SNESTIK) 2024: SNESTIK IV
Publisher : Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/p.snestik.2024.5805

Abstract

Penggunaan teknologi merupakan suatu metode atau  pilihan untuk menyelesaikan permasalahan-permasalahan terkini yang  belum tersistematisasi, seperti  pelaporan keuangan, yang terjadi dalam operasional usaha kecil dan menengah (UKM). Penggunaan sistem penjualan dibutuhkan oleh Distro Garage Store  di Kota Boron, NTT karena pengelolaan transaksi penjualan masih menggunakan proses manual yang dicatat dalam pembukuan dengan Microsoft excel. Hal ini membuat waktu pengelolaan menjadi tidak efisien dan tidak sistematis, serta pembukuan dapat hilang sewaktu-waktu. Pembuatan sistem menggunakan model prototype, dimulai dengan mengumpulkan kebutuhan sistem, melibatkan pengembang sistem dan pengguna, melakukan desain, customer evaluation, development, dan melakukan uji aplikasi. Dari hasil penelitian, sistem diuji dengan menggunakan ISO-9126-3  untuk faktor functionality sebesar 88.8% dan usability sebesar 87.2%. Sistem juga sudah diuji melalui pembagian kuisioner kepada pemilik Distro yang terdiri dari 3 orang karyawan dan 1 admin menggunakan System Usability Scale (SUS) dan mendapatkan nilai 83.5%.
Co-Authors Abdul Kholiq Al Anam Abdul Kholiq Al Anam Abu Muna Almaududi Ausat Ach. Khafid Salim Adib Pakarbudi Adikusuma, Rahmatullah Wirya Adjie Sulaiman Afif Bahtiar Afriandhi, Mochamad Ilham Agung Kurnianto Aji, Bimantoro Bayu Akhmat Fathoni Al Ahmad, Ubaidillah Alala, Pratama Sandy Albana, Isa Alfikri, Allif Mufti Andi Wijaya ANDI WIJAYA Andi Wijaya Andreansyah, Ahmad Andriya Risdwiyanto Anjas Purwadi Anwar Anwar Sodik, Anwar Asfahani, Asfahani Astried Silvanie Ausat, Abu Muna Almaududi Bagus Eko Prasetyo Bahtiar, Afif Bayu Fahmi Agustin Berliana Devi Bryan Gusrat Salajun Budanis Dwi Meilani Budi, Adib Pakar Chasbulloh, Adhyasta Rozak Abiyu Choirul Anam AM Diponegoro Chrisna A Dewi Christian Eko Yunianto Citra Nurina Prabiantissa Dadang Muhammad Hasyim Danang Haryo Sulaksono, Danang Haryo Dandi Dwicahyo Dea Tiara Piay Dewi Chatrin Esther Manalu Dhaniswara, Erwin Dian Puspita Hapsari Dita Nurmadewi Edy Santoso Edy Santoso Eka Cahya Muliawati Eka Putra, Ricky Eldo, Handry Enggar Alfianto Fadhillah, Dini Nur Fahrurrozi, Nanang Fakhrur Rozi, Nanang Farida Farida Fatchur Rozi Fa’iz Abiyyu Rizqullah Saputra Ferdiansyah, M. Anandi Firman Dwi Cahyo Kurniawan Firman Dwi Cahyo Kurniawan Gusti Eka Yuliastuti Hari Agus Sujono Hendra Thesna Prayoga Hendro Nugroho Hendro Nugroho, Hendro Hirdhan Farhan Antama Hizbul Khootimah Azzaakiyyah Ii Sopiandi, Ii Imam Prayogo Pujiono Indy Ramadhan Khayatullah Ismaya, Agam Sulaiman Jani, Vincentius Depaulo Kafi, Nur Holis Khalik, Muh Fihris Linda A Lestari Lubis, Windi Nitasya M. Anandi Ferdiansyah Mariano Do Rosario Pinto Mauludin, Mohammad Mohammad Shihab Ichal Saxena Setyawan Muchamad Kurniawan, Muchamad Muchammad Aziz Choiri Muchammad Kurniawan Muhamad Imron Wazirudin Muhamad Ziaul Haq Muhammad Ade Kurnia Harahap Muhima, Rani R Muhima, Rani Rotul Mukti, Fajar Ali Mulyono, Budi Muthahari, Fairuz Abadi Nanang Fakhrur Rozi Nazaruddin Ahmad Nitin, Mahon Nursalim Oktafian Farhan Pakarbudi, Adib Pinto, Mariano Do Rosario Prafianti, Rayinda Aseti Prasetyo, Bagus Eko Pratama Sandi Alala Prihananda, Raafi Purnomo Sariyanto, Ponco Purwanto, Mochamad Yuliadi Putra, Moch Andria Reza Effendi Putra, Muhammad Syahrur Ramdhani Putri, Anggi Yhurinda Perdana Putri, Rahmi Rizkiana Rachmad Maulana Putra Rachman Arief Rachman Arief Rachman Arief, Rachman Rafi Oktaviano Eka Limanjaya Rahayu, Novi rahmad, ali Rahmi Rizkiana Putri Rani R Muhima Rani Rotul Muhima Resa Uttungga Richard Chandrianto Rizal Arianto Ruli Utami, Ruli Salim, Ach. Khafid Setiawan, Muhammad Charis Sri Wahyuningsih, Suluh Sulaeman, Moh. Muklis Sulistyowati Sulistyowati Sulistyowati Sulistyowati Sulistyowati Sulistyowati, Riny Sulistyowati, Sulistyowati Sulistyowati Suparjo Suparjo Susilowati, Arda Gusema susilowati, Sulistyowati Sutisna, Dede Syamsu Hidayat Syamsu Rijal Syariifuddin, Farhan Trisna Rukhmana Uli Wildan Nuryanto Uttungga, Resa Wahyu S. Pambudi Wahyu Widodo Wahyu Widodo Wahyu Widyanto Wahyudi, Ahmad Lutfi Wahyudi, Dimas Dwi Wazirudin, Muhamad Imron Wildanul Irsyad Yanuar Efendi Yasir Riady Yunianto, Christian Eko Zaqiyah, Hafida Nur