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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
Pengembangan Desain Antarmuka Pengguna e-Learning Pemrograman menggunakan Metode Rekayasa Kansei Kharis Alfian; Retno Indah Rokhmawati; 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

E-Learning technology has been widely used to support learning by various organizations and educational institutions, one of which is in learning programming. As one of the components of e-Learning technology, the user interface has an important role as the main means of accessing interaction between the system and the learner that can affect motivation, learning outcomes, and emotional conditions. In addition, it is known that many e-Learning products have been developed with more advanced technology, but pay less attention to the emotional aspects in their development so that they are not able to meet the tastes of learners and have an impact on comfort, age of use, and the success of learning objectives. Because of this background, research was conducted to find an overview of the programming user interface of e-Learning in accordance with the concept of the learner's emotions using the Kansei Engineering method so that the developed e-Learning interface can meet tastes, extend the life of e-Learning usage, and be able to provide user comfort in the process learn programming. Based on the test results, it is known that the interface developed using Kansei Engineering is able to provide comfort and convenience according to the concept of the learner's emotions as evidenced by user feedback and also usability testing on aspects of effectiveness of 93.125%, efficiency of 0.3 goals/second, and aspects of satisfaction using a questionnaire. System Usability Scale with a score of 76 which means good and acceptable.
Pengembangan Media Pembelajaran berbasis Aplikasi Ispring pada Materi Desain Grafis di Kelas X SMK Negeri 5 Malang Bagus Setiawan; Satrio Hadi Wijoyo; 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

In the world of education there is a learning and teaching process between teachers and students. In the learning and teaching process, the teacher's way of delivering good material is closely related. Along with the development of the times, a teacher is required to provide effective and efficient learning materials, but many teachers do not understand how to provide good learning media, even though learning media has a lot of influence in the learning process. Theapplication Ispring is one of the means for teachers to be able to develop effective and efficient learning media, where the application can create a learning media that can be accessed via an Android smartphone, so it is hoped that student interest in learning can increase. The purpose of this study was to determine the procedure for developing instructional media and to measure the effectiveness of the use of learning media based on the application Ispring to improve student learning outcomes. This study uses the ADDIE development model which consists of five stages, namely analysis, design, development, implementation and evaluation. The results showed that the use of learning media based on the Ispring application was feasible to be used in the learning process and was able to improve student learning outcomes in Graphic Design subjects in class X SMK Negeri 5 Malang. This is evidenced by the passing results of five students who have worked on the quizzes that have been given to the application-based learning media Ispring on graphic design material in class X SMK Negeri 5 Malang.
Prediksi Trend Harga Saham Jangka Pendek berdasarkan Fitur Technical Analysis dengan menggunakan Algoritma Random Forest Michael Eggi Bastian; Bayu Rahayudi; Dian Eka Ratnawati
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

Stock trading is a daily activity carried out by a stock trader. A stock trader can perform this trading activity on a capital market. In the capital market, you can see a chart that depicts the price movement of a stock in a certain period, also known as "Price Trend". The most important characteristic of a price trend is volatile and irregular changes in direction. Due to its volatile and irregular nature, a problem arises in knowing where the price trend will move. Any mistake in predicting the direction of the trend can cause losses. This study implements the random forest algorithm as a solution model, and technical analysis as a predictive feature to minimize errors in predicting future stock price trends. Based on the test results, the combination of the random forest algorithm and technical analysis is able to minimize errors in predicting price trends with an accuracy of 84% and an f1 score of 88%.
Deteksi Serangan Black Hole terhadap Protokol Routing Ad Hoc On-Demand Distance Vector menggunakan Support Vector Machine Awit Priharsiwi; Dany Primanita Kartikasari; Fariz Andri Bakhtiar
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

Wireless Sensor Networks used to collect all of data and information in complex environments. WSN uses wireless communication channel technology to transmit data, without security protection, data is very vulnerable to internal and external attacks. Black hole is one of the attacks that occur on WSN. A black hole attack works by declaring itself to have the shortest route to the destination node. This is very dangerous if the package contains important information. From these problems, black hole attacks can be detected using the Support Vector Machine method on the Ad Hoc On-Demand Distance Vector reactive protocol. SVM is a powerful method for classification and regression. The purpose of this study is to determine the accuracy of SVM in detecting black hole attacks and how much data is discarded by these malicious nodes. In the test results, it can be seen when the simulation is under normal conditions, the packet loss is small (1), while in the simulation there are black holes (239) 100%. Simulation with normal conditions on the packet delivery ratio as much as 99,5816%, while the simulation has a black hole with a value of 0%. Simulations with normal conditions have an average end-to-end delay of 202,429 ms, while in the simulation there are black holes of about 172,524 ms to 214,979 ms. The results showed that the SVM algorithm in classifying black hole attacks with calculations produced accurate results.
Penyusunan Disaster Recovery Plan (DRP) menggunakan framework NIST SP 800-34 (Studi Kasus pada Perusahaan IT Nasional) Muhammad Hilal Alifian; Diah Priharsari
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

Information Technology (IT) in the industrial world is an important part in the development of the business process, as is the growth of PT XYZ. In order to preserve the continuity of its business process activities, PT XYZ is aware of the need for continuius control. This control effort is related to increasing threat of risk in the application of IT at PT XYZ. The threat of several negative risks has the potential to disrupt the continuity of the organization's business processes if a standard has been achieved which causes a disaster. When the Covid 19 pandemic occurred at the beginning of March 2020, PT XYZ was forced to prepare for possibilty and impact of the disaster. The purpose of this study is to arrange disaster recovery plan (DRP) for the PT XYZ. Disaster recovery plan is one of several alternative contingency planning regarding preparedness and organizational actions in dealing with disasters. This research is based on NIST SP 800-34 framework which begins with identifying and assesing risks, preparing policy plancs, business impact analysis (BIA), identifying preventive controls, and making contains plans for activation stage, restoration stage, and reconsitution stages. This research produces Disaster Recovery Plan (DPR) documents according to the internal conditions of PT XYZ. The contents of this DPR document are the stages of service recovey along with the recommended response in preventing disasters.
Evaluasi dan Perbaikan Antarmuka Pengguna Aplikasi Jogo Tulungagung Astuti dengan Metode System Usability Scale (SUS) dan Human-Centered Design (HCD) Ahmad Wahid Rifa'i; Komang Candra 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

Nowadays, the use of information technology is very important. So far, the use of technology-based applications has helped users in the field of services and complaints. One of the uses of information technology products is in police work agencies. The resort police area of ​​Tulungagung Regency launched a community service application under the name Jogo Tulungagung Astuti. The Jogo Tulungagung Astuti application aims to make it easier for users in Tulungagung Regency to access criminal information and report criminal acts. One of the problems faced by the Jogo Tulungagung Astuti application is that many users feel confused when using this application. In this study, we will analyze the usability level based on user experience in the Jogo Tulungagung Astuti application using the usability testing method and the System Usability Scale (SUS) questionnaire. The final result of this study is a recommendation for improving the user interface in the form of a prototype. The final test results indicate that the level of effectiveness on the new interface is 96.67%. While the efficiency level produces a value of 94.47%. In the SUS test, the score obtained in this final test is 83 points. This value has increased when compared to the initial test. Based on the values ​​obtained, it can be concluded that the new user interface design can provide a better user experience compared to the old user interface.
Evaluasi Website Malasngoding dengan menggunakan Metode Usability Testing dan System Usability Scale (SUS) Aditya Putra Pratama; Satrio Hadi Wijoyo; 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

Malasngoding is a learning media website that discusses programming languages ​​to build websites, applications and systems. The reason why using the malasngoding website as an evaluation topic, is because based on the similar.com website for the malasngoding website, it only has a total visitor of 315.11k, which turns out to be far from other similar websites and the visitor to the malasngoding website has decreased drastically from March to June. Initial research conducted on Filkom students, the general public, and students of SMK 5 majoring in RPL found several problems such as being unattractive and seeming messy, the appearance of the website on mobile tends to fill the screen, there is no function to contact the author, cannot subscribe to material via email, there is no table of contents to make it easier to see all the material, discussion positions that are not visible and some features cannot be used when accessing via mobile. This study uses the usability testing method and uses two questionnaires, namely the system usability scale and the General LMS evaluation. The test after repairing the malasngoding website and obtained results on the desktop device for the learnability aspect with a success rate of 96.2%, the efficiency aspect with time based efficiency 0.05 goals/sec, the error aspect with an error rate of 0.02, the memorability aspect with an average step of 53.3 and the satisfaction aspect an average score of 75.25. On mobile devices, the results of the learnability aspect with a success rate of 93.05%, the efficiency aspect with time based efficiency of 0.04 goals/sec, the error aspect with an error rate of 0.05, the memorability aspect with an average step of 67.7 and the satisfaction aspect with an average score of 74.55.
Klasifikasi Dokumen E-Complaint Kampus menggunakan BM25 dan K-Nearest Neighbor Khairinnisa Rifna; Imam Cholissodin; Edy 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

In an educational institution, a forum is absolutely needed where the academic community severely provides suggestions and criticisms about what they feel about the educational institution facilities such as a forum for criticism and suggestions provided by Brawijaya University, namely e-complaint. E-complaint is a facility managed by the campus as a means of accommodating suggestions, criticisms, opinions from users regarding services or facilities provided by the campus. However, the e-complaint facility is currently considered to be less than optimal because the criticism or suggestions submitted by the academic community are not processed quickly by the parties concerned. This is because the e-complaint manager sorts the documents manually which causes a long time process and the e-complaint manager does not sort the documents based on importance and urgency so that the process of solving the e-complaint's problem is not sorted by the priority of the urgency. Therefore, a system is needed that can classify campus e-complaint documents based on their level of importance and urgency. In this study, a text pre-processing process was carried out, which was then carried out using the BM25 method as a ranking method and the K-Nearest Neighbor method as a classification method. Based on the test results using k-fold cross validation, the highest average value of precision is 1, recall value is 0,46875, f-measure value is 0,6875.
Analisis Teknologi dan Permasalahan pada Pembelajaran Jarak Jauh dimasa Pandemi Covid-19 pada Siswa SMK (Studi Kasus: Siswa Kelas XII Jurusan Teknik Pemesinan SMKN 1 Jenangan) Humam Huwaidi Al-Marzuq; Diah Priharsari; Kariyoto Kariyoto
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 point of view of students regarding blended learning carried out during the COVID-19 pandemic took place at SMKN 1 Jenangan. Blended learning is something that must be done by vocational students considering that they need practice while still paying attention to health protocols during the pandemic, so that there are online classes that they do. Blended learning is carried out only on certain subjects, such as productive subjects. Respondents in semi-structured interviews involved 8 students of the Mechanical Engineering Department of SMKN 1 Jenangan. The number of respondents in this study is adjusted to the data needs for research. The interview process was conducted by the researcher by recording and having obtained permission from each research respondent. The time used for each respondent is 8-15 minutes. After the semi-structured interview was completed, the researcher provided additional methods, namely observation. Observations were made to validate the data generated from the previous semi-structured interviews. After the two methods were completed, the researcher conducted an analysis using the thematic coding analysis method using the Atlas.ti 9 tool and the thematic coding results obtained 5 main themes and 39 secondary themes. The five main themes are as follows: (1) Online Learning, (2) Offline Learning, (3) Use of Technology, (4) Learning Constraints, (5) Learning Suggestions and Expectations. In the 5 codes, there are 39 secondary themes that explain the blended learning process, the use of technology during the blended learning process, the obstacles experienced during the blended learning process, and suggestions and expectations of the blended learning process from the student's perspective.
Pengembangan Modul Informasi Objek Layanan Kesehatan pada Aplikasi Malang Sehat Muh Wildan Shalahuddin; 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

Indonesian people have the right to obtain information about health, this is written in Undang-undang number 36 of 2009 chapter III article 7. Meanwhile, the government has an obligation to provide access to information, education, and health service facilities as stated in article 14 chapter 4 Undang-undang number 36 of 2009. However, based on the facts on the ground when interviews were conducted with several people in the city of Malang, it can be concluded that the current system is still conventional and requires improvements in the process of delivering information. The Malang city government innovates by applying the Smart City concept to solve this problem. The realization that was carried out was the development of an Android-based mobile application called Malang Sehat which was divided into 3 modules, namely the Health Data Collection and Monitoring module, the Health Services module and the last one that became the topic of this research was the Health Service Object Information module. This module was built using the Prototyping method with 5 process stages, namely communication, quick plan, quick design modeling, construction of prototype, and prototype delivery and feedback. The loop iteration will stop if the stakeholders state that the application has met the needs when providing feedback. After the iteration process is complete and the prototype has been declared to meet the needs, then the Functional, Usability, and Compatibility testing is carried out. On Functional testing produces a 100% success rate. Furthermore, the Usability test which was tested on 10 respondents resulted in a success rate of 98.57% and the final score of the System Usability Scale (SUS) reaching 84.75% with an adjective rating of "Good". Finally, the Compatibility test only concluded that the system can run well on a minimum version of Android 5 with API level 21.

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