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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
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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 5 No 10 (2021): Oktober 2021" : 60 Documents clear
Analisis Pengaruh Peserta Didik, Pendidikan, dan Lingkungan terhadap Efektivitas Sistem Pembelajaran Daring dan Luring pada masa pandemi COVID-19 (Studi Kasus: Peserta Didik SMK Bhakti Anindya Kota Tangerang) Jofy Eljabar Ukur; Satrio Hadi Wijoyo; Satrio Agung Wicaksono
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 emergence of the Covid-19 pandemic in Indonesia has had a major impact on Indonesia, especially in the education system. The impact of the Covid-19 that occurred requires schools in Indonesia, especially SMK Bhakti Anindya to change their learning system from an offline learning system to an online one. The change in the teaching system from offline learning to online learning carried out by schools certainly triggers many problems. In the online learning method, students are required to study independently. It's because online learning is student-centered, so students must have an attitude of responsibility and autonomy in learning. In addition, from the educator side, online learning also has its own challenges. Separate learning between students and teachers causes teachers to not be able to monitor student learning processes directly like what they did before in offline learning. In this study, the authors examine how the influence of students, educators and the environment on the effectiveness of learning methods using online and offline methods at Bhakti Anindya Vocational School, Tangerang City. This research was conducted in several ways, including conducting observations, interviews, and distributing questionnaires to collect prime data. This study uses a random sampling technique in the data collection process with the number of respondents 30 students from class XI Multimedia SMK Bhakti Anindya. For data processing, this research uses a partial test (t-test), coefficient of determination test, product-moment correlation test, and simple linear regression test. After processing the data, this study obtained the following results (1) there is a partial effect between online learning media on students with a value of 7,787 > 2,048 and a significance value of 0.000 < 0.05 (2) there is a partial influence between online learning media on educators with a value of 15.273 > 2.048 and a significance value of 0.000 < 0.05 (3) there is a partial effect between offline learning media on students with a value of 8.991 > 2.048 and a significance value of 0.000 < 0.05 (4) there is no effect partial between offline learning media and educators with a value of -0.404 > 2.048 and a significance value of 0.690 <0.05.
Analisis Kepuasan Pengguna Learning Management System (LMS) Si-Prestasi menggunakan End User Computing Satisfaction (EUCS) (Studi pada SMP Negeri 1 Pace) Lulud Mardhiartika Putri; Ismiarta Aknuranda; Aditya Rachmadi
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

Si-Prestasi is an information system that serves to help teachers and students of SMP Negeri 1 Pace in conducting distance learning processes by involving technology. However, there are complaints felt by teachers and students of SMP Negeri 1 Pace in the use of Si-Prestasi such as the inaccurate information generated by the system in displaying scores, frequent disruptions on the server and difficulty for teachers and students in using Si-Prestasi due to the absence of socialization and manuals for the use of Si-Prestasi. During the implementation of Si-Prestasi has never been conducted user satisfaction analysis of Si-Prestasi. The purpose of the study was to describe the factors in End User Computing Satisfaction (EUCS) against Si-Prestasi at SMPN 1 Pace, which consists of variables of content, accuracy, format, ease of use, and timeliness. Data collection using quantitative in the form of dissemination of questionnaires to students and teachers smpn 1 Pace as many as 90 respondents, supported by qualitative data in the form of interviews. The analysis used is descriptive statistical analysis and source triangulation. The results of this study show that most si-prestasi users agree that the content, accuracy, format, ease of use, and timeliness contained in Si-Prestasi are good. However, there are still some users who find it difficult and feel that Si-Prestasi's system is still not good.
Sistem Kendali Kualitas Air Kolam Ikan Nila dengan metode Jaringan Syaraf Tiruan berdasarkan PH dan Turbidity berbasis Arduino Uno Satya Pradhana; Hurriyatul Fitriani; 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

In freshwater fish farming, it is important to pay attention to the quality of the air for fish to live. Tilapia still has high economic value due to high market demand. Excessive feeding of fish will affect the rest of the feed and can cause a decrease in the quality of fish pond water, so that it can directly affect fish productivity. In addition, the optimal air pH for tilapia habitat is between 6.5 - 8.5. For more optimal air turbidity is 50 NTU. One solution that can be used is to build a system that can be made to control the water quality of a tilapia. The system can be made based on a control system based on Artificial Intelligence (AI). One of the application branches of AI is forecasting algorithms, one of which is the Artificial Neural Network algorithm to determine the estimated run time of water filter pumps. In this study, the tools used by the author are a pH sensor to determine the pond water, a turbidity sensor to determine the cleanliness of the pond and a Real Time Clock (RTC) to determine the time of fish water. The data will be used by Arduino UNO to perform computations on existing data using the artificial neural network method. Then use the relay as a regulator on or off the fish water filter pump. The relay will turn the fish filter on and off. Then the I2C-based 16x2 LCD will display the water conditions in text form. If the water conditions are not optimal, the buzzer will sound. For the installation of this tool will be placed on the photo of tilapia. The results of the analysis carried out by the artificial network method obtained an average accuracy of 87.4% and a computation time of 3.29 seconds.
Perancangan User Experience menggunakan pendekatan Human-Centered Design untuk Aplikasi Adopsi Hewan Dwi Juni Kartika; Herman Tolle; Ratih Kartika Dewi
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

Pets are animals that live side by side as friends with humans. The large number of abandoned pets is the case in various countries, it is not uncommon for abandoned animals to be found in a sick condition, experiencing violent injuries and even at the end of death. To reduce this, there are people who are willing to help the abandoned animals, but the limited information regarding the abandoned animals makes it difficult for animal helpers to help the abandoned animals. This study aims to design a user experience for animal adoption applications as a solution that can help connect animal owners with potential adopters to facilitate the search for animals that need adoption. The Human Centered Design (HCD) method is used in this research, which will later analyze the context and user needs, design solution designs and evaluate solution designs. The design evaluation on the design of this animal application solution uses usability testing and the User Experience Questionnaire (UEQ) given to 10 respondents. The results of this design evaluation obtained an effective value of 80%, efficiency of 0.108 goals/second, and user satisfaction of 83.25 with grade A and an adjective rating of Excellent. The value of user experience of the design of the solution that is made gets the UEQ value in the excellent category for aspects of attractiveness, efficiency, accuracy, stimulation and novelty. As for the clarity aspect, it gets a good category.
Pengembangan Aplikasi Pelatihan dan Manajemen Tim Bola Basket SABAC berbasis Web (Studi Kasus : SMAN 7 Malang) Jati Nugroho; Agi Putra Kharisma; 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

Training is an activity which develops an ability in certain fields. Training is a major part of building a basketball team. But in a Basketball team there is also a need for management. Management itself is a principle in regulating, building or compiling a plan or an organization. Training on the SABAC Team, which still uses manual methods and the management of players who still cannot be organized, is certainly a problem for the coach and also the players. Likewise, the Extracurricular Superintendent and Principal who can only come to a training session once a month still cannot see the development of the players from the SABAC Team significantly. However, among these factors, the Covid-19 pandemic is the main factor that hinders all these activities until the government takes an action called Social Distancing which causes delays in training and also correspondence between trainers, extracurricular supervisors and also school principals related to activities or events that will be carried out by the SABAC Team. Based on the problems that have been described, an application is made that facilitates the training or management process during this pandemic. In its development this application was built using the waterfall method and also a web-based application was chosen because it can be used on various platforms. From the results of the needs analysis obtained from interviews and also direct observations to the field, it produces 5 main actors, 64 functional needs and 1 non-functional requirement. For the design part of the application, Sequence Diagrams, Class Diagrams, Entity Relationship Diagrams, pseudocode and database design are the main parts in the system development process. In the implementation process, the PHP language becomes the builder of the object-based system and MySQL becomes the data storage part of the system. The next process is the testing stage where there is white-box testing consisting of unit testing and integration testing and also black-box testing to test all the validity of all functionalities. And there is also a Compatibility test where the testing process is assisted by an application called SortSite which tests on several browsers and also on Android and IOS, the result of this test is that the application can run smoothly without any missing content or error functionality.
Perancangan Antarmuka Pengguna Sistem Bimbingan dan Konseling berbasis Aplikasi Web menggunakan metode Human Centered Design (Studi Kasus: SMK Muhammadiyah 1 Malang) Dwi Cahyaningsih; Hanifah Muslimah Az-Zahra; Ismiarta Aknuranda
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

Guidance and counseling are some of the efforts given by SMK Muhammadiyah 1 Malang in providing assistance services to students. In providing assistance services to students, guidance and counseling teachers need to collect guidance data, but the guidance data collection is still done manually written in books, this creates inefficiency and takes a long time to find the guidance and counseling data needed. The purpose of this study was to design a web application-based guidance and counseling system user interface using the Human-Centered Design (HCD) method. The HCD method is used to design the user interface because this method can understand the needs of system users. The initial stage in the HCD method is the initial data collection which is carried out by interviewing users to understand and determine the user context and determine user needs. Next, design solutions that produce wireframes and prototypes. Then carry out the first and second evaluation activities which are evaluation and improvement, the process is part of the iteration process. The last process in HCD is the final evaluation of the solution design using the System Usability Scale method. The results of the design evaluation get a SUS score of 74.375. From the SUS score, the interface design of the guidance and counseling system is included in the ACCEPTABLE category or feasible and acceptable to users.
Perancangan Customer Relationship Management (CRM) menggunakan Metode SEO berbasis Website (Studi Kasus: CV. Tips Indonesia) Syaifudin Anshori; Buce Trias Hanggara; Yusi Tyroni Mursityo
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

CV. Tips Indonesia is a human resource development agency. The author found that there were customer management relationship (CRM) activities that were less effective in finding new customers. The indication that this is happening is the ineffective marketing of the online media. Based on the indication of the problems that occur, the researcher will evaluate the Customer Management Relationship (CRM) that is being carried out. Researchers will use the Search Engine Optimization (SEO) method on the website of CV. Tips Indonesia for automating the marketing that is being done in order to expand the market it has and cover more customers. The method of Search Engine Optimization (SEO) is carried out using 2 methods, namely: on-site optimization and off-site optimization. Meanwhile, the analysis of the success of the Search Engine Optimization (SEO) process is carried out using 4 stages of analysis. The first is website analysis on google pages. Secondly, analysis of visitor traffic using google analytics, analysis using the alexa.com website to find out the website rankings globally and conduct a domain quality analysis from the tips-indonesia.com website. On the google website page analysis has increased. Before being optimized the website was outside the top 10 of Google and after 3 months of optimization, the website had increased to page 3 of Google. For website visitor traffic analysis, visitor traffic increases from before optimization activities. At the time before optimization the website had 0 visitors for a month until after optimization for 3 months the website had 642 visitors for a month. And in the global ranking analysis, the website has increased from 9,883,983 to 8,082,005. Ahrefs rank shows the website's ranking from tips-indonesia.com is ranked 8,930,581 globally. Then for UR (URL Rating) and DR (Domain Rating) which shows "9" in UR and "20" on the DR with a scale of 0-100, then there are Backlinks, 10,200 and Reffering domains with a total of 666. Next is organic keywords with the number 1,600. Furthermore, there is organic traffic, amounting to 761. And there is also a traffic value of $ 72.
Perancangan User Experience Aplikasi Pembelajaran Investasi Pasar Modal berbasis Mobile menggunakan Metode Design Thinking Widi Aditama; Herman Tolle; 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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Based on a data from Financial Service Authority (OJK), Indonesian financial literacy in stock market sector is 4,92%, which make it the lowest out of the other financial service sector that exist, based on those data there's need an effort to improve financial literacy in stock market area, a user experience to make mobile application that help users learn how to invest and practicing their investing skills on stock market. The method used in this study is the design thinking method, which consist of gathering information by conducting interviews and handing out questionnaires to finds out the problem and how respondent deals with those problems, analyzing needs to point out the main problem and prioritize user needs, ideate to find solution for the problem, creating mockup from idea to iterate, creating prototype to finalize solution, and testing the product using usability testing that test effectiveness, efficiency, and satisfaction aspect of the solution, two methods used include task scenario to test effectiveness and efficiency aspect, System Usability Scale to test satisfaction aspect. The design got a result of 93,47% for effectiveness, 87,63% for efficiency, and 71,25% for satisfaction and satisfaction score included in group B (Good). The solution obtained final result of 84,41%.
Analisis Sentimen pada Media Sosial Twitter terhadap Aturan Pemberlakuan Pembatasan Kegiatan Masyarakat Kota Malang dengan Metode K-Nearest Neighbor Hanif Nabila Muflih; Widhy Hayuhardhika Nugraha Putra; Issa Arwani
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 increasing number of Corona Virus spreads in early 2021 because there were many violations of health protocols became the basis for the rules for the Implementation of Community Activity Restrictions (PPKM). PPKM rules are implemented with the aim of reducing the transmission of the virus. PPKM until March 2021 was successfully implemented according to its objectives, marked by a decrease in the number of virus spread from Malang City initially being in the red zone to the green zone. Information development related to PPKM can be followed through social media. Twitter is a social media platform that connects users through instant and short message exchange communications. From social media Twitter users can send text messages called tweets with a maximum limit of using characters up to 280. Twitter as a social media to find out information and public opinion that develops about PPKM rules. Each tweet has a positive and negative sentiment value. Sentiment analysis aims to classify an opinion written through a tweet. This study analyzes tweets with the topic of PPKM Malang City. Sentiment analysis is carried out by classifying text data in the form of tweets into positive and negative sentiment classes. The classification process is implemented in RapidMiner Studio software with the K-Nearest Neighbor classification method and Chi Square feature selection. The main processes in sentiment classification are preprocessing, term or text weighting, feature selection and classification. Testing and analysis were carried out using three methods, namely testing based on comparison with manual calculations, testing based on variations in the value of k, and testing based on variations in the percentage of features. The best accuracy result from the classification process is 82%. The accuracy results were obtained during testing with a value of k = 3 and a feature percentage of 100%. The percentage of features used in the classification process affects the accuracy where the smaller the feature value used, the smaller the classification accuracy value.
Pengembangan Sistem Seleksi dan Monitoring Atlet Shorinji Kempo Kota Malang berbasis Web Dwi Tyas Fitriya Ningsih; Edy Santoso; Nurudin Santoso
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

Shorinji kempo is a martial art originating from Japan and began to develop in Indonesia since 1966. Now, martial arts are not only used for self-defense, but there have also been regional, national and international championships. Prior to participating in the championship, prospective athletes will be selected to choose the best in terms of physical and technical aspects. Then there will be coaching athletes for several months. The selection and coaching of sports athletes is handed over directly to the management of the sports branch. So that the Malang KONI did not know directly the results of the selection. Assessment during selection is also still done manually and conventionally, namely on a sheet of paper. In addition, the athlete's progress every day is not recorded regularly so that it cannot be known whether the athlete has decreased or increased either physically or technically. Based on these problems, the researchers proposed a system for athlete selection, and related parties could immediately see the results so that there was no cheating. At the time of coaching athletes there is monitoring of athlete performance during daily training. The system development method uses the waterfall development method. From the implementation carried out, it produces the main features of athlete selection, athlete development graphs and recommendations for physical exercise. The system is built with the MVC architecture using the Codeigniter framework. System testing using white box testing and black box testing methods.

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