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Perancangan Sistem Informasi Pembayaran Online pada Semester Antara Fakultas Ilmu Komputer Universitas Brawijaya
Kartika Hayunda Sari;
Widhy Hayuhardhika Nugraha Putra;
Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Semester Antara is a intermediate semester that is held on the sidelines of even and odd semesters in each academic. Semester Antara can be used to improve grades or can take courses the next semester so that lectures become faster than Semester should be. Semester Antara registration at the Faculty of Computer Science are still manual by making payments to bank tellers and then providing proof of payment to the academic department. Registration of Semester Antara can easier when the system integrated with Midtrans. With the system, Students will be able to make payment directly by systems, and no longer went to bank nor ATM. This integration also useful to the faculty that doesn't need to cooperate with a variety of the bank, with payment gateway would connect between bank and the services provided by the faculty. To build this information system it is necessary to analyze user requirements to determine functional requirements, as well as non-functional requirements. There is system design using Object Oriented Analysis Design (OOAD). We evaluate the system design with traceability matrix, and correctness. Traceability matrix verify relation of use case, activity diagram, sequence diagram, and user interface design. The result of evaluation, there was compatibility between the needs of system and the function of system.
Pengaruh Kualitas Implementasi Metode Pembelajaran Problem Based Instruction Terhadap Hasil Belajar Kognitif Dan Psikomotor Pada Mata Pelajaran Pemrograman Dasar Di SMK Negeri 3 Malang
Ismaiwati Ismaiwati;
Admaja Dwi Herlambang;
Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Penelitian ini dilatarbelakangi oleh permasalahan pada rendahnya tingkat pemahaman dan keterampilan siswa yang mengikuti pembelajaran pemrograman dasar. Tujuan penelitian yaitu membuktikan apakah implementasi metode pembelajaran PBI mempunyai pengaruh pada peningkatan hasil belajar siswa ranah kognitif dan psikomotor. Metode dalam penelitian yang dipakai adalah Quasi Eksperimental Method menggunakan Nonequivalent Control Group Design. Data dikumpulkan dengan instrumen tes untuk mendapatkan nilai pada ranah kognitif dan praktikum yang terdapat pada jobsheet untuk mendapatkan nilai pada ranah psikomotor. Pengujian yang digunakan yaitu pengujian independent sample t-test dan paired sample t-test. Hasil pengujian memperoleh nilai yaitu 0,000 kurang dari 0,05 yang memiliki arti terdapat perbedaan nilai pretest kognitif dengan posttest kognitif dan adanya perbedaan nilai pretest psikomotor dengan posttest psikomotor, maka diperoleh kesimpulan bahwa metode pembelajaran PBI memilki pengaruh terhadap peningkatan hasil belajar kognitif dan psikomotorik.
Pengembangan Aplikasi E-Commerce Menggunakan Payment Gateway Midtrans
Fariz Reynaldo Pratama;
Nurudin Santoso;
Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Anfield collection is a handicraft factory and a shop that sells handicrafts. When running its business anfield store will record stock and display products in its own shop and in partner stores. There are 25 types of products on sale at anfield stores, it is difficult to remember the different product variations and prices. Then, when a transaction is made anfield officer will provide a receipt to the buyer and then record it in the transaction register book. The marketing that has been done is not too broad, this is felt by the shop owner, the reason being that it is not good enough in utilizing information technology. The number of similar businesses also makes Anfield have to compete with other stores. Anfield business owners mention that it needs special e-commerce applications for anfield producers to overcome problems and improve the quality of business processes that run in terms of effectiveness and efficiency. Therefore, e-commerce applications are made on the mobile platform. In the application there are basic features in buying and selling online, namely managing products, ordering, payment transactions and expeditions. The distinguishing feature is the category of craft products based on the type, process and main ingredients. To handle payment transactions applications must be able to handle various types of payments. This application has been tested using the white-box method with unit testing and Usability Testing with the standard Post Study System Usability Questionnaire (PSSUQ). Test result show that requirement has passed 100% and generally average user is satisfied while using the application.
Sistem Prediksi Pertumbuhan Jumlah Penduduk Kota Malang menggunakan Metode K-Nearest Neighbor Regression
Diajeng Sekar Seruni;
Muhammad Tanzil Furqon;
Randy Cahya Wihandika
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Population growth rate in Indonesia keeps growing each and every year. The rapid growth of population may give impacts on many aspects of the country, such as economic development, quality of life and health issues of the residents, and even educational problems. To anticipate the negative effects of population growth, projection of future population is needed as to help the government to develop city development plans. K-Nearest Neighbor (KNN) is one of many methods that could be used to predict future values, be it for classification or regression. KNN Regression is a KNN algorithm used for regression or forecasting problems. In this study, the KNN Regression method is implemented to forecast future population of Malang city, using a time series of monthly population growth consisting of 73 datas in total. The forecasting method starts with preprocessing the time series, calculate the distance between each training and testing data, and estimate the predicted value based on k nearest neighbors. From the testings done in this study, the lowest Mean Absolute Percentage Error (MAPE) value obtained is 0,02526%.
Pemodelan Arsitektur Bisnis Guna Mendukung Bisnis Berkelanjutan Menggunakan Pendekatan Enterprise Architecture (Studi Kasus: Kedai Kopi "Kopi Soe Malang")
Farisa Aidilla Alfas;
Ismiarta Aknuranda;
Nanang Yudi Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Dewasa ini tidak sulit bagi masyarakat untuk menemukan kedai kopi di sekitar mereka. Namun, dengan semakin banyaknya yang tersedia, tidak dapat dipungkiri bahwa kemasan plastik yang digunakan untuk produk mereka dapat menjadi salah satu sumber permasalahan lingkungan. Pada riset yang dilakukan oleh Wirawan (2018), Lembaga Sustainable Waste Indonesia telah melakukan kajian dimana dari 100% sampah plastik yang dihasilkan hanya 7% yang didaur ulang dan 24% lainnya mencemari lingkungan. Adanya tujuan dari Perserikatan Bangsa-Bangsa mengenai konsumsi dan produksi yang bertanggungjawab, tertera pada Sustainable Development Goals Nomor 12, diharapkan suatu bisnis dapat menerapkan konsep yang menciptakan keberlanjutan, salah satunya dengan memperhatikan aspek lingkungan. Untuk mewujudkan tujuan tersebut, maka dilakukan pemodelan arsitektur bisnis yang mengusung konsep bisnis ramah lingkungan untuk kedai kopi “Kopi Soe Malangâ€. Sebelum model arsitektur bisnis dihasilkan, disusun terlebih dahulu Business Model Canvas untuk memudahkan pemetaan elemen apa saja yang akan dimodelkan pada arsitektur bisnis. Kemudian, pemodelan arsitektur bisnis dilakukan dengan pendekatan Enterprise Architecture menggunakan bahasa pemodelan Archimate yang setiap layer-nya dipetakan sesuai TOGAF ADM. Setelah dihasilkan usulan arsitektur bisnis ramah lingkungan, dilakukan evaluasi tingkat kesiapan dari Kopi Soe Malang dalam menerapkan usulan tersebut. Evaluasi yang dilakukan menunjukkan bahwa mereka sudah cukup siap untuk menerapkan konsep bisnis yang ramah lingkungan.
Pengaruh Dukungan Sosial Teman Sebaya dan Kedisiplinan Belajar Terhadap Hasil Belajar Siswa Kelas XI TKJ Mata Pelajaran Teknologi Jaringan Berbasis Luas (WAN) di SMK Negeri 6 Malang
Kembang Regain;
Admaja Dwi Herlambang;
Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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This research applied quantitative approach and correlational research method in order to find out the influence of peer social support variables and learning discipline on the students learning outcomes in the subject of Wide Area Network (WAN) for students of Grade XI TKJ at SMK Negeri 6 Malang. In doing activities of field industrial practice, students face technical aspects of wired and wireless networks oftentimes. Besides, student understanding of network design and management is still considered as less, due to so this research took WAN subjects as the research area. The data of peer social support and learning discipline were obtained from the results of the questionnaire, while the data of student learning outcomes were obtained from the documentation of research. The study population included 68 students of Grade XI TKJ 2 and XI TKJ 3, SMK Negeri 6 Malang in which they also take parts as research samples (technique of saturation sampling). The classic assumption trial was performed firstly and the results of research data were normally distributed, linear and there were no symptoms of multicollinearity, and also the heteroscedasticity did not occur, so that the parametric statistical approach was applied in the data analysis. Thereafter, regression, correlation, and hypothesis tests were used in analyzing the data. The results showed that there was no influence from peer social support variables and learning discipline toward student learning outcomes, which meant that H0 was accepted. Whereas, the results of the regression significance numbers of the research variables partially or simultaneously obtained successive results of 0.241> 0.05; 0.117> 0.05; 0.233> 0.05.
Perancangan Dashboard Sistem Informasi Pemeringkatan UBAQA (UB Annual Quality Award) dengan Metode Human Centered Design
Dinda Aditama;
Herman Tolle;
Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Various plans and strategies were made by Indonesian educational institutions to increase a quality of education, one of them is a work program from Brawijaya University called "UBAQA (UB Annual Quality Award)". UBAQA has goals to evaluate and appreciate all unit in Brawijaya that give a good services. In this case, a system needed to assist the work of UBAQA. In additional to existing features, the user experience is also important to improve usability system Designing user experience by applying information visualization so the information is easier to understand. The monitoring process can be more effective by designing an UBAQA information system dashboard. An approach that used in this research is human centered design, and used the elements of user experience for design phases. The design stages are context specifications, user needs analysis, design, and evaluation. Evaluation was done in 2 times, that is testing with user use Single Ease Questionnaire (SEQ) and expert use heuristic evaluation, From the evaluation result 17 interface problems were found, 8 of them are from user and 9 of them are from expert. After the evaluation phase, the author make improvements to the interface according to suggestions given. This research was done by three times iteration to meet user needs.
Pengembangan RestoCrowd: Aplikasi Android Penghitung Jumlah Pengunjung Restoran Berbasis Crowdsourcing dengan Ekstrapolasi
Gifary Dhimas Fadhillah;
Agi Putra Kharisma;
Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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According to survey about restaurant visitors, 41% respondents claim that the crowded restaurant is a problem when visiting a restaurant. Others also declare that information about restaurant crowd is necessary before coming to a restaurant. Although that problem is already solved by Google Maps Popular Times, the feature still has weak point. The feature only works on popular places and requires a large set of data to estimate the crowd level. In this research, a system named RestoCrowd is developed to test a method used to estimate restaurant visitors with minimum dataset and efficient power consumption. The system is consisted of an Android-based applicationa and a web service to aggregate the crowdsourced data. The Black-box testing states that the proposed system already satisfies the system requirements. The power consumption testing states that the background service used to detect devices only uses 0,6668 mAh at most (2 mAh in an hour). The proposed system has an average accuracy of 80,63% from 83 data samples for training and 12 data samples for testing.
Evaluasi Usability pada Aplikasi Perangkat Bergerak SIP Dispendukcapil Jember dengan Metode Heuristic Evaluation dan Usability Testing
Aprilia Riayatul Millah;
Satrio Hadi Wijoyo;
Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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SIP Dispendukcapil Jember adalah aplikasi mobile yang dikembangkan oleh Dinas Kependudukan dan Pencatatan Sipil Kabupaten Jember yang digunakan sebagai sarana untuk melakukan layanan penduduk secara online. Berdasarkan hasil wawancara kepada pengembang dan pengguna aplikasi terdapat beberapa keluhan terkait dengan aplikasi SIP yang berkaitan dengan aspek usability. Evaluasi dilakukan dengan menggunakan dua metode yaitu usability testing dengan aspek effectiveness, efficiency dan satisfaction yang dilakukan oleh responden dan heuristic evaluation dengan menggunakan sembilan prinsip heuristic yang dilakukan oleh evalutor. Berdasarkan hasil evaluasi yang telah dilakukan, diperoleh 19 permasalahan usability. 14 permasalahan ditemukan pada saat melakukan heuristic evaluation dan 5 permasalan ditemukan pada saat usability testing. Evaluasi dilakukan dengan menggunakan dua metode tersebut menemukan 3 permasalahan usability yang sama. Pengujian usability menghasilkan tingkat effectiviness sebesar 80%, efficiency sebesar 67% dan satisfaction dengan rata-rata 45,62. Permasalahan usability dengan menggunakan heuristic evaluation berdasarkan 9 prinsip Monroy. Masalah ditemukan paling banyak pada prinsip MA04 achieve consistency dan MA06 have the app remember important stuff and not the user masing-masing sebanyak 4 permasalahan. Secara keseluruhan pada heuristic evaluation ditemukan masalah sebanyak 14. Permasalahan usability ditemukan 3 permasalahan pada kategori minor usability problem, 6 permasalahan mayor usability problem dan 5 permasalahan usability catsastrophe.
Analisis Sentimen Berbasis Aspek Ulasan Pelanggan Terhadap Kertanegara Premium Guest House Menggunakan Support Vector Machine
Wirdhayanti Paulina;
Fitra Abdurrachman Bachtiar;
Alfi Nur Rusydi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Kertanegara Premium Guest House is one of the inns in the city of Malang, located on Jl. Semeru No.59. Kertanegara is very aware of the importance of the existence of E-WOM (Electronic Word Of Mouth) for the continuity of its business. E-WOM can be disseminated through customer reviews. Kertanegara has two sources of customer reviews namely Guest Reviews and online reviews on the OTA (Online Travel Agent) site. At present, the process of processing customer reviews is still focused only on Guest Review. But on the other hand, Kertanegara also has a review on the OTA website that needs to be processed because 90 percent of the booking process comes from the OTA website. One method that can be used to analyze and process the review text is sentiment analysis. Sentiment analysis is carried out at the aspect level to determine services and aspects that have negative or positive polarity using the Support Vector Machine (SVM) and Term Weighting (TF-IDF) methods. The review text data used in the Indonesian language comes from the sites of Agoda.com, Expedia, Pegi-Pegi, Booking.Com, TripAdvisor and has a timeline from 2012 to 2019. Testing the classification results produce an average Accuracy value above 70%. The results of the analysis are then visualized through a dashboard by displaying 6 important components so that it can assist Kertanegara in taking strategic steps to fix, improve and improve services that have negative polarity.