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Journal of Information Technology and Computer Science
Published by Universitas Brawijaya
ISSN : 25409433     EISSN : 25409824     DOI : -
The Journal of Information Technology and Computer Science (JITeCS) is a peer-reviewed open access journal published by Faculty of Computer Science, Universitas Brawijaya (UB), Indonesia. The journal is an archival journal serving the scientist and engineer involved in all aspects of information technology, computer science, computer engineering, information systems, software engineering and education of information technology. JITeCS publishes original research findings and high quality scientific articles that present cutting-edge approaches including methods, techniques, tools, implementations and applications.
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Articles 265 Documents
Naive Bayes with SMOTE for Predicting the Competitiveness of Vocational School Graduates on Imbalanced Data (Case Study: SMK Negeri 3 Malang) Arsy Kurnia Fitri; Wijoyo, Satrio Hadi; Hariyanti, Uun
Journal of Information Technology and Computer Science Vol. 11 No. 1: April 2026
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.111870

Abstract

Vocational high schools (SMK) aim to produce work-ready graduates. However, the open unemployment rate (TPT) for SMK graduates remains high at 9.01%, indicating a significant competency gap. This study designs a model to predict graduates workforce competitiveness using the Naive Bayes algorithm combined with the Synthetic Minority Over-sampling Technique (SMOTE). SMOTE is employed to address the class imbalance between capable and incapable graduates. The study follows the Cross-Industry Standard Process for Data Mining (CRISP-DM) methodology, utilizing academic scores and tracer study datasets. Evaluation results demonstrate that applying SMOTE with a 70:30 train-test split successfully increased model accuracy to 97%. Notably, the model effectively detects the minority class with a Recall of 90%. Furthermore, cross-validation yielded an average accuracy of 97.66%, demonstrating stable performance. Finally, the model was implemented as a web-based dashboard to serve as an early warning system for schools.
Designing and Evaluating the User Interface of a Socratic Dialogue Chatbot to Enhance Student Engagement in Online Learning Platforms Widjanarko, Alexander; Haq, Isri Amirul; Mubarok, Berlian Davis Dwi; Purnawirawan, Okta
Journal of Information Technology and Computer Science Vol. 11 No. 1: April 2026
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.111886

Abstract

History education in Phase F is often perceived as monotonous and dominated by rote memorization, with 92.9% of students feeling burdened and 89.3% feeling bored. Standard generative AI tools may worsen this issue by functioning as instant answering machines, fostering cognitive dependency. This study aims to describe the User Interface (UI) and User Experience (UX) design process of “Kak Sarah,” a Learning Management System (LMS) platform featuring a chatbot designed to act as a Socratic facilitator through historical role-play, and to evaluate its usability and impact on student engagement. The UI/UX development employed the Successive Approximation Model (SAM) integrated with the Design Thinking approach, consisting of empathize, define, ideate, prototype, and test stages. The platform’s usability was evaluated using the System Usability Scale (SUS) with 136 respondents, while its impact on engagement was tested on 312 Grade XI students across five high schools. Results indicate that the UI design successfully translated four narrative learning stages into an interactive interface. The usability evaluation produced a SUS score of 86.09 (Excellent / Grade A). Observation data and conversation logs showed that all students engaged in reflective thinking rather than accepting direct answers, supported by a 35.03-point increase in critical thinking scores (p = 0.005). These findings suggest that integrating SAM and Design Thinking can produce an effective Socratic chatbot interface that enhances student engagement in history learning.
Technology Architecture and System Design Patterns of Immersive E-Learning in Building Engineering Education: A Systematic Literature Review Mubarroq, Ahmad Yudi; Muhammad Aris Ichwanto; Luhur Adi Prasetya; Dea Nisfuha Anindya; Tee Tze Kiong
Journal of Information Technology and Computer Science Vol. 11 No. 1: April 2026
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.111901

Abstract

The digital transformation of Industry 4.0 necessitates a fundamental restructuring of Architecture, Engineering, and Construction (AEC) pedagogy through high-fidelity immersive environments. However, current systems often prioritize isolated interaction over the underlying technology architectures required for long-term effectiveness. This research conducted a systematic review of 100 peer-reviewed articles (2018–2025) using the PRISMA 2020 framework and CASP quality appraisal instrument to map functional system configurations. Results indicate a significant paradigm shift toward integrated computational ecosystems, where adaptive intelligent units (30%) and sustainability-oriented processing layers (20%) function as core architectural components. These layers enable dynamic cognitive regulation and real-time environmental metric integration, such as Life Cycle Analysis (LCA), directly within virtual design workflows. Furthermore, findings demonstrate that scalability barriers in vocational settings are increasingly mitigated through cloud-native architectures and IFC-based interoperability. This study concludes that the future of immersive e-learning depends on “Sustainability-by-Design” and scalable architectures, providing a strategic blueprint for intelligent, institution-wide digital infrastructures in engineering education..  
Applying a Constructivist Learning Approach in Designing Educational Games to Enhance Conceptual Understanding of Geometric Shapes Muhammad Rizki Arzi; Putri Ayu Andini; Manda Apriliani Fadzillah; Alya Andini Prasetyo; Ahmad Zulfi'Azwan Nur; Okta Purnawirawan
Journal of Information Technology and Computer Science Vol. 11 No. 1: April 2026
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.111920

Abstract

Mathematics instruction on plane figures still faces challenges in the form of students’ low conceptual understanding and a limited availability of interactive learning media. This study aims to develop MathMind, an educational game based on Game-Based Learning with a constructivist approach, to improve students’ understanding of geometric concepts at SD Negeri 2 Pandanrejo. The study employed the Research and Development method using the ADDIE model. MathMind was developed as a level-based game featuring gamification elements such as rewards, timers, lives, and interactive feedback. Evaluation was conducted through expert validation, users response testing, and pretest posttest analyses using a paired-sample t-test. The results showed a validity rate of 96% from media experts and 98% from content experts, as well as a user response rate of 94%. The pretest and posttest results indicated a significant improvement in students’ conceptual understanding with a p-value < 0.001 and a high effect size. These results demonstrate that MathMind effectively enhances elementary school students’ engagement and understanding of plane figure concepts.
Evaluating the Success Factors of a Tourism Management Information System Using the DeLone and McLean Model: A User Perspective Hidayat Syah, Rizqi Mulyantara; Oky Dwi Nurhayati; Bayu Surarso
Journal of Information Technology and Computer Science Vol. 11 No. 1: April 2026
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.111925

Abstract

This study evaluates the success factors of a tourism management information system implemented by startup XYZ using the DeLone and McLean Information Systems Success Model. Startups in the tourism industry are becoming more dependent on digital platforms, which prompted this research because there has been little user-centered evaluation of tourism information systems. Involving 75 active users of the system, a quantitative explanatory method was used. A systematic questionnaire with 44 questions was used to gather data. The questions covered topics such as system quality, information quality, service quality, use, user satisfaction, and net benefits. Research methods encompassed creating instruments, collecting data, analyzing it statistically, checking reliability using Cronbach's Alpha, and expert validation with Aiken's V. The instrument demonstrated strong validity and reliability with an overall Aiken's V value of 0.8247. Additionally, all constructs attained Cronbach's Alpha values above 0.70, further supporting these findings. Descriptive statistics, construct correlation, multiple regression, coefficient of determination (R²), and F-test analyses were used to examine the data. All descriptive factors had high mean values, suggesting that users had a good impression of the system. System quality and service quality had a substantial impact on user happiness, according to regression analysis, but information quality and system quality had a substantial impact on system usage. Perceived net benefits were also heavily impacted by system utilization and user satisfaction. The results show that the DeLone and McLean model may be used to evaluate TISs. Making the system more responsive, making the information more accurate, and improving the user support services should be the goals of future enhancements.