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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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Articles 60 Documents
Search results for , issue "Vol 5 No 10 (2021): Oktober 2021" : 60 Documents clear
Perbandingan Kinerja Protokol AOMDV dan MP-DSR pada Mobile Ad Hoc Network (MANET) Anugerah Wijaya; Primantara Hari Trisnawan; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mobile Ad Hoc Network (MANET) is the development of wireless ad-hoc technology or now called Mobile Ad Hoc Network (MANET). The wireless interface becomes communication from one node to another and is also formed by several nodes. If a routing path can be optimal, then the routing protocol can include data exchange. Routing protocols analyzed include AOMDV and MP-DSR. The route discovery process is carried out when the source node will forward the destination node from the neighboring node that has received the packet. In MP-DSR, several destination nodes do mutual discovery, nodes will replace other alternatives if they experience troubIe during transmission. Packet delivery ratio, end to end delay, throughput packet loss, and convergence time are analysis of routing protocol performance parameters and tested through network simuIator 2. The conclusion from the analysis is that AOMDV routing protocol is better than the results of throughput, end to end deIay and normalized parameters. routing load, the averages obtained from the throughput of 26.200 kbps, the average value of the end to end delay is 159.3425 m/s and the normalized routing load is 0.7272. The MP-DSR routing protocol is better than the results of the packet delivery ratio and convergence time parameters, the averages of the packet delivery ratio are 0.998775% and the convergence time is 169.7896 m/s. The AOMDV routing protocol is better than the MP-DSR routing protocol seen from the Quality of Service (QOS) performance value of the increase in variation and node data packet size.
Perancangan User Experience Aplikasi E-SAKIP (Elektronik Sistem Akuntabilitas Kinerja Instansi Pemerintah) menggunakan metode Human-Centered Design (Studi Kasus: Kabupaten Kepulauan Selayar) Nur Aenun Marjan; Ahmad Afif Supianto; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

E-SAKIP is an electronic-based government institution performance accountability system used by every Indonesian government institution to report their performance. One of the regencies that implement SAKIP is Kepulauan Selayar Regency. Every institution in Kepulauan Selayar Regency has to report all their performance in a year. Manual reporting and unclear information regarding the report cause many institutions to be late in submitting the SAKIP report. These problems become the reason for the establishment of E-SAKIP user experience. This user experience research is carried, the research already have a high satisfaction score from user and it doesn't take a lot of time and money to implement the application in the future. The methodology used in this study was a Human-Centered Design, where this study was directly focused on the potential users of E-SAKIP. The final product, in the form of prototype high fidelity, used Adobe XD. The prototype results were conducted the usability test, time test using the System Usability Scale (SUS). The usability results were 100%, the time test was 375 seconds, and the SUS was 81,125. This can be stated that the success rate is good and acceptable. Thus, the prototype results have been tested according to the level of potential users' satisfaction.
Perancangan User Experience Modul Dosen pada Aplikasi Bimbingan Akademik menggunakan metode Design Thinking Afani Kurniawan; Herman Tolle; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

During lectures, students did not escape the problem, the selection of streams, selection of courses, and so on who needed a supervisor to find a meeting point. Academic guidance activitiy is activity in which academic advisory lecturer and students communicate to solve a problem. But not a small amount of academic advisory lecturer activities carried out every day. Lecturer activities to monitor the development of student lectures also only monitor Course Grades on the lecturer's academic information system. The system has not been able to evaluate student grades. Therefore, the design of the User Experience Module Lecturer in the application of academic guidance will help overcome these problems and make academic guidance activities running well at the Faculty of Computer Science Universitas Brawijaya. The Design Thinking method is used by going through 5 processes, which is empathy to get the views and needs of users, define for defining the needs and problems that exist, ideate to provide a solution design, prototyping high-fidelity design, and testing to measure how useful the application design before being developed to the program code. The results of the testing obtained with usability testing resulted in effectiveness of 88%, efficiency of 86.04.2%, and satisfaction of 85.5. The UEQ method is also done by producing an value of attractiveness 2.30, value of perspicuity 1.85, value of efficiency 2.00, value of 2.45, value of stimulation 2.35, and values of novelty 2.10.
Evaluasi Penerapan Electronic Court (e-Court) menggunakan Kerangka Kerja Human, Organization, dan Technology (HOT-FIT) di Pengadilan Agama Jayapura Papua Adinda Paraswika Fabanyo; Ismiarta Aknuranda; Bondan Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Web-based Electronic Court (e-Court) is an information system provided to assist court employees in the process of registration of cases and trials in court. However, there are some problems in the application of e-Court such as frequent disruptions on the server as well as difficulty for elderly employees in using the e-Court system. In addition, during the implementation of e-Court has never been evaluated by looking at the influence factors of users, technology and organization. Thus, it is necessary to evaluate in order to achieve maximum service. This study aims to describe the success in the application of e-Court using the Human, Organization, and Technology (HOT-Fit) Model framework. Researchers apply quantitative approaches that make questionnaire results as the main research data as well as qualitative approaches derived from data obtained through interviews as complementary data in this study that is useful to strengthen the results of quantitative methods. Interviews are used to strengthen the results of quantitative questionnaires. The data collected quantitatively is processed by applying descriptive statistics. The results of this study show that the application of variables in HOT-fit to e-Court is good. However, there are still some users who find it difficult and the e-Court system is still not good.
Pengembangan Sistem Monitoring Aset Sekolah berbasis Web (Studi Kasus SDN Dlanggu Mojokerto) Gita Asmara Putri; Adam Hendra Brata; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Asset Monitoring System in this study is intended to solve problems that occur at SDN DLANGGU. The problems that occur include recording data on assets, the condition of assets, and reporting on assets. In SDN DLANGGU, the monitoring process for asset stuffs still uses a manual process, starting from recording data items that are still manual using Excel, recording the condition of stuffs that are not updated regularly, giving ineffective item codes, and reporting data that takes a long time due to a lot of asset stuffs, the addition of new assets or the condition of asset stuffs that will continue to change. Meanwhile, data reporting will be submitted every three months to the school asset coordinating agency for all districts and every six months to the school asset center institution for all districts. The author offers a solution by building a system in the form of a useful website for SDN DLANGGU, namely the Asset Monitoring System that covers existing problems. This system processes monitoring at SDN DLANGGU by following technological developments and can speed up processing time and create efficient reporting data. This system is also useful for updating the condition of stuffs periodically and making reports that are in accordance with the data that has been entered into the system. Information from interviews such as data and data artifacts is used as a reference in making this system and will be developed using the waterfall method. The results of this system are in accordance with what has been obtained from the results of interviews that have been conducted. The system created uses a new process to monitor asset items, thereby shortening the processing time. The results of the system testing carried out on this system are in accordance with the results of the needs analysis, requirements engineering and requirements design that have been done previously.
Pengembangan Media Pembelajaran Peralatan Multimedia berbasis Augmented Reality dengan Outfit Marker di SMK Hayam Wuruk Mojokerto Mei Mukti Wardana; Tri Afirianto; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

There are limitations in accessing multimedia equipment props due to the pandemic conditions imposed by distance or online learning at SMK Hayam Wuruk Mojokerto. Not all students have teaching aids to be used as learning media. Therefore, an augmented reality-based Android application was created to provide a real picture of the props. This study uses the waterfall model and unified modeling language (UML) when designing an Android application. The development was carried out using Unity and Vuforia to produce an augmented reality based learning media. Android application testing is carried out to determine whether the application will have minimal errors or is feasible to use by using two techniques, namely black box testing and usability testing. Validation of media application is carried out by media expert, teacher and students using usability testing and a Likert scale of 1-5 through a questionnaire. Usability testing that has been tested by media experts, teachers and students shows that this application has "Good" criteria to be used as additional learning media. From the test results, it can be concluded that the augmented reality Based Learning Media Development of Multimedia Equipment with Outfit Marker can be said to be suitable for use as learning media.
Perancangan User Interface Sistem Informasi OSIS berbasis Android dengan pendekatan Human Centered Design Studi Kasus SMKN 1 Dlanggu Desi Fatmawati; Hanifah Muslimah Az-Zahra; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

OSIS is the main organization for schools that aims to mobilize students in channeling talents and creative ideas. The OSIS organization at SMKN 1 Dlanggu plays an important role for schools, especially information and activities carried out by the OSIS. Submission of information or OSIS activities such as the election of the OSIS chairman and information on OSIS events is still done manually, meaning that there is no well-integrated system. This activity carried out is still not efficient. Based on these problems, the researcher designed the OSIS information system user interface to help select the OSIS chairman, convey information on activities efficiently and effectively. The design of the OSIS information system interface is to determine the needs of the user's system design display so that users can adjust the use of the system according to their needs. The results of the research are in the form of low fidelity wireframe designs and high fidelity prototypes which are evaluated by stakeholders as domain experts, namely OSIS supervisors and usability testing using user groups, namely one admin, three teachers and three students. System design testing is carried out iteratively and testing for the final results is carried out using usability testing with SUS assessment. The results of the test get a score with an average of 84.6 the results of this value indicate that the system design can be accepted by potential users.
Perancangan Antarmuka Sistem Informasi Akademik Siswa berbasis Web menggunakan Metode Human Centered Design (Studi Kasus: SMK Negeri 8 Malang) Anis Wardlatul Ulfa Wahidah; Hanifah Muslimah Az-Zahra; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMK Negeri 8 Malang is an institution engaged in the field of education in the city of Malang. SMK Negeri 8 Malang is a state-owned and accredited A and has implemented the Revised 2013 curriculum in teaching and learning activities. Submission of academic information such as information on lesson schedules, registration, and the results of the recap of student scores is done manually. This makes students and their guardians unable to measure the development of students' abilities optimally because the results of the recap of students' scores can be seen at the end of the semester. Based on the existing problems, SMK Negeri 8 Malang requires an academic information system interface design. The interface design aims to provide an overview of the application of student academic information systems and improve the efficiency of management and presentation of information for students at SMK Negeri 8 Malang. The interface design that will be used as a solution in this study uses the Human-Centered Design (HCD) method. The result of this research is a high fidelity prototype design which was evaluated by 8 respondents using the System Usability Scale (SUS) questionnaire. The test results using the SUS questionnaire obtained an average SUS score of 75.31 which can be categorized as feasible or acceptable by users.
Pengembangan Sistem Pemilah Telur Ayam Negeri dan Ayam Kampung berdasarkan Berat dan Warna Cangkang Telur menggunakan metode K-Nearest Neighbor (K-NN) Johannes Archika Waysaka; Dahnial Syauqy; Mochammad Hannats Hanafi Ichsan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Eggs are one of the nutritious foods that contain animal protein that is good for the body. Eggs themselves are popular in Indonesia, which can be seen from the demand for eggs that increases every year. From BPS information from 2015 around 13 tons, 2016 rise to 303 tons, and in 2017 it increased by around 386 tons it can be concluded that from 2015 to 2017 it increased by 2824%. In Indonesia, there are 2 types of chicken eggs, namely native chicken eggs and domestic chicken eggs. The difference between these two eggs is in their weight and color. Native chicken eggs have a lighter weight than domestic chicken eggs and the color of native chicken eggs is brighter than domestic chicken eggs. From the difference in parameters, some ordinary people have difficulty distinguishing them. Based on these problems, it is necessary to create a system capable of sorting chicken eggs automatically. The system is made using a loadcell sensor to measure the weight of the egg, and use the TSC3200 sensor to get the value of eggs based on red, green, and blue. The data taken from the two sensors is then processed using the K-Nearest Neighbor method with the output in the form of a servo that moves towards the egg, all systems are processed using Arduino mega. Testing is focused on the functionality, accuracy, and performance of the system. From the functional testing that has been done the system gets 100% correct results. So it can be said that this system is successful. For the K test, the system was tested using a K value of 3,5,7 with 20 training data and 20 test data, which obtained accuracy of 100%, 99%, and 98.57% respectively. And the system performance test obtained a processing time speed of 568.8 ms when using K3.
Hyper Sheets: Aplikasi E-Learning untuk Pembelajaran HTML dan CSS dengan menerapkan Konsep Gamification berbasis Web Ivqonnada Al Mufarrih; Fajar Pradana; Fitra Abdurrachman Bachtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Massive Open Online Course (MOOC), which was supposed to revolutionize the world of education, did not happen as expected. MOOC registrants who survive to complete the course are very low, only around 2-11% of the total registrants. After being researched, the registrant's motivation plays a significant role in keeping the registrant following the given course to completion. Gamification is present as a solution to this problem. Gamification is a concept that applies game elements to something that is not a game to increase participants' motivation and engagement. In the context of this research, it applies to learning. Based on data from the Bureau of Labor Statistics in America, Web Developer jobs are projected to increase by 8% or about 14,000 new jobs, exceeding the average for other jobs in 2019-2029. The World Wide Web Consortium also said that HTML and CSS are the core technologies in creating the web. In response to this problem, an e-learning application was created for learning HTML and CSS by applying the concept of gamification, which was eventually named Hyper Sheets. The hope is that this application can maintain or even increase student motivation. The three main features of this app are interactive materials, exercises, and challenges. In developing this application, the Waterfall model is used, which finally gets 13 functional requirements and 1 non-functional requirement. The tests were carried out on functional requirements, namely unit testing with white box testing techniques and integration testing along with validation testing with black box testing techniques. These functional requirement tests get 100% valid results. In non-functional testing, namely usability testing, using the SUS method ultimately resulted in a score of 81.55. This score belongs to the "Acceptable" category, which is satisfactory to the application users.

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