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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 6 No 2 (2022): Februari 2022" : 60 Documents clear
Hubungan Antara Implementasi Strategi Pembelajaran Direct Instructional menggunakan Google Classroom dan Motivasi Belajar terhadap Hasil Belajar Siswa untuk Mata Pelajaran Administrasi Sistem Jaringan di Jurusan Teknik Komputer dan Jaringan SMK Negeri 2 S Aji Irvansyah; Admaja Dwi Herlambang; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In online learning situations, appropriate learning strategies are needed to deliver learning materials to students and how to motivate students when carrying out online learning. This research is a quantitative type of causality analysis. This study seeks to find out the relationship between direct instructional learning strategies and learning outcomes, the relationship between learning motivation and learning outcomes, and the relationship between direct instructional learning strategies and learning motivation together on learning outcomes. The data collection method used a questionnaire that was distributed and filled out online. The number of respondents was 131 students majoring in Computer and Network Engineering at SMKN 2 Singosari. This study uses the product moment correlation test to prove the hypothesis. The results showed that (1) there was no positive and significant relationship between direct instructional learning strategies and learning outcomes based on a significance value of 0.414 > 0.05; (2) there is no positive and significant relationship between learning motivation and learning outcomes based on a significance value of 0.798 > 0.05; (3) there is no positive and significant relationship between direct instructional learning strategies and learning motivation with learning outcomes based on a significance value of 0.702 > 0.05.
Perancangan User Experience Aplikasi Pembuatan Konten Tiktok untuk Marketing Produk UMKM menggunakan Metode Human-Centered Design Nisrina Dhia Ufaira; Ratih Kartika Dewi; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Pandemics in the era of globalization require MSMEs to be able to maintain their existence amid the onslaught of the global economy, so they must have a good marketing strategy. Based on data quoted from Kompas news media, every month Tiktok managed to have 14.3 million new active users so it is predicted to have more than one billion monthly active users in May 2022. TikTok's growth will gradually move into commercialized social media and allow its users to earn revenue from in-app purchases, so TikTok can be considered a fairly ideal platform for marketing products. Unfortunately, not many MSMEs are familiar with product marketing through TikTok due to lack of information, there are still few courses that discuss Tiktok marketing, especially in Indonesian and there are still few tools that can help MSMEs in creating content marketing. The method used in this study is human-centered design because this research has a focus on solving problems about lack of knowledge, lack of learning facilities for MSMEs about Tiktok marketing, and lack of tools that can help MSMEs. This method is considered suitable because it is successfully applied to previous studies with good evaluation results. The final result of this study is a high-fidelity prototype that will be used to conduct usability testing. From the test obtained the results of the effectiveness aspect with completion rate metric 83.57%, overall relative efficiency aspect of 100% and time-based efficiency 0.135 goals/sec, and aspects of user satisfaction using the SUS questionnaire of 83.5.
Segmentasi Citra Makanan pada Tray Box menggunakan Metode Otsu Thresholding dengan Ruang Warna Griselda Anjeli Sirait; Novanto Yudistira; Achmad Ridok
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Food is one of the basic needs needed by humans to fulfill the process of developing and growing needs. Serving food can be placed in containers such as plates, bowls, or lunch boxes. Tray box is a type of food lunch box consisting of 4 compartments. Rice, side dishes, vegetables are placed in each compartment so there aren't mix with each other and notice to the nutritional value of the food. An alternative way to know the nutritional content in food is digital image processing technology, by segmenting the image as the first step. In this research, the data used were 31 tray box images (full) consisting of 124 compartment images. The Otsu Thresholding method is used as a method for segmenting food images on a tray box with a color space. Each HSV channel is selected as color feature extraction for the compartment image segmentation process, the average of HSV and RGB are used for the full image segmentation process. The IoU accuracy results for compartmentalized image segmentation on each HSV channel are 0,6058237; 0,9006499, and 0,7726735. The results of IoU accuracy and MSE error for full image segmentation on the HSV average are 0,3069244 and 0,8644671, while the average RGB are 0,2761036 and 0,0267637. Based on the results, the Otsu Thresholding method with color space has good accuracy and provides a small error rate.
Sistem Klasifikasi Kesegaran Daging Ikan Gurami berdasarkan Warna dan Gas Amonia menggunakan K-Nearest Neighbor (KNN) berbasis Arduino M. Fiqhi Hidayatulah; Hurriyatul Fitriyah; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Gouramy in some areas is one of the mainstay of agriculture. Gouramy meat is one of the sources of food that contains lots of good nutrition for humans. The protein content in gouramy is 19%, more than other fish that are often consumed by humans, such as catfish which has (18.2%) protein content, tilapia which has (16%) protein content, and carp which has ( 16%) protein content. The protein found in fish has more benefits than other animal meat. The characteristics of fresh fish are that it has a smooth texture but is still quite chewy and dense. All parts of the meat seemed to stick tightly to the bone. Gouramy has a weakness after the fish dies, that is, it quickly declines in quality, the speed of decline in fish quality can be influenced by internal factors that depend on the type of fish itself and externally related to human handling. gouramy meat that is not fresh or rotten with fresh gourami meat. So it will be very dangerous if the meat is not fresh or in a rotten state to be consumed by consumers. In this study, a classification system was created that can detect the level of freshness of gouramy meat with the characteristics of quality deterioration found in gouramy meat. With the MQ137 sensor to calculate the NH3 odor parameter and the TCS3200 sensor to calculate the color value of gouramy meat with an output of 3 classes, namely Rotten, Less and Fresh which is displayed on lCD16x2. With the classification results obtained on 180 training data and 30 test data, it produces an accuracy of up to 80% with an average computation time of 8.0667 ms..
Perancangan User Interface Sistem Informasi Akademik Siswa SMA Negeri 13 Depok menggunakan Metode Goal Directed Design (GDD) Chicilia Rebeca Andani; Hanifah Muslimah Az-Zahra; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

As the highest level school in High School category, Senior High School has a main fokus to preparing students to continue their education stage. For that reason, senior high school have to have a good management's strategies to support the student self-preparation. The academic management information system is a form of using technology to support education management by creating access to speed, accuracy, and integrated data collection which influencing the effectiveness and efficiency of educational services. SMAN 13 Depok is one of the senior high school that doesn't have an academic information system yet. SMAN 13 Depok needs a system which connecting the students and schools and also make it easier for both parties to control academic data. This study uses Goal Directed Design (GDD) as a method for designing the academic information system user interface (SIAKAD) of SMAN 13 Depok. The research resulted in a prototype user interface SIAKAD SMAN 13 Depok, which has task completion rate value of 100% for teacher users and 97.5% for student users with satisfactory as level of effectiveness. The time-based efficiency value is 0.011749 for teacher users and 0.014232 for student users. The SEQ is used to measure user satisfaction with result scores of 6.16, which is above the average.
Analisis Kepuasan Siswa dalam Penyampaian Materi Pembelajaran secara Synchronous dan Asynchronous pada Masa Pandemi Covid-19 (Studi Kasus: UPT. SMP Negeri 1 Wlingi) Elora Dosi Melindasari; Retno Indah Rokhmawati; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The use of e-learning there are two methods of delivering material, namely synchronously and asynchronously. Synchronous material delivery can be done by utilizing media such as Google Meet, Video Conference and Zoom Meeting. Meanwhile, asynchronous media can take advantage of platforms such as Google Classroom and Edmodo. E-learning is used as one of the efforts undertaken by UPT. SMP Negeri 1 Wlingi to be able to convey material to students even though they cannot interact directly. In this study, quantitative research will be used with a survey method to class IX UPT. SMP Negeri 1 Wlingi's students. Purposive random sampling technique was used to take research samples with a sample of 177 students.The results of this study indicate that there is a relationship between the delivery of learning materials and student satisfaction. It can be seen from the results of the product moment correlation coefficient which is 0.664 and the significant value is 0.000 which is smaller at the 0.05 significance level which includes the level of a strong relationship and is also a positive correlation. That is, if the value of the variable delivery of learning materials increases, the value of the variable of student satisfaction will also increase. There is a relationship between the delivery of learning materials and student satisfaction, it is necessary to increase the variety and ability in delivering learning materials.
Pengaruh Media Pembelajaran Kahoot terhadap Kemampuan Berpikir Kritis Siswa pada Jurusan Teknik Komputer dan Jaringan di SMK Muhammadiyah 1 Malang Dian Indrawati; Satrio Hadi Wijoyo; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The purpose of this study was to find out how the results of the influence of kahoot learning media on students' critical thinking skills in the TKJ major at SMK Muhammadiyah 1 Malang. This research method uses quantitative research methods that involve numbers to be processed and statistical calculations. This study used a sample of 47 students, data collection in this study used a questionnaire with a Likert scale. The hypothesis testing technique uses the calculation of correlation analysis, partial testing of the T test, testing the coefficient of determination and simple linear regression analysis. The results of this study indicate that the kahoot learning media used in the evaluation of learning partially does not affect the critical thinking skills of students in grade 10 majoring in TKJ, as evidenced by the results of the t-test calculation that the t-count value is 1.717 and the sig value is 0.93. So the decision is 1.717 < 2.014 and 0.093 < 0.05, it can be concluded that H0 is accepted and the R2 coefficient value is 0.062 which means that the influence of kahoot learning media on critical thinking is 6.2% while 93.8% other variables affect it.
Optimasi Rute Distribusi Gas Lpg 3 Kg dengan Integrasi Algoritma K-Means dan Ant Colony Optimization pada Multiple Travelling Salesman Problem Liwenki Jus&#039;ma Olivia; Bayu Rahayudi; Imam Cholissodin
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Multiple Traveling Salesman Problem (TSP) is a development of the Traveling Salesman Problem in which the TSP only has one salesperson, while the M-TSP can have more than one salesperson With more than one sales, the distribution process will be faster and can reduce transportation costs. PT. Tegal Ombo Makmur is one of the companies that carry out distribution activities in which each salesperson will determine the route of the agent's address to be addressed and it is not uncommon to determine the route that is not efficient or not optimal so that it is a waste of time, energy, and costs. To solve the MTSP problem, this research proposes the use of the K-Means method and the Ant Colony Optimization (K-ACO) Algorithm. The K-Means method is used for optimal city division and then the shortest route will be searched using the ACO Algorithm. The best results were obtained with 4 salesmen and 91 points at the time of iteration at K-Means of 400, parameter NcMax or iterations is 3000, the value of is 1, the value of is 0.9,the value of is 0,9, and the value of is 0.04. Then the total distance generated by the system is 207.94 km, while the total route distance from the company is 466.45 km. Multiple Traveling Salesman Problem (TSP) is a development of the Traveling Salesman Problem in which the TSP only has one salesperson, while the M-TSP can have more than one salesperson With more than one sales, the distribution process will be faster and can reduce transportation costs. PT. Tegal Ombo Makmur is one of the companies that carry out distribution activities in which each salesperson will determine the route of the agent's address to be addressed and it is not uncommon to determine the route that is not efficient or not optimal so that it is a waste of time, energy, and costs. To solve the MTSP problem, this research proposes the use of the K-Means method and the Ant Colony Optimization (K-ACO) Algorithm. The K-Means method is used for optimal city division and then the shortest route will be searched using the ACO Algorithm. The best results were obtained with 4 salesmen and 91 points at the time of iteration at K-Means of 400, parameter NcMax or iterations is 3000, the value of is 1, the value of is 0.9,the value of is 0,9, and the value of is 0.04. Then the total distance generated by the system is 207.94 km, while the total route distance from the company is 466.45 km.
Analisis Faktor Yang Dapat Menyebabkan Terjadinya Technostress pada Karyawan Rahadian Fitra Syakura; Diah Priharsari; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Technostress is one of the negative effects experienced by individuals due to the use of technology defined as a disease of modern adaptation caused by the inability to cope with new computer technology healthily. The negative effects of the use of this technology are also felt by employees caused by the use of information technology well and its use is increasing due to the Covid-19 pandemic. Workers who are supposed to come to the office and meet with colleagues are required to convert all their activities through communication software. The use of technology is needed to support work during the current pandemic, but this trend is becoming a new thing for some people. If employees experience technostress, their performance will decrease and employees cannot complete their work well. The Study objectives were to know the factors that can cause technostress in employees and how to reduce technostress from the individual side of the employee. Data collection is done qualitatively to employees of an organization by conducting semi-structured interviews. Data obtained from interview results are analyzed using thematic analysis methods. There are six stages in thematic analysis, including understanding data, data coding, finding themes, reviewing themes, defining and naming themes, and creating analytical results. The results of this study of employees of an organization experienced five technostress factors. The study also discusses how individuals deal with technostress in employees, namely self-efficacy and mindfulness.
Perancangan Antarmuka Pengguna Sistem Informasi Penjualan dan Inventori Barang pada Bagoplek menggunakan Goal-Directed Design Erwin Wijayanto; Hanifah Muslimah Az-Zahra; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Nowadays, the development of technology has impacted business sector. Management information systems is highly needed for managing day-to-day business operation and websites used for increasing sales. Bagoplek has been running its day-to-day business manually, e.g. managing raw materials and ordering products. Therefore, several problems often appeared, such as: mismatched between the amount of stocks in the warehouse and delayed ordering the products due to the manual process. The aim of this research is to design an inventory information system to manage its stocks and design a website for online purchase so company could track the purchase record automatically. The methodology used in this study is the Goal-Directed Design. This method involves several processes, which are: gathering data of the potential users, describing business process models and system requirements specifications, creating a design framework. The result of this solution will be High-Fidelity Prototype design. The researcher will be using Usability Testing and System Usability Scale to test how user-friendly the solution design is and to measure usability based on acceptable score obtained by the solution design. The results contain several functional and non-functional inputs and the measurements' results using SUS got 69.13 for the inventory information system and 68.50 for the website, it shows that the design can be included in Marginal High and categorized as a good design.

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