cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota malang,
Jawa timur
INDONESIA
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Published by Universitas Brawijaya
ISSN : -     EISSN : -     DOI : -
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.
Arjuna Subject : -
Articles 60 Documents
Search results for , issue "Vol 6 No 5 (2022): Mei 2022" : 60 Documents clear
Penerapan Algoritma Genetika untuk Optimasi Penjadwalan Pondok Pesantren berdasarkan Constraint Ustadz (Studi Kasus: Yayasan Pendidikan Budi Utomo, Gadingmangu, Perak, Jombang) Huda Minhajur Rosyidin; Bayu Rahayudi; Dian Eka Ratnawati
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

Scheduling with a manual process will be less efficient because it takes a long time, problems in the preparation of the schedule become complex if the number of components increases or the size of each component increases. It is hoped that the resulting schedule will not only avoid clashes, but also adjust to the ustadz's constraints that must be met. Genetic Algorithm is an iterative, self-adjusting and probabilistic algorithm in the search for global optimization. The process of initializing the chromosomes by generating command data representing integers, where the command code entered for each gene is randomized. The chromosome with the highest fitness value is an illustration of the solution in this schedule. Based on the tests carried out,
Perancangan Prototype Aplikasi Pembelajaran Pembuatan Website dengan Metode Human-Centered Design Gerald Marihot Hasiholan; Ratih Kartika Dewi; Agi Putra Kharisma
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

Micro, Small, Medium Enterprises (MSMEs) are businesses run by individuals, households, or small business entities. There was a 56% drop in sales due to the COVID-19 pandemic. This has resulted in MSME actors turning into digital businesses, one of which is the creation of websites with the goal of advertising their products. Previously there have been several learning applications for website creation that can be downloaded, but there are no applications that are easy, free, attractive, and provide freedom for users to choose the final result of the website. Website Development Learning Applications is a solution to be achieved in order to answer the problems that exist. The method that will be used in designing this application is Human-Centered Design (HCD) so that the resulting solution can focus on the user's needs. The final result of this user experience design is a high-fidelity prototype which will then be evaluated using the Usability testing and Heuristic Evaluation method. The results obtained from the Usability Testing evaluation are the user's level of success in using the application and the Heuristic Evaluation method involving three experts who have conducted an evaluation and then found fifteen findings of usability problems. Improvements made will be adjusted according to suggestions from the evaluator.
Analisis Pengaruh Motivasi Belajar Siswa, Kinerja Siswa dan Intensitas Pembimbingan Prakerin terhadap Kesiapan Kerja Siswa Keahlian TIK SMKN 1 Nlgegok Diah Putri Vidia Sari; Satrio Hadi Wijoyo; 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

Work Based Learning (WBL) is the core of vocational training where students build character and a professional work culture in order to prepare students for work or entrepreneurship. TKJ SMKN 1 Nglegok is an educational unit that uses learning materials for the world of work and collaborates with several businesses to provide job prospects to students. This situation can help students enter the world of work according to their fields, but alumni who register to work according to their disciplines still account for 25% to 30% of the total. The problem in this situation, according to the head of TKJ SMKN 1 Nglegok, when exploring problems, learning motivation, student performance, intensity of internship guidance were found to be problems of student work readiness. The purpose of this study was to analyze the effect of learning motivation, student performance and the intensity of internship guidance on work readiness at SMKN 1 Nglegok. This research method is descriptive quantitative. Data analysis used multiple linear regression. according to the T test results , learning motivation had a significant effect on 0.000, student performance had a significant effect on 0.004, and the intensity of internship guidance had a significant effect on 0.010 for work readiness. The F test has a statistical significance of 0.000. The coefficient of determination for the distribution is 66.8 percent. The final result of this study is a recommendation for the implementation of WBL with a description of the real condition of students in aspects of learning motivation, student performance, and intensity of internship guidance for student work readiness.
Perancangan User Experience Aplikasi Salon Online dalam Menghadapi Pandemi di Lina Salon Alsiendo Dewantara; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
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

The Covid-19 pandemic has brought losses to many parties. Since the pandemic, salon businesses in cities and regions have experienced large turnover losses that have brought the business to a standstill. Lina Salon is one of the salon businesses in the Pacitan area, East Java which has been running for more than 20 years. Although the business has been running for 20 years and is well known by the local community, Lina Salon's customers are increasingly quiet and have experienced a decrease in turnover of more than 50%. With the hope of reconnecting the disconnect between Lina Salon's business goals and the needs of its customers, the researcher designed an online salon application user experience so that Lina Salon's customers can still carry out beauty treatments and Lina Salon's business can resume running. The method used is design thinking because from existing research, design thinking can produce innovative solutions to problems. The final result of this research is a high-fidelity prototype with good usability value. The value of the three usability aspects obtained is for the effectiveness aspect, from the user side it produces a value of 91% and the admin side produces a value of 90%. In the aspect of efficiency using time-based efficiency, from the user side it produces a value of 0.282 goals/sec and the admin side produces a value of 0.083 goals/sec. Then to test the usability aspect of satisfaction using the SUS questionnaire, from the user side it produces a value of 80% and from the admin side, it produces a value of 83.125%.
Perancangan User Experience Aplikasi Pesenin berbasis Mobile menggunakan Metode Design Thinking Rebecca Octaviani; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
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

Purchasing through food delivery platforms is one of the ways that Indonesian people often buy food and drinks. The author conducted interviews with 5 respondents to explore obstacles when using food delivery platforms. All respondents felt the problem of daily menus that were too monotonous, the difficulty of finding viral food, and the inability to order large quantities of food for another day on the food delivery platform. Therefore, the solution to the problem is to create a user experience of Pesenin Application mobile-based. The Pesenin application is a food ordering application that is expected to make it easier for users to get food using catering or pre-order service systems. The design of this application user experience is designed using the Design Thinking method because this method focuses on potential users and problems and thinks broadly to find good solutions for potential users. The end of this research is usability testing by testing aspects of effectiveness, efficiency, and satisfaction. Testing the effectiveness aspect resulted in a value of 100%. Testing the efficiency aspect resulted in a value of 0.053 goals/second. Testing the satisfaction aspect using the System Usability Scale (SUS) and getting an average SUS score of 86.56. SUS score of Pesenin application gets B for grade scale, excellent for adjective rating, and acceptable for acceptability.
Implementasi Gamifikasi dengan Animasi Lottie pada Aplikasi Media Belajar IPA SMPN 1 Sumberrejo Muhammad Farhan Abdur Rosyid; Lutfi Fanani; Tri Afirianto
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

SMPN 1 Sumberrejo is one of the schools that implements online learning. The learning media platform currently used is considered less effective in supporting the learning process of students which has an impact on decreasing student interest in learning. The development of learning applications with the implementation of gamification and Lottie animation can help the learning process with the online method applied to groups of students at SMPN 1 Sumberrejo. This research was carried out by adopting the Rapid Application Development (RAD) development method. Concepts and needs analysis resulted from the need discovery process that involved students directly. The system design is obtained through the interpretation of the needs analysis which is carried out repeatedly to get the concept that is in accordance with what the user wants. The implementation of the design on the learning application is carried out in 2 parts, namely the user design stage which allows changes to occur and the finalization stage to optimize the algorithm and write code. The first test is black box testing to ensure that the functional system runs according to the design, which results in 100%. The second test is a safety-runtime test which proves that the application does not force-close when it is run. The usability test got a learnability value of 100%, an efficiency of 0.0478 goal/sec, and an error of 0 or no error. Testing with the SUS approach to get a satisfaction score obtained 93.4 results with criteria A (90-100). User participation testing resulted in 81% of students doing assignments on time which increased from the previous 53% with a correlation of increasing student learning outcomes obtained from an average score of 68.8 which previously was 62.9.
Sistem Pendukung Keputusan Perbaikan Jalan menggunakan Metode Fuzzy Multi Atribute Decision Making (FMADM) dan Simple Additive Weighting (SAW) (Studi Kasus : Dinas Pekerjaan Umum Bina Marga dan Sumber Daya Air Kabupaten Jember) Guntur Syafiqi Adidarmawan; Muhammad Tanzil Furqon; Candra Dewi
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

Road repairs have been planned by Dinas Pekerjaan Umum Bina Marga dan SDA Kabupaten Jember by repairing 50 roads in the Jember City area. This road repair is carried out to increase the quality of roads with good condition to 70 percent from 61.88 percent. In the process of determining which roads will be repaired, there are difficulties encountered. There are many factors that need to be considered, so that it requires accuracy in decision making. This study aims to implement the FMADM and SAW methods in a decision support system to determine the priority ranking of roads that need improvement. In addition to implementing the algorithm and knowing its accuracy, this study also aims to determine how sensitive the criteria are. Based on research results, the accuracy results were 88 percent in the first scenario and 60 percent in the second scenario, and get a coefficient value of 0.470 on the Spearman Rank Correlation test. The results of the sensitivity test using 9 criteria were 92.11 percent. From the test, the criteria for moderate road conditions are the criteria that have the highest sensitivity by producing 99 ranking changes and the criteria for lightly damaged road conditions are the criteria with the lowest sensitivity with 72 ranking changes.
Implementasi CPU berbasis Simple-As-Possible (SAP) pada FPGA Xilinx Spartan-3E Anang Malik La Imu; Agung Setia Budi; Mochammad Hannats Hanafi Ichsan
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

The development of computer technology in the Central Processing Unit (CPU) architecture is still accompanied by many innovations. However, the rapid development has a negative impact, namely the difficulty of participating in the creation of the innovation itself. Meanwhile, the creation of innovations must be carried out by various parties in order to create healthy competition in order to achieve common progress. This impact can be minimized from an educational side, namely in the teaching and learning of computer architecture & organization using software in the form of a simulator. The effectiveness of teaching and learning can be further strengthened by practicing directly (hands-on) an architecture on a programmable semiconductor device, namely the Field Programmable Gate Array (FPGA). There are many soft-processors or computer/CPU architectures that can be implemented on FPGA. Altera and Xilinx also have soft-processors that are ready to use but are not suitable for teaching and learning. This study shows another simple computer architecture that can be used for the focus mentioned, namely Simple-As-Possible (SAP), specifically the 2nd generation. In addition to implementing the SAP architecture with some adjustments, this research also designed two additional circuits to provide the capability for programming the CPU. Three units (including SAP) were implemented on the Xilinx Spartan-3E Starter Kit Board FPGA module. FPGA resource usage are 7% slice flip-flop, 24% 4LUT, 30% slices used, 10% IOB, 5% RAM16 and 4% BUFGMUX.
Pengembangan Aplikasi Perangkat Bergerak berbasis Android untuk Diagnosis Penyakit Tanaman Hias Daun dengan Metode Forward Chaining Dave Putra Radin; Eriq Muhammad Adams Jonemaro; Tri Afirianto
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

During the current pandemic, many people spend their free time doing their own hobbies. One of these hobbies is gardening ornamental plants. Even though you have taken good care of your ornamental plants, ornamental plants can still be exposed to diseases and pests. This causes ornamental plant owners who do not know how to deal with ornamental plant diseases and pests, experiencing losses because their plants can die. From the problems that have been described, this research was carried out to solve these problems by developing a mobile application to diagnose diseases suffered by ornamental leaf plants and provide information on how to overcome these diseases. The application developed in this study has an Android operating system, uses the Firebase Firestore database, and uses waterfall SDLC model. At the requirements analysis stage, an analysis of the requirements needed in the application will be carried out. At the planning phase, it will explain the results of interface design that will be used to carry out the implementation phase. At the implementation stage, it will explain the results of the implementation carried out on the application. After the implementation phase has been completed, the testing phase will be carried out. At the testing phase, 3 kinds of tests will be carried out. The first test is validation test, using the blackbox testing method and getting valid results. The second test, namely usability testing, was carried out using the SUS method and got a total score of 460 and an average score of 92 which means that score is include in acceptable category and grade A. The third test, namely compatibility testing, is carried out by testing the application on 5 devices that have different versions of the Android operating system and getting valid results. From the results of the three tests, it shows that the functional and non-functional requirements of the system have been successfully created with satisfactory results.
Perancangan Pengalaman Pengguna Aplikasi Manajemen Media Sosial untuk Online Shop berbasis Mobile dengan Metode Design Thinking Tifanny Rizka Faressi; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
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

Many people start online shops to fill their spare time during the Covid-19 pandemic. Most online shops use social media as their marketing media. Pioneering online shop businesses are experiencing some problems in terms of social media management. Unmanaged social media may reduce the number of followers and impact sales. Social media management can bring a positive impact on online shop sales. The social media management activities include creating content, scheduling content, and analyzing posts. This study proposes a design solution to solve existing problems by designing a user experience for a social media management application called Socime. The design process is conducted through five stages of design thinking method, from empathize with users to solution design testing. Testing is performed using usability testing, focusing on three aspects: effectiveness, efficiency, and satisfaction. The solution design resulting from this research scored 100% for effectiveness, 0,059 goals/sec for efficiency, and got a SUS score of 90 out of 100 for satisfaction. The Socime design solution received A in grades, Best Imaginable in the adjective rating category, and Acceptable in the acceptability range category based on the SUS score.

Filter by Year

2022 2022


Filter By Issues
All Issue Vol 9 No 13 (2025): Publikasi Khusus Tahun 2025 Vol 9 No 11 (2025): November 2025 Vol 9 No 10 (2025): Oktober 2025 Vol 9 No 9 (2025): September 2025 Vol 9 No 8 (2025): Agustus 2025 Vol 9 No 7 (2025): Juli 2025 Vol 9 No 6 (2025): Juni 2025 Vol 9 No 5 (2025): Mei 2025 Vol 9 No 4 (2025): April 2025 Vol 9 No 3 (2025): Maret 2025 Vol 9 No 2 (2025): Februari 2025 Vol 9 No 1 (2025): Januari 2025 Vol 8 No 13 (2024): Publikasi Khusus Tahun 2024 Vol 8 No 10 (2024): Oktober 2024 Vol 8 No 9 (2024): September 2024 Vol 8 No 8 (2024): Agustus 2024 Vol 8 No 7 (2024): Juli 2024 Vol 8 No 6 (2024): Juni 2024 Vol 8 No 5 (2024): Mei 2024 Vol 8 No 4 (2024): April 2024 Vol 8 No 3 (2024): Maret 2024 Vol 8 No 2 (2024): Februari 2024 Vol 8 No 1 (2024): Januari 2024 Vol 7 No 13 (2023): Publikasi Khusus Tahun 2023 Vol 7 No 9 (2023): September 2023 Vol 7 No 8 (2023): Agustus 2023 Vol 7 No 7 (2023): Juli 2023 Vol 7 No 6 (2023): Juni 2023 Vol 7 No 5 (2023): Mei 2023 Vol 7 No 4 (2023): April 2023 Vol 7 No 3 (2023): Maret 2023 Vol 7 No 2 (2023): Februari 2023 Vol 7 No 1 (2023): Januari 2023 Vol 7 No 14 (2023): Antrian Publikasi Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022 Vol 6 No 12 (2022): Desember 2022 Vol 6 No 11 (2022): November 2022 Vol 6 No 10 (2022): Oktober 2022 Vol 6 No 9 (2022): September 2022 Vol 6 No 8 (2022): Agustus 2022 Vol 6 No 7 (2022): Juli 2022 Vol 6 No 6 (2022): Juni 2022 Vol 6 No 5 (2022): Mei 2022 Vol 6 No 4 (2022): April 2022 Vol 6 No 3 (2022): Mei 2022 Vol 6 No 2 (2022): Februari 2022 Vol 6 No 1 (2022): Januari 2022 Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021 Vol 5 No 12 (2021): Desember 2021 Vol 5 No 11 (2021): November 2021 Vol 5 No 10 (2021): Oktober 2021 Vol 5 No 9 (2021): September 2021 Vol 5 No 8 (2021): Agustus 2021 Vol 5 No 7 (2021): Juli 2021 Vol 5 No 6 (2021): Juni 2021 Vol 5 No 5 (2021): Mei 2021 Vol 5 No 4 (2021): April 2021 Vol 5 No 3 (2021): Maret 2021 Vol 5 No 2 (2021): Februari 2021 Vol 5 No 1 (2021): Januari 2021 Vol 5 No 13 (2021) Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020 Vol 4 No 12 (2020): Desember 2020 Vol 4 No 11 (2020): November 2020 Vol 4 No 10 (2020): Oktober 2020 Vol 4 No 9 (2020): September 2020 Vol 4 No 8 (2020): Agustus 2020 Vol 4 No 7 (2020): Juli 2020 Vol 4 No 6 (2020): Juni 2020 Vol 4 No 5 (2020): Mei 2020 Vol 4 No 4 (2020): April 2020 Vol 4 No 3 (2020): Maret 2020 Vol 4 No 2 (2020): Februari 2020 Vol 4 No 1 (2020): Januari 2020 Vol 3 No 12 (2019): Desember 2019 Vol 3 No 11 (2019): November 2019 Vol 3 No 10 (2019): Oktober 2019 Vol 3 No 9 (2019): September 2019 Vol 3 No 8 (2019): Agustus 2019 Vol 3 No 7 (2019): Juli 2019 Vol 3 No 6 (2019): Juni 2019 Vol 3 No 5 (2019): Mei 2019 Vol 3 No 4 (2019): April 2019 Vol 3 No 3 (2019): Maret 2019 Vol 3 No 2 (2019): Februari 2019 Vol 3 No 1 (2019): Januari 2019 Vol 2 No 12 (2018): Desember 2018 Vol 2 No 11 (2018): November 2018 Vol 2 No 10 (2018): Oktober 2018 Vol 2 No 9 (2018): September 2018 Vol 2 No 8 (2018): Agustus 2018 Vol 2 No 7 (2018): Juli 2018 Vol 2 No 6 (2018): Juni 2018 Vol 2 No 5 (2018): Mei 2018 Vol 2 No 4 (2018): April 2018 Vol 2 No 3 (2018): Maret 2018 Vol 2 No 2 (2018): Februari 2018 Vol 2 No 1 (2018): Januari 2018 Vol 2 No 8 (2018) Vol 2 No 6 (2018) Vol 1 No 12 (2017): Desember 2017 Vol 1 No 11 (2017): November 2017 Vol 1 No 10 (2017): Oktober 2017 Vol 1 No 9 (2017): September 2017 Vol 1 No 8 (2017): Agustus 2017 Vol 1 No 7 (2017): Juli 2017 Vol 1 No 6 (2017): Juni 2017 Vol 1 No 5 (2017): Mei 2017 Vol 1 No 4 (2017): April 2017 Vol 1 No 3 (2017): Maret 2017 Vol 1 No 2 (2017): Februari 2017 Vol 1 No 1 (2017): Januari 2017 More Issue