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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Published by Universitas Brawijaya
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Jurnal Pengembangan Teknlogi Informasi dan Ilmu Komputer (J-PTIIK) Universitas Brawijaya merupakan jurnal keilmuan dibidang komputer yang memuat tulisan ilmiah hasil dari penelitian mahasiswa-mahasiswa Fakultas Ilmu Komputer Universitas Brawijaya. Jurnal ini diharapkan dapat mengembangkan penelitian dan memberikan kontribusi yang berarti untuk meningkatkan sumber daya penelitian dalam Teknologi Informasi dan Ilmu Komputer.
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Search results for , issue "Vol 4 No 8 (2020): Agustus 2020" : 50 Documents clear
Pengaruh Energi Terhadap Pengiriman Data Pada Protokol Fisheye State Routing (FSR) Dalam Mobile Ad Hoc Network (Manet) Dahru Wildan Pradanaputra; Primantara Hari Trisnawan; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The energy level owned by a node will affect the services performed by that node. When the node's energy is at a high level, the node will provide communication services for sending data and routing, but when the node's energy is at a low level the services performed by that node will be limited. The limit given to the node is when the remaining node energy is below 20% of the initial energy, the node will discard all packets that will be forwarded and when the node's energy sis has entered below 10%, the node will discard all packets that will be forwarded and do not do routing. The application of these energy restrictions results in changes in the Quality of Service. The testing of the application of energy restriction is carried out using a number of diverse nodes, namely 30, 40, and 50. The results are taken with two tests, the first test without applying energy restriction and the second test uses energy restriction. The results of the comparison of the average throughput test value for the number of nodes 30 and 50 have increased, but for testing with 40 nodes has decreased in value. The results of the comparison of packet delivery ratio testing values ​​on all tests the number of nodes has decreased. And the results of testing the remaining energy changes the value of the remaining energy owned by each node.
Implementasi Sistem Penentuan Lokasi Dalam Gedung (Indoor Localization) Menggunakan Metode Fingerprinting Berjenis Monitor Based Localization (MBL) Dengan Teknologi Bluetooth Low Energy (BLE) Muhammad Hasbi Ash Shiddieqy; Adhitya Bhawiyuga; Kasyful Amron
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Besides being famous for its accuracy in determining outdoor location, GPS technology also has weaknesses in determining indoor location due to signal attenuation. Therefore, to determine the indoor location, one of the methods that can be used is the fingerprinting method. The fingerprinting method is a method for determining location by classifying the obtained signal patterns into location names based on the signal characteristics at a location. . One technology that can be utilized to produce signals in the fingerprinting method is Bluetooth Low Energy (BLE) technology. BLE technology is used because it has several advantages such as fast advertisement packet duration, small device size, can use long-lasting batteries, etc. In this research, the fingerprinting method and BLE technology use the concept of Monitor Based Localization (MBL). The MBL concept is a concept where the device to be located only emits a passive signal, while other devices will determine the location. Percentage of the system error in determining location reaches 15.24% which means it has accuracy in determining location of 84.76%. The errors in determining location can be caused by the similarity of signal patterns at certain points at 2 different locations.
Pengembangan Sistem Informasi Monitoring Pengelolaan Dana Bantuan Operasional Sekolah berbasis Website Studi Kasus : Korwilcam Bidang Pendidikan Kecamatan Sempor Arief Widiyatmoko; Satrio Agung Wicaksono; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Education is the right of all Indonesian without exception. The government is obliged to guarantee the implementation of education at the basic level, therefore the government has launched a program called BOS (‘Bantuan Operasional Sekolah'). In its implementation, schools are required to make an accountability report for the use of BOS funds in accordance with government regulations from the education and culture office regarding technical guidelines for the use of BO funds. In reporting the use of BOS funds, several obstacles were encountered, namely frequent delays in reporting which caused the regional coordinator to recap data to be hampered, so that the purpose of this study was to build an information system that could monitor schools so that reports on the use of BOS funds to be more controlled. System development is carried out using the waterfall model. In this study, the problem can be overcome by changing the current business process into a recommendation business process so as to produce functional requirements that will be implemented on a website-based information system whose design uses an object-oriented approach which will be implemented in the system using the PHP framework, CodeIgniter. After the information system built is valid according to user needs, then testing is carried out using user acceptance testing so that the user acceptance index of the system being built is known. Based on this test, the results show that the user accepted the information system and the features in it.
Pengembangan Sistem Pembelajaran HTML dan CSS dengan Konsep Gamification berbasis Web Anjumi Kholifatu Rahmatika; Fajar Pradana; Fitra Abdurrachman Bachtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The selection of appropriate learning methods in an effort to increase student motivation is very important. Learning in online classes facilitates higher and better levels of learning in aspects of innovative and critical thinking. However, online learning cannot always ensure that students will remain active in completing their learning. The percentage of internet usage in Indonesian society shows that 46% of users tend to use the internet to play games. Games are becoming an increasingly important part of entertainment and are able to produce positive experiences. Thus by learning to use the concept of the game, users will get increased learning motivation and positive experiences. Gamification is an approach developed to increase learning motivation and student involvement in carrying out such learning by incorporating game design elements in non-game concepts. A survey conducted by the World Economic Forum, resulted that one of the promising job in 2020 is a software developer. There are several types of software developers, one of which is a frontend web developer. To learn the development of a frontend website, it can be started from learning HTML and CSS. By this HTML and CSS Learning System with Gamification Concept, it is expected that the user's desire to learn can be increased. In this system there are main features, namely mission work, carrying out challenges, purchasing items and leaderboard. This system was developed using a waterfall model resulted 38 functional requirement and 1 non-functional requirement. The system implementation is done using the PHP programming language, HTML, Javascript, codeigniter and bootstrap framework. On this system, Functional requirements testing was conducted by unit testing and integration testing using the white box testing method as well validation testing using the black box testing method. The result of functional requirements testing is 100% pass. Non-functional requirements testing is done using the SUS method resulted a final score of 71, which means this system belongs to the "Acceptable” category.
Pengaruh Implementasi Metode Pembelajaran Teams Games Tournaments terhadap Variabel Motivasi, Minat Belajar, dan Hasil Belajar Peserta Didik pada Mata Pelajaran Desain Grafis Percetakan di SMK Negeri 12 Malang Rahmawati Hari Khasanah; Satrio Hadi Wijoyo; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

This research background is the lack of student participation, learning methods that have not been able to increase motivation to learn, and the lack of students' interest in learning. This study aims to show whether the implementation of Teams Games Tournaments learning methods has an influence on the variables of student motivation, learning interest, and student learning outcomes at SMK Negeri 12 Malang. The method in this research use Quasi Experimental and Nonequivalent Control Group Design. The data collection by observation and interview. The result of the data analysis in the research experiment are: (1) Method of TGT did not influence the students' motivation, (2) Methods of TGT influenced the students' interest, (3) Method of TGT influenced the students' learning outcomes. Therefore it can be concluded that learning method implementation of Teams Games Tournament does not influence the learning method, but influences the interest and learning outcomes of the students.
Rekomendasi Produk UMKM Kabupaten Malang menggunakan Metode Analytical Hierarchy Process (AHP) dan Simple Additive Weighting (SAW) (Studi Kasus: Rumah Kreatif BUMN Telkom Kabupaten Malang) Hafshah Durrotun Nasihah; Edy Santoso; Novanto Yudistira
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang Regency is one of the regency in East Java that has the largest population in Java, this causes the UMKM businessmen who are scattered in Malang Regency to be very numerous and varied. This study aimed to obtain UMKM product recommendations in Malang Regency which are registered in RKB Malang Regency. AHP and SAW are the methods of Decision Support System that were used to obtain UMKM product recommendations which compatible with the criteria weights that desired by the user. AHP method was used to calculate the weight of product criteria, meanwhile the SAW method was used to get the value of alternative product weights. The result of product's weighted alternative would be ranked from the largest to the smallest value, product with the largest weighted alternative value were the product that recommended by system based on the weighted criteria desired by the user. Based on the results of testing that using 7 cases testing accuracy testing that comparing the results of system with users,ait could be analyzed that the AHP and SAW methods were quite effective in getting product recommendations with an average value of 71,43%.
Evaluasi dan Perbaikan Alur dan Navigasi Website Event Surabaya Menggunakan Pendekatan Human Centered Design (HCD) Nadia Humairo; Hanifah Muslimah Az-zahra; Niken Hendrakusma Wardani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Event Surabaya is an online media website that aims to provide information about any event that will be held in Surabaya and surroundings which was established since 2010. In order to obtain information, several problems were found during the interview; content incorrectly placed, naming ambiguous navigation, and hard time to find information directly and it also impact the website operations. The purpose of this research is to find out whether there is an improvement of the value from satisfaction users prior before doing evaluation and after evaluation design solution. Based on the problems found, Tree Testing was applied as the first evaluation for website Event Surabaya. Tree Testing method measure some aspects; Success Rate, Directness, Time Spent, First Click, and Destination. In making design solutions, the researcher used a method of Close Card Sorting as the laying of the mechanism in line with user expectations, with the final result of sitemap and based on a standard usability guidelines and continued with the Information Architecture. The whole research used by Human Centered Design (HCD) and in all levels has been approved by stakeholders and users. The final result in this research stated that the recommendation flow and navigation website showed the improvement of the value from satisfaction users was very significant.
Pengembangan Sistem Informasi E-report dan Monitoring Laporan Bulanan(LB1) Penyakit Berbasis Web (Studi Kasus: Puskesmas Dinoyo) Muzdalifah Yully Ayu; Adam Hendra Brata; Marji Marji
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Monthly report (LB1) is disease data report containing ICD-10 data code, distribution of disease cases according to age group, and new cases or old cases. The report of disease data has done routine in every month, quarter, and annual report. The problem of Public Health Center Dinoyo in recording and reporting are still manual or conventional way to process, maintain, and deliver the report. The average amount of disease data at the Dinoyo Public Health Center was recorded 2000 - 3000 in every month by use manual system and it caused the record taking long time process, incomplete data so that it affected on the accuracy of LB1. Furthermore, late delivery of the report made the Health Office of Malang City could not monitoring, evaluating, and have difficulty to know the public health center's around Indonesia which not sent the report. Based on these problems is built the system based on website with waterfall model development, Codeigniter framework, and PHP programming language. The result is information system can be used for managing medical records, monthly report (LB1), and monitoring the monthly report (LB1). Based on the testing that has been done produce 100% valid value on unit testing, integration, and validation which shows that the system function already fulfilling the needs. The result of usability test is using usability scale system method obtained the score up to 77 which could be concluded the system has been acceptable and has provided user convinience.
Evaluasi dan Perbaikan Antarmuka Aplikasi Web Daily Plan LPMI Al-Izzah Kota Batu menggunakan Pendekatan Human Centered Design Fahmi Nur Fachrurozi; Satrio Hadi Wijoyo; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

LPMI Al-Izzah Batu City is an educational institution that was established on July 17, 2006 by implementing Islamic basic values that ​​integrated with technology and science with the aim that students are able to maintain Islamic sharia. In addition, LPMI Al-Izzah of Batu city also has a web application that can be used by employees in planning daily activities called the Daily Plan. Based on the analysis and testing of the initial design, the results obtained on the aspect of effectiveness of 71.3%, 34.25 seconds efficiency aspects, and aspects of user satisfaction by 41.66. Then the researchers then did the design of improving the interface appearance by applying the Human Centered Design approach, Usability testing method and System Usability Scale. From the evaluation results of the appearance improvement design that has been done, researcher get a percentage of 100% in the aspect of effectiveness, 19.38 seconds in the aspect of efficiency, and 87.83 in the aspect of user satisfaction. From this research, it can be concluded that the Human Centered Design approach is able to produce a product or system that is able to help users and stakeholders achieve their goals.
Pengembangan Sistem Informasi Sewa Mobil dan Paket Wisata berbasis Web menggunakan Teknologi Framework Laravel (Studi Kasus: "Mobil Kampus") Ronaldo Grasberg Wijaya; Widhy Hayuhardhika Nugraha Putra; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Today's business development utilizes technology to manage information and provide efficient and effective services for consumers. This facilitates all business processes, as well as minimizing business risks. This research takes a case study of the Mobil Kampus company, which is a service company that offers tour package services in Malang, Batu and surrounding areas. Mobil Kampus was founded in 2011 and became one of the recommended car rental companies in Malang. However, there are often obstacles for consumers, such as the mismatch of information about the cars available on the spot, as well as miscalculations of transactions that become obstacles for company owners. Therefore, an information system was created to help companies to list the available cars, types of tour packages, culinary information and cost information. The web-based information system uses the development method Software Development Life Cycle (SDLC)with the model waterfall. In the system design stage, modeling is done in the form of UML diagrams based on functional requirements, then implemented through program code using the PHP programming language and the framework Laravel. Then tested with themethod black box testing and testing usability. Black box testing obtained 100% valid results andtesting usability obtained a score of 72.5 which was included in the good category, with a grade scale C and acceptance value is acceptable.

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