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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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Articles 60 Documents
Search results for , issue "Vol 6 No 5 (2022): Mei 2022" : 60 Documents clear
Evaluasi Pengalaman Ulangan Harian menggunakan Quizizz dengan Model CIPP (Studi Kasus: SDN Madiopuro Jombang) Novia Tri Rahmawati; Intan Sartika Eris Maghfiroh; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Elementary school is an education category that must be considered for its quality, because learning at the elementary level is the initial foundation before students move on to the next level. However, due to the COVID-19 pandemic, the learning process is not optimal. The learning process before the pandemic was carried out face-to-face, but learning is currently forced to switch online (on a network). The impact of the application of online learning makes students feel bored, their enthusiasm for learning decreases, and even students' grades are also decreasing. In response to this, the principal of SDN Madiopuro implemented the use of Quizizz which was expected to increase students' enthusiasm for learning. So far, the application has only been carried out in one class, because valid data is needed regarding information on the Quizizz implementation that has been implemented. The purpose of this study was to find out how the experiences of students and teachers in using Quizizz. In addition, this study will analyze the value before and after using Quizizz. To find out the comparison of data, data is needed for classes that do not use Quizizz. Therefore, this study is a comparative study comparing classes that use and do not use Quizizz. The results of this study indicate that the class that uses Quizizz gets a better average score, and all students in the class agree that Quizizz is easy to use and fun.
Pengembangan Sistem Informasi Manajemen Operasional Pabrik dan Toko Mebel (Studi Kasus: CV. Saxophone Mebel Malang) Raihan Muhammad Suwanto; Adam hendra brata; Agi Putra Kharisma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

CV. Saxophone Furniture Malang is a furniture retail production and sales business and has its own store in Malang City and three factories spread across Bali, Puntir, and Malang. With three different locations, the operational management system was recapitulated using excel, causing many problems. One of the perceived problems is the inappropriate recording of product raw materials by his subordinates. This discrepancy is caused by the management of recording raw material stocks that are not properly recorded so that many raw material stocks are lost without a trace. In this study, a system was developed that aims to help CV. Saxophone Furniture Malang in managing operational management with a system that can record production, distribution, and sales which so far there have always been discrepancies. The system development carried out in this study uses the waterfall development method. The system created this time is tested with unit testing, validation testing and compatibility testing. Unit testing using the white-box testing method resulted in a 100% valid percentage in three test cases, then validation testing using the black-box testing method resulted in a 100% valid percentage in 48 test cases. Then the compatibility test states that this system can run on various web browsers but there are a few major and minor problems in some of these web browsers.
Penerapan dan Evaluasi Kinerja Portabel E-Learning Server berbasis MoodleBox Moh. Abi Ramadhani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

E-learning is one of the learning methods used during the COVID-19 (Corona Virus Disease) pandemic. This learning method utilizes electronic media and internet networks which are very helpful in preventing the spread of the COVID-19 virus by implementing home learning for students. Moodle is one of the popular open source e-learning platforms that has a variety of interesting features. Some of these features include learning materials, interactive quizzes, discussion forums, chats, and so on. Moodle requires internet network access and a web browsing application or Moodle App. However, there are still some areas that have limited internet network access. One solution to this problem is to implement the MoodleBox portable e-learning server on the Raspberry Pi 4 Model B. MoodleBox is a Moodle-based portable e-learning server platform that is installed on a minicomputer and can be accessed without an internet network. The results of the implementation and performance testing showed that the average APDEX (Application Performance Index) value in the course content scenario with 10 users was 0.895 and 0.866 for the quiz content scenario. While in the condition of 30 users, the APDEX value in the course content scenario is 0.286 and 0.167 for the quiz content scenario. For variations in the number of users from 10 to 30, the average APDEX value for the course content scenario is 0.597 and 0.504 for the quiz scenario.
Pengembangan Sistem Informasi Persewaan Mobil memanfaatkan Payment Gateway (Studi Kasus : Rizky Transport Surabaya) Amanda Rizky Rossitika; Widhy Hayuhardhika Nugraha Putra; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Rizky Transport Surabaya is a car rental service that was founded in 2007 and is still running today. The services provided to the community still use the conventional system, where the main component in the system is humans. The business process applied still uses a method where customers have to come to Rizky Transport to inquire about the availability of the car they want to rent, then make payments that must be face-to-face with a note which is also still written on the receipt book. The services provided make customers less comfortable so that customers cannot place orders quickly and are also less efficient in making payment transactions. Based on the problems that have been described, a solution can be found, namely making a car rental information system using the Midtrans Payment Gateway. This car rental information system will be integrated with a payment gateway using Midtrans as a payment gateway API service and developed using the waterfall model SDLC (System Development Life Cycle) method. The programming language used is PHP, Laravel framework, and MySQL database. The test carried out is validation testing using the blackbox testing method with a 100% valid success rate. Meanwhile, the usability test got 84% results, which means the system is categorized as very feasible. In the aspect of efficiency, the result is 4.25, which means the system has succeeded in providing satisfaction to users in placing orders and payments on the car rental information system.
Analisis Sequential Pattern Mining untuk Menggali Informasi Proses Belajar pada Media Pembelajaran Aritmatika Rudi Gunawan; Ahmad Afif Supianto; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The application of educational technology is often used to support the learning process, one of the media of learning arithmetic. The use of learning media in the actions of the student learning process that has been carried out can store data in the data log. Data log on the sequence of student learning processes that have been generated need to be done information processing and analysis to identify the same learning patterns to help teachers provide appropriate feedback. This research aims to utilize data log from arithmetic learning media by using sequential pattern mining methods used to extract useful information from the student's learning process while working on problems. The algorithm used is Sequential PAttern Discovery using Equivalent classes (SPADE). The SPADE algorithm is applied to identify the same learning patterns based on student learning activities when using the learning media. Furthermore, learning patterns that have been successfully extracted will be analyzed for the same learning patterns based on the category of students' ability to solve problems. Based on the results of implementation and analysis that has been done on 17 problems that have been successfully processed in arithmetic learning media, 6 patterns of learning activities are produced that vary at each problem and level, which are: pattern 1, pattern 2, pattern 3 , pattern 4, pattern 5, and pattern 6. Each pattern requires different feedback to optimize learning progress.
Evaluasi Pengalaman Ulangan Harian menggunakan Quizizz dengan Model CIPP (Studi Kasus: SDN Madiopuro Jombang) Novia Tri Rahmawati; Intan Sartika Eris Maghfiroh; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Elementary school is an education category that must be considered for its quality, because learning at the elementary level is the initial foundation before students move on to the next level. However, due to the COVID-19 pandemic, the learning process is not optimal. The learning process before the pandemic was carried out face-to-face, but learning is currently forced to switch online (on a network). The impact of the application of online learning makes students feel bored, their enthusiasm for learning decreases, and even students' grades are also decreasing. In response to this, the principal of SDN Madiopuro implemented the use of Quizizz which was expected to increase students' enthusiasm for learning. So far, the application has only been carried out in one class, because valid data is needed regarding information on the Quizizz implementation that has been implemented. The purpose of this study was to find out how the experiences of students and teachers in using Quizizz. In addition, this study will analyze the value before and after using Quizizz. To find out the comparison of data, data is needed for classes that do not use Quizizz. Therefore, this study is a comparative study comparing classes that use and do not use Quizizz. The results of this study indicate that the class that uses Quizizz gets a better average score, and all students in the class agree that Quizizz is easy to use and fun.
Klasifikasi Citra Sistem Isyarat Bahasa Indonesia (SIBI) dengan Metode Convolutional Neural Network pada Perangkat Lunak berbasis Android Sherryl Sugiono Sindarto; Dian Eka Ratnawati; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The standarized Indonesian Sign System (SIBI) is one of the media that helps communication among the deaf and mute in a wider community. It is known that 211.889 Indonesians are persons with disabilities consisting of 6.5% (13.802) are deaf and 2.6% (5.580) are speech impaired. Many ordinary citizens do not understand sign language which becomes a limitation for communicating with the deaf or mute. This research develops an application named IBIS with real-time sign language translator system. The real-time sign language translator system is developed using the convolutional neural network method with Tensorflow Lite Model Maker as the development medium. Researcher used the convolutional neural network method as the accuracy is relatively high. The model is integrated into Android based application developed with Flutter framework. IBIS application development starts from system and interface design using the waterfall method. Furthermore, the system is implemented in accordance to the defined requirements. The model is integrated into the Android based application using tflite_flutter and tflite_flutter_helper plugin. After that, testing is carried out for IBIS application and object detection model. The test for application testing includes validation testing and usability testing. The validation test is carried out using the blackbox method with the results show that all functionalities is in accordance with the defined requirements. Usability test with System Usability Scale (SUS) method reached a value of 86 and fall into the acceptable category. Testing for object detection model is done by comparing the original class with the detected class. The accuracy test reached 88% for 15 classes.
Perancangan Antarmuka Pengguna Sistem Informasi Manajemen Sarana dan Prasarana di SMK Negeri 2 Singosari menggunakan Pendekatan Human-Centered Design (HCD) Moh. Firnas Amrozi; Retno Indah Rokhmawati; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

This research was conducted based on the condition of the object of research that does not have a system to do the borrowing and return of the goods, the study was conducted at SMK Negeri 2 Singosari. Based on the problems that the researcher makes the interface design of information systems management infrastructure to manage the lending and return of goods. The interface design of information systems management infrastructure using the method of HCD (Human Centered Design) which is useful to design user interface design focuses on the needs of the user. This study resulted in a prototype that is used for 2 users that team facilities and infrastructure as well as teachers, are the main feature on this information system is borrowing and the return of the goods. This study uses a testing Usability Testing with assessment of the System Usability Scale (SUS) that focuses to mengihitung the level of Usability of the System. The end result SUS has a total value of 77 from around the user so that it can categorized the design of this system can be accepted by the user.(acceptable).
Sistem Monitoring Postur Tubuh Lansia berbasis Wearable Embedded System dan Metode Klasifikasi Naive Bayes Cahyanita Qolby Rahmarta Rizaputri; Dahnial Syauqy; Rizal Maulana
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Posture is a movement made by humans, either standing, walking, face down, sitting or lyiing down. Movement of the body is also a process that requires complex integration of the limbs. Walkiing is the same as moving and both require balance control in the body. Posture will change with age and several factors are considered. The older you get, the more prone your body will be to injury. The Elderly Posture Monitoring System Based on the Wearable Embedded System and the Naive Bayes Classification Method was created to monitor the movement of an elderly person, usiing several determined axis points. The goal is to get a value from the angle of the body at the top and bottom. The installation of the point axis is at the top of the right and left calves and on the back as the main axis. This system uses the Naive Bayes classification method with 65 training data taken from 5 people and divided into 5 classes. In the test, it has obtained an error percentage of 10% to 20% and got an overall success with an accuracy percentage of 90% which was tested 10 times. The system will also send an Alert to the telegram bot if it occurs due to rapid changes from one class to another with a time frame that is limited to 10 seconds
Evaluasi dan Perancangan Ulang User Interface menggunakan Metode Goal Directed Design (GDD) pada E-Learning SMKN 1 Sambeng Lamongan A'an Choiril Anwar; Hanifah Muslimah Az-Zahra; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMKN 1 Sambeng is a state vocational school located in Lamongan Regency with 8 majors. This study involved 5 students as respondents to test scenario tasks and interviews and 20 students to fill out a questionnaire. In the initial data collection, it was concluded that when respondents accessed e-learning, they still experienced some difficulties in terms of language and the appearance of e-learning which was less attractive and informative. These problems make researchers aim to make improvements to the redesign of the e-learning user interface at SMKN 1 Sambeng. The method used when designing is Goal Directed Design (GDD) which focuses on user goals. There are 6 stages in the GDD method, namely research, modeling, requirements, framework, refinement and support. However, this research is only limited to the refinement stage, because the final result of this research will be a redesign of the user interface. From the interview results showed a positive response from the results of the redesign of the e-learning system, the task scenario test resulted in an effective travel time when the respondent was working on the given task, and from the distribution of the PMLQ questionnaire it increased from an average result of 6.89 and a standard deviation of 0, 91 compared to the initial data collection. From these results it can be interpreted that the redesign of the e-learning at SMKN 1 Sambeng Lamongan meets the needs of the respondents and is considered good by the respondents who represent the users of the e-learning system.

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