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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.
Arjuna Subject : -
Articles 6,923 Documents
Pengembangan Sistem Informasi Tracer Study Alumni Berbasis Web Menggunakan Metode RUP (Studi Kasus : SMA Suluh Jakarta Selatan) Mega Isma Juwita; Satrio Agung Wicaksono; Nanang Yudi Setiawan
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

Learning outcomes received by high school graduates will influence the mindset of alumni when studying at a university, based on this, an evaluation of ongoing learning is needed. Suluh High School is a private high school in Jakarta which currently has problems in managing alumni data. The BK teacher as the person in charge of the alumni data was unable to track the existence of alumni as a whole, so the process of contacting alumni to attend the Suluh High School activities was ineffective due to lack of alumni information. Therefore, it is necessary to develop an information system for tracer study alumni who can assist BK teachers in overcoming these problems. The system to be developed is a website-based information system developed using the RUP method, with the average percentage of user acceptance testing test results from the transition stage being 91.4%, so it can be concluded that the developed tracer study information system of alumni can be accepted by users. Keywords: information system tracer study alumni, RUP, User Acceptance Testing, website
Implementasi Algoritme Speck pada Sistem Monitoring Detak Jantung dan Suhu Mohamad Muhlason Nur Aziz; Rizal Maulana; Mochammad Hannats Hanafi Ichsan
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

In every hospital, it is still relatively weak to safeguard the patient's personal data. Therefore, patient data in every hospital whose privacy data will be secured with the use of the speck algorithm. Securing patient data by applying a 32-bit and 64-bit speck algorithm, after that the encrypted Arduino A data is sent to Arduino B and then decrypted. In the patient data there are two measurements namely the heart rate data using the pulse sensor and body temperature data using the DHT11 sensor. The accuracy of the pulse sensor was 1.628% and the DHT11 sensor obtained 2.6%. Through the acquisition of these two sensors can formulate that the two sensors are very good. Testing the NRF24L01 module has a maximum distance of 35 meters if it exceeds that distance communication between NRF24L01 will be broken. Testing the results of the speck algorithm is implemented effectively into the Arduino Uno microcontroller. In general, the period of computing the system when the process of taking sensor data includes the decryption process in the form of 132.2 ms in 10 times the test.
Implementasi Maze Mapping pada Robot Line Follower untuk menentukan Shortest Path Yurliansyah Hirma Fajar; Dahnial Syauqy; Rizal Maulana
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 tracing a maze, in addition to finding a way out or a finish point, the robot will be more efficient if it can find the shortest route of the maze. The Line Follower Robot used to complete this line-shaped maze uses a TCRT5000 sensor consisting of 5 infrared sensors as an eye to detect the black line path of the maze. In tracing the maze, the robot uses the right hand rule rules. The mapping process using Maze Mapping method to save code of the array, then the robot will simplify the code that has been used, by using the shortest path algorithm, so that when the robot start again, robots will run according to the simplified path. The final result of the study is the comparison of time and the length distance from start to finish ̧ robots that use maze mapping, compare robots that do not use it. The test results of detecting black lines performed by the TCRT5000 sensors with 10 times experiments, each infrared sensor has a 0% error rate. The test results in mapping with 57 times experiments, generating robots moving according to the condition of the line and input from the infrared sensor, then the storage of the data array also corresponds to the movement of the robot. The average time and distance is taken from start to finish, for robot that do not use maze mapping and shortest path is 28.1 seconds and 364 cm, with 6 test times. While the average time and distance traveled start to finish for robots that use maze mapping and shortest path is 17.27 seconds and 284.5 cm with 6 test times. Then the robot that uses maze mapping and shortest path is faster 10.83 seconds and shorten the distance of 79.5 cm.
Pengembangan Sistem Informasi Manajemen Administrasi Perangkat Pembelajaran dan Supervisi Guru pada Sekolah Menengah Kejuruan (SMK) (Studi pada SMK Negeri 5 Malang) Moh Arif Andrian; Satrio Agung wicak; Retno Indah Rokhmawati
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 teacher as one of the educational actors has the task and authority to arrange teaching administration, so the learning process can be systematic evaluated. In addition, the teacher also has an obligation to conduct a performance assessment called “Teacher Supervision”. In fact, teachers feel burdened due to time constraints, the number of subjects taught and the standard of teaching administration that change frequently. This causes the teachers not willing to arrange teaching administration and it impacts on the constraints of “Teacher Supervision”. This study develops a management information system that can assist teachers in arranging learning administration and facilitating the “Teacher Supervision” process. The method used is waterfall, Object Oriented Analysis and Design (OOAD) requirements modeling, and the Model-ViewController (MVC) architecture model. The results showed 17 functionals were declared valid through validation testing, the system went according to the design logic flow through white-box testing and representation of user acceptance assessment of 83.62% through 15 test participants. Based on these results, it can be concluded that the development of Teaching Administration and Teacher Supervision Management Information System can be accepted and work well in Vocational High Schools.
Pengembangan Aplikasi Pemantauan Kualitas Wi-Fi dengan Crowdsourcing berdasarkan Lokasi berbasis Android I Made Setia Baruna; Agi Putra Kharisma; Issa Arwani
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

Wi-Fi has become the main choice for universities as media to provide internet access, but the consequence is that the use of Wi-Fi has increased significantly, but the quality of the network is reduced. The high use of the internet also requires more tools to monitor the quality of the existing network, and also measuring and verifying the quality of the Wi-Fi networks is very difficult because there is no tool to cover all variables. From this problem, an application was developed to monitor quality of Wi-Fi, whose data was taken by crowdsourcing, where Wi-Fi quality data was collected from contributions of users who conducted the test. The collected data will be visualized into a heatmap to make it easier for users to find good quality Wi-Fi location. Heatmap can also be filtered based on time range and by download speed, upload speed, and ping. The application was designed in advanced for the functions, and then developed for Android system implemented with Kotlin programming language. The application has been tested with black box testing for testing validation functionality with valid result for all test cases, and received SUS score of 72 which shows a value above average for usability testing.
Pemodelan dan Evaluasi Proses Bisnis Pengembangan Perangkat Lunak dengan menerapkan Metode Process Mining dan Quality Evaluation Framework (QEF) Studi pada PT. XYZ Nafiani Nafiani; Yusi Tyroni Mursityo; Nanang Yudi Setiawan
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

XYZ is a company that sells services and solutions to customer problems, services and solutions sold are products that have been developed previously by PT. XYZ and will continue to be developed to adjust the addition of functions according to customer demand. To be able to achieve the vision and mission of an organization, PT. XYZ must have a good software development business process. Currently, the service and solution development process still not have a written Standard OperationaI Procedure (SOP) that can be the problem in evaluating system performance and the passing of a product from a predetermined time limit. Therefore, we need to carry out further evaluations so as not to have a negative impact on the product development process. EvaIuation is done by using interview sources and event logs that use process mining methods to further process and analyze event logs with the help of Disco and ProM 6 Tools. After that, the evacuation process will be continued by using the Quality Evaluation Framework (QEF) to compare the target values with the interview results and event log values. The evaluation results have 13 quality factors were concerned, 4 quality factors including those that were not in line with the company's target because the processing time recorded in the event log exceeded the target. The activities listed in the event log are not procedurally appropriate, such as processes that were not closed for a long time and processes that have the same start and finish time.
Pengembangan Aplikasi Al-Quran Untuk Membantu Hafalan Al-Quran Secara Mandiri Menggunakan Metode Tikrar Adiama Septiara; Nurudin Santoso; Agi Putra Kharisma
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

Indonesia is the largest memorizer of the Quran in the world with a total of 30 thousand people in 2010 and increasing every year. As the number of memorizers, the more memorization methods. One method of memorization that is often used is the method of repetition or tikrar method. Also with the growth of information technology today, many people tend to want things to be done easily and quickly, including in reading and memorizing the Al-Quran. Intending to help people memorize the Quran easily, then the author develop the Al-Quran tikrar mobile application. This application uses Tikrar memorization method which has 3 markers namely muraja`ah, tikrar and tilawah which are considered effective if used for memorization. Elisitation of needs in this system is based on the Al-Quran Tikrar from publisher Syaamil Quran. For Implementation, researchers using the Java programming language to develop the system. Then based on validation testing, this application gets a percentage of 100% which means the system has fulfilled functional requirements. While in the results of the usability test using the System Usability Scale (SUS), the average result was 58 which means its acceptable with an OK rating.
Analisis Perbandingan Pengalaman Pengguna Aplikasi Snapchat dan Aplikasi Instagram menggunakan User Persona dan Kuesioner Mecue Wahyu Al Kindy; Retno Indah Rokhmawati; Widhy Hayuhardhika Nugraha Putra
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

Social media as an online media with its users can easily participate, share and create content through blogs, social networks, wikis, forums and the virtual world. Instagram and Snapchat provide a relatively similar user experience. User experience is how an internet user accesses a website or application, an experience they get from the website or application or in the world of IT is often referred to as User Experience (UX). This study aims to analyze the comparative experiences of users of Instagram and Snapchat applications using the meCUE questionnaire and look for the advantages and disadvantages of both applications. The meCUE questionnaire is a tool that is useful for evaluating the user experience or UX of a website or application. To reassure the feasibility of content, content and grammar in the world of User Experience, in this study re-validation of the meCUE questionnaire instrument with two experts was User Experience. After getting the validated questionnaire again, the questionnaire was distributed to 58 respondents who matched the criteria, specifically those who had used the Instagram and Snapchat applications, or who often used the two applications. The meCUE questionnaire has 5 modules and 10 assessment instruments in it, instruments include usefulness, usability, visual aesthetic, status, commitment, positive emotions, negative emotions, product loyalty, intention to use and overall evaluation, in this study there are objective data and subjective data . This study resulted in a comparison of the average value of each meCUE instrument for both applications where the Instagram application produced a higher average value than the Snapchat application and a comparison table of the weaknesses and strengths of respondents interviewing the user experience of the two applications where the Instagram application had more advantages than with the Snapchat application.
Evaluasi Pengalaman Pengguna pada Aplikasi Mobile Learning dengan menggunakan UX Honeycomb Wirahadi Kusuma; Retno Indah Rokhmawati; Mahardeka Tri Ananta
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

Ruangguru is a technology-based company focused on education services that has more than 10 million users and manages more than 150 thousand teachers throughout Indonesia. Ruangguru has become the largest mobile learning application in Indonesia and can be well received by its users. But according to the results of a conducted survei, 86.5% of them had experienced problems when using the Ruangguru application. These problems are related to the ux honeycomb aspect. This study uses a quantitative data approach obtained from an online questionnaire distributed to Ruangguru users with the criteria of users aged 13-18 years. Then each aspect of the ux honeycomb is analyzed by the entropy weighting method. Entropy is weighted by several stages. Stages carried out include normalizing data, calculating the number of normalized data values, calculating entropy values, and calculating entropy weights. The results of this study are sequences of aspects that affect user experience. The order of aspects of the highest value is usable, findable, useful, accessible, credible, and desirable. Based on this sequence, respondents considered that the desirable aspect was the aspect with the lowest value. The low aspect is because Ruangguru has not been able to bind emotional closeness with its users.This lack of emotional closeness occurs because community functions that can interact with each other in Ruangguru have not yet been built. To improve it, discussion services can be made between users while watching learning videos.
Pengembangan Sistem Manajemen Peminjaman Sarana dan Prasarana (Studi Kasus : Fakultas Hukum Universitas Brawijaya) Sueddi Sihotang; Achmad Arwan; Fitra Abdurrachman Bachtiar
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

Faculty of Law Universitas Brawijaya conducts lecture activities every day but does not have the media to submit lecture information online. The Faculty of Law, Universitas Brawijaya also has activities outside of lectures that use space and supporting equipment so that the activity can run well. The needs of students in using faculty rooms and equipment have been met so far. Students can borrow rooms and goods to the faculty which have been done manually. Every loan must be validated by the head of the academic, the head of the student body and the head of the general. This validation process sometimes takes a long time if these people cannot be found within a certain time. The loan facility and infrastructure management system is a system that can overcome the above problems. Submitting a loan and validating a loan can be done online. Every loan will be recapitulated by the system. The system was developed by the waterfall method and uses an object oriented approach. Developers use codeigniter as a framework for implementing systems because it supports the concept of MVC (model, view, controller). System testing is done by using black-box testing and white-box testing to test the functional system and using compatibility testing to test non-functional systems. Based on the tests conducted, the system gets 100% valid functional test results and gets good results in compatibility testing because it is able to run well in the browser environment under test.

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