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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 6,923 Documents
Pengembangan Sistem Manajemen Aset (Studi Kasus : RSUD dr. Iskak Tulungagung) Gusna Ikhsan; Denny Sagita Rusdianto; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Assets are resources owned by a group as the effect of past events and the economic value of an asset is expected in the future. Economic value of an asset in the future is beneficial directly or indirectly to the interests of the group. Increase the number of assets requires asset management which has an effect on the use of assets, so that assets can be utilized optimally. The asset management cycle takes into account all risks from asset planning to asset elimination. Goal of asset management is to know the cheapest costs in a long period of time when determining the right policies in managing assets. To support good asset management, an asset management information system is needed. RSUD dr. Iskak is a B type hospital that located in Tulungagung. As a referral hospital, of course it has a lot of assets and have problems with asset management. The author took the initiative to develop an asset management information system to give solutions to the problems in RSUD dr. Iskak Tulungagung. A system developed based on a website with a prototype development model. Where in this study the final or final prototype was written. Post test is used to test the ease of operation of the system with the System Usability Scale approach with results of 71.5. These results represent systems that are developed into acceptable categories and in accordance with user expectations.
Pembangunan Sistem Informasi Perpustakaan Berbasis Web menggunakan Metode Rapid Application Development (RAD) (Studi pada : SMK Negeri 11 Malang) Nur Aini; Satrio Agung Wicaksono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The library which is located at SMK Negeri 11 Malang based on the observation results is still manual in providing services to library visitors who borrow books by writing a note book. Therefore a study entitled "Development of Web-Based Library Information Systems Using the Rapid Application Development (RAD) Method (Study at: SMK Negeri 11 Malang)". The Rapid Application Development (RAD) method is a method used by researchers to build a web-based library information system. Understanding Rapid Application Development (RAD) according to (Pressman, 2001) is a model of the development cycle emphasized briefly in the development of additional software, although the development process is short, does not reduce the quality of the product. The results of the development of library information systems can facilitate the admin in managing library data at any time and make it easier for users to borrow books in the library with the results of black box testing as much as 100% valid. And the results of the user acceptance test or User Acceptance Testing (UAT) conducted on 5 examiners consisting of the chairman of the library, library staff, 1 teacher, 1 staff and 1 student have the results of 84% of users agree that the School Library Information System (SIPS) Malang has fulfilled the needs of users in borrowing books in the library of SMK 11 Malang.
Sistem Rekomendasi Tempat Pembelian Barang Kerajinan Khas Malang Berbasis Android dengan TOPSIS dan LBS Kadek Dwi Aryasa; Ratih Kartika Dewi; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang Regency has a diverse culture and has a variety of cultural and historical attractions that can attract visitors. In addition, Malang Regency also has unique handicrafts that have thick East Java artistic value. But craft players feel a lack of special attention from the government. The lack of attention to craft causes little information about handicrafts in Malang to reach visitors. So we need a media that can provide the right place of purchase recommendations with the desired criteria and easy to do. The recommendation place for Purchases of the Malang handicrafts system is using the Waterfall method, android-based, apply Location-Based-Service to get the user position and using TOPSIS to support the decision making because it has a low time complexity and has a light process. The results of Black Box testing are that the system runs well and convenient with the results of the design. In the validation test, it produces results from the system with manual calculations, TOPSIS produces the same results. Finally, the usability test with the SUS method produces the final value of 76.75 which is in the acceptable category and the Good category.
Implementasi Shared Session Dalam Klaster Server Web Menggunakan PHP dan MySQL R. Moch Makruf Puja Pradana; Mahendra Data; Dany Primanita Kartikasari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Session is a method that used to store information on a computer server that can be used on several pages including the page itself. In using a web server cluster, it can produce a better performance than using a single server that handles a website. But there are some problems that arise in the development between the web server cluster against the use of the session itself. In a web server cluster is a represented by a single node will run independently, if the initial session formed in the web application only have one node server, then the other server nodes can't get the same session access. The solution that can be used is to save the data session into database with mySQL, and the access of data session can be shared to another web servers. Another problem was revealed is how one web server cluster can communicate with the database in storing dan requesting data sessions. With these problems, this study developed the Shared Session method that will be applied through PHP. To prove that the method can run the system according to function, two tests are applied, login and logout testing and black box testing. In testing the login and logout that is designed can be fulfilled in storing and sharing data sessions even though there is a condition of one disabled web server. In the black box testing the response time results obtained in each scenario, in the first scenario of 100 session requests produces a response time of 18.7 second to 26.2 second, in the second scenario of 200 session requests produces a response time of 1 minutes up to 1.38 minutes, in the third scenario of 300 session requests to produce a response time of 10.07 seconds to 15.25 seconds.
Evaluasi Niatan Perilaku Pengguna Wanita pada Touch Point Platform Kecantikan Female Daily Menggunakan Theory Of Planned Behavior Termodifikasi Dimitri Yola Naluritha; Yusi Tyroni Mursityo; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Female Daily is a discussion platform dedicated for women which contain collection of information and articles that provide website and mobile applications as touch points to users. To maintain user intention from their behavior, an evaluation of users who have accounts on the touch point platform using a Theory of Planned Behavior modified (DTPB) were evaluated. with Relative advantages, Compatibility, Complexity, Attitude, Normative Influences, Subjective Norms, Facilitating Conditions, Perceived Behavioral Control, Curiosity, Self-efficacy, Perceived Enjoyment and Intention. This research used descriptive analysis and instrument formed as questionnaire with a study population of 189,000 Female Daily active users. Calculation of sample used Slovin formula with error rate 10% generated 122 people as participants. Mean results showed variables Perceived Behavioral Control (4,15), Facilitating Conditions (3,8), Self Efficacy (4,1), Subjective Norm (3,46), Normative Influence (3,38), Attitude (4,45), Relative Advantages (4,64), Compatibility (4,44), Complexity (1,97), Curiosity (4,53), Perceived Enjoyment (4,48) and Intention (3,38). Recommendations formed such as maintain and enhance up-to-date information on the existing touch points, adjust a simple layout display and based on user needs, introduction of a wider platform through advertising promotion on social media and beauty influencers, increasing convenience among users with enhanced features report account that violates the rules.
Penerapan Metode Fuzzy Analitycal Hierarchy Process dalam Penetapan Panitera Pengganti di Pengadilan Negeri Malang Haryuni Siahaan; Nurul Hidayat; Bayu Rahayudi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the world of law as in Indonesia, a court is needed to conduct a trial. An institution that has the authority to deal with the case is the District Court, where there are parties who assist in resolving it. The substitute registrar is the party in charge and handles incoming officers. Determination of what is done in choosing who carries out the task is still done by appointment. This results in the appointment of a substitute clerk indirectly affecting the handling of case decisions to be resolved due to several criteria considerations. However, in determining the replacement clerks there is still no assessment for each criterion that will be used so that the results obtained are less than optimal. Fuzzy Analytical Hierarchy Process (F-AHP) is one method that is able to overcome this problem. The test uses the Spearman correlation test method in determining the substitute clerks based on the results of expert rankings with system rankings. The results of testing the level of the system ranking relationship to the ranking of experts using 496 datasets obtained the results of the Spearman correlation average of 0.370376 which means having a moderate relationship. So that it can be concluded that the incompatibility of expert ranking results with system ranking is because there is a large correlation test value that is inversely proportional to the data specified.
Klasifikasi Status Gunung Berapi dengan Metode Learning Vector Quantization (LVQ) Chelsa Farah Virkhansa; Budi Darma Setiawan; Candra Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

There are 129 active volcanoes and 500 inactive volcanoes located in Indonesia. Residents who live around areas that are susceptible to volcanic eruptions are quite numerous, which is as much as 10% of Indonesia's population. From the number of volcanoes that are still active there are only 69 mountains monitored, so there are still many active volcanoes which are not well monitored, which is around 40%. So that information on the status of the volcano is needed as quickly and accurately as possible to reduce the impact caused by the volcanic eruption. In this research, volcanic status classification will be carried out using the Learning Vector Quantization method. this study uses data totaling 110 data. The data was obtained from the website of the Volcanology Center and Geological Disaster Mitigation (PVMBG). From the tests that have been done, the highest accuracy is 88% when using the learning rate 0.1, the learning rate deduction is 0.1 and the minimum learning rate is 0.01.
Pengembangan Sistem Informasi Manajemen ASN (SIMAS) Online Badan Kepegawaian Daerah Kota Malang Citra Putri Adiyanti; Fajar Pradana; Widhi Hayuhardhika Nugraha Putra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Regional Personnel Agency (BKD) of Malang is the overshadowed body in the data management of all Civil Servants (PNS) in Malang. The main problem currently being faced by BKD Malang is that the process of submitting letters from civil servants is still ineffective. The reason for this is because every file submitted by PNS to each work unit and to the BKD directly is still in the form of paper documents, for example a copy. This causes the BKD still has to do the process of scanning every file submitted by the PNS so that it slows down the documentation process and the process of submitting the legalization of the submission of letters to the leadership. So that causes the length of the process of approving each of the problems raised by civil servants. The current submission process can be completed with an average period of one to 2-6 months. From these problems SIMAS will be developed to facilitate the process of submitting letters by way of civil servants can directly upload digital documents to speed up the process of submitting the required documents. Submissions that exist in this system are Submission of Periodic Salary Increase, Employee Card, Husband / Wife Card, and Model C. From the process of needs analysis, 55 functional requirements and 1 non-functional need will be obtained. After the design and implementation process will be carried out testing will be carried out by testing whitebox and blackbox for functiounal requirements and testing competibility testing for testing non-functiounal requirements. Whitebox testing consists of unit testing to test three methods that produce valid valuus ​​on all existing test pathways and integration testing to test two integrated methods and produce valid values ​​on all existing test paths. Blackbox testing will be done by testing validation of 55 functional requirements and producing valid values ​​in all test cases so that the sistem can run well and as expected. Compatibility testing is done useng the Sortsite tool and produces that the sistem can run properly on various browsers and there are no results that have critical issues.
Pengembangan Board Game Edukasi Dengan Teknologi Augmented Reality (Studi Kasus Permainan Ular Tangga) Mikhanael Mual Parsaulian Simanjuntak; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 3 (2019): Maret 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the phase of children at the age of 4 to 8 or can be said to be the golden age phase where they begin to understand everything in the environment around them, so there is a need for good direction in education in reading and calculating as in mathematics. Educational games are one form of game that brings elements of learning into the game. The interactivity as child in playing is also important to attract the interest of children in playing while learning. The game designed in this study uses the Iterative Rapid Paper Prototype method, which is used to found out the fun elements, attract children to learn and play, and get good experience in testing the interactivity of Augmented Reality that is delivered in the game. The development of the game Snakes and Ladders with AR technology, which is to attract the interest of learning children has become one of the goals in this research. Influence within the game are shown by the results of tests that carried out through fun testing, pre-testing, and post-testing. After the correspondent plays the Snakes and Ladders Counting shows that the results that make children's interest in learning mathematics increase. The results obtained in the pre-test with an average of 72 shown increased compared to the post-test results which got an average of 92. The results of the fun testing test were obtained from the answers for each question and most 80% of the correspondent shown satisfied with the game Snakes and Ladders Counting.
Evaluasi User Experience Pada Game FORTNITE MOBILE Menggunakan Metode Enhanced Cognitive Walkthrough Raka Irvaldo Rahadiasta; Satrio Hadi Wijoyo; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

FORTNITE MOBILE is a competitive multiplayer game that makes "Battle-Royale" the main genre, this game is a type of Third-Person Shooter. This game was just released by Epic Games on July 24, 2018. This game includes a new type of game on the mobile platform so that it has the potential to have new users. User experience is very important for the success of a game on the market, especially on the type of application that has just been released. Systems that are not well designed and not easy to use will make it difficult for users to learn and operate, so it will rarely be used . In order to get a good user experience, an evaluation is necessary. Enhanced Cognitive Walkthrough method is a user experience evaluation method where evaluators provide scenario-based assignments and several questions to game users to find problems that interfere with the learning process. This method is suitable for the system that was just released because it can explore the cognitive processes of users when they first use the system. Respondents used in this study were divided into two groups, namely 3 respondents who had never played the FORTNITE MOBILE game and 3 people who were experienced in playing the FORTNITE MOBILE game and often played games with similar genres. The evaluation results on the FORTNITE MOBILE game show that many problems occur because the display does not explain its function (hidden) in the learn control menu. However, problems that arise are problems that are mild and do not affect the main functions in the game.

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