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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
Pengaruh Penggunaan Media Pembelajaran Interaktif Berbasis Powerpoint untuk Meningkatkan Motivasi Belajar, Kebiasaan Belajar, dan Hasil Belajar Siswa di SMK Negeri 3 Malang Lizma Nur Saidah; Satrio Hadi Wijoyo; Satrio Agung Wicaksono
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 study was conducted based on observations over a period of one month of the condition of teaching and learning activities in SMK Negeri 3 Malang. During observation, the point of view of the problem is seen from the behavior of students. Problems that emerge are from the motivation and habits of students that are not good. Students always use powerpoint as their only learning resource. On the other hand, teaching books such as modules and e-books have been provided but are not utilized by students. The way out is to make modifications to the Powerpoint program into interactive media. Interactive means there is an interaction between powerpoint and students. The study was conducted by two class experimental methods, namely the control class and the experimental class. The instrument was a questionnaire and a pretest-posttest question. The instrument was analyzed using Pearson correlation test to determine the effect produced. The correlation test results stated that powerpoint interactive media had a positive effect on learning motivation by 44.22% while the other 55.78% were influenced by other factors. In the study habits there are 77.44% influence, another 22.56% influenced by other factors. In the learning outcomes of students there are 81.18% influence while the other 18.82% is influenced by other factors. So the authors suggest for educators to make more use of interactive powerpoint media in order to improve motivation and good study habits
Pengembangan Sistem Aplikasi Penjadwalan Dosen Jurusan Teknik Mesin Politeknik Negeri Malang berbasis Web Austenita Pasca Aisyah; Bayu Priyambadha; Arief Andy Soebroto
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

The educational institutions cannot be separated from scheduling activities because it helps the learning activities to be run properly. However, there are times when scheduling can cause problems such as the clash of the teaching schedule of a lecturer that happened in the Mechanical Engineering Department of Politeknik Negeri Malang (JTM POLINEMA). The manually-done scheduling process by each JTM POLINEMA's Head of the Study Program (KPS) is the reason that the learning activities have to be delayed up to one week. Therefore, this study aims to assist the work of KPS in arranging lecturers' schedules by designing and developing a web-based scheduling system that helps minimize human errors in scheduling and facilitating the schedules' distribution for each lecturer. The development of this system consists of requirement analysis, design, implementation, and system testing. This application system is designed using an object-oriented (OOP) approach and waterfall software development model and will be implemented using the PHP programming language. For testing, this system will be tested with whitebox testing, blackbox testing, and compatibility testing. The results of this study are 100% valid in unit testing, 97.5% valid in validation testing, and the system can work properly on Mozilla Firefox and Google Chrome.
Evaluasi Usability dan Perbaikan Rancangan Situs Web Laroslaptop.com Menggunakan Metode Enhanced Cognitive Walkthrough dan HHS Guidelines Tegar Yoga Prabawakusuma; Niken Hendrakusma Wardani; Komang Candra Brata
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

Laroslaptop is a provider of buying and selling used laptops, services, and mechanical training. Laroslaptop has a website that is used to promote its services on the internet. The website user interface was evaluated using the enhanced cognitive walkthrough method and was improved based on the HHS guidelines. This method uses 8 experts which divided into 2 groups. 5 novice evaluators and 3 regular specialists. The purpose of this evaluation is to provide recommendations for companies how the appearance of the website interface is better in terms of usability. Evaluation is done by giving task to the evaluators to executed, and asking evaluators to give their opinions on various kinds of problems they find, especially on usability issues. The result is a problem with the selection of words for the menu, menu position, text size on the menu, and the number of menus available. These problems are corrected according to the provisions of the HHS guidelines that will produce improvements in the form of prototypes. After that, a second study was conducted focusing on verification of errors found in the first evaluation. The results was all problems that found before was no longer found in the second evaluation made on the results of the improvement of the website.
Evaluasi Aplikasi Anterin Menggunakan Metode Pengujian Usability Rosa Guriarsa Priambodo; Satrio Hadi Wijoyo; Retno Indah
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

Anterin is a New transportation provider application that offers several services. These services are transportation services, courier services. The Anterin application has grown rapidly by seeing the Anteriny application being downloaded more than tens of thousands of times. However, users agree with the Anterin application that it still has disadvantages, which are requested by the compilation map to determine the location that is still lacking and the destination location that the user entered is not required by the application. From the feedback provided by users, the Anterin application still has a number of questions going on. Therefore, Anterin applications require excavation of problems and measurement of usability. The method used in this study is the method used to test used for discussion on the Anterin application and to measure the usefulness of the Anterin application using the assignment scheme and questionnaire. Tests were carried out on 5 respondents from users of the new Anterin application and questionnaires were filled out by 100 active user respondents from the Anterin application. The results of the evaluation indicate the problem and level of use of the Anterin application. The problem with the Anterin application is that participants who have difficulty making payments, participants who find it difficult to find a home address or location that challenges participants in the "pick-up" column, and participants are confused the location compilation according to the participants does not match the map. The results of the user usage level at the user convenience level is 100%, the user speed level is 0.01 goals / second, the user error rate is 0.1, and the user satisfaction level is 60% -65% in the Anterin application.
Pengembangan Aplikasi Mobile Geotagging Fasilitas Tanggap Darurat Bencana Alam Menggunakan Algoritma Polylines sebagai Pencarian Rute Terdekat Reynald Hermanto Simanjuntak; Herman Tolle; Ratih Kartika Dewi
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

Natural disasters are conditions of events or natural activities that can cause some negative effects such as damage, loss, suffering and also pessological problems in humans. These natural disasters can occur due to nature itself or because of humans. Indonesia itself is a disaster-prone area so that natural disasters occur frequently in Indonesia. Because of the frequent natural disasters that occur in Indonesia, a disaster risk management system will be needed to handle assistance for natural disasters. One of the problems in the emergency response phase is the determination and selection of ineffective natural disaster emergency response facilities. Therefore, by utilizing geotagging technology, a mobile application can be designed to add location points to natural disaster emergency response facilities. So that users can find the location of natural disaster emergency response facilities easily and the coordinator of each location field can process data from each facility that will be added. By utilizing the Polylines algorithm, it can be used as a route search to get to the location of the facility. Polylines algorithm will provide route depiction and recommend the closest route from the user's location that has been calculated using Google Direction API to the location of the facility furthermore provide alternative routes that can be used by the user. Based on validation testing on the mobile application "Geotagging Fasilitas Tanggap Darurat Bencana Alam" it was found that the application had fulfilled functional requirements. Then the compatibility testing shows that the application can run without problems on three different devices with a percentage of 100%. In the usability test, a score of 77.5 is obtained so that the application is appropriate to use.
Sistem Tracking Objek Menggunakan Metode Edge Detection pada Quadcopter Dimas Bagus Jatmiko; Gembong Edhi Setyawan; Hurriyatul Fitriyah
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

Tracking objects are usually used to determine the position of objects and environmental conditions around the object. Objects that require supervision to be able to run properly require a system to monitor the object. Quadcopter is a type of UAV (Unmanned Aerial Vehicle) that can do several movements (pitch, yaw, roll and gaz). With a camera on a quadcopter, every movement of the object will be known directly through the camera image. So that in this study a system was created to detect and track objects. Applying an image processing system based on image processing using the shape detection method. Then displays the detection results in the frame image which is divided into 9 grids and tracks the object in the form of forward, backward, upward, downward, turn right and turn left. System will be tested based on tracking accuracy of objects. From the testing of object tracking accuracy obtained an average success of 76,6%, failure of 23,4% caused by uncertain lighting in the room and objects with shapes resembling objects that are tracking.
Evaluasi Kualitas dan Kesuksesan Implementasi E-Learning Fakultas Ilmu Komputer Menggunakan Model Unified Theory of Acceptance And Use Of Technology, Model Delone & Mclean dan Hot Fit Terintegrasi Bayu Andhika Sarwono; Retno Indah Rokhmawati; Niken Hendrakusma Wardani
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

Based on data obtained from observations at the Faculty of Computer Science (FILKOM) in Universitas Brawijaya who have made use e-learning. This study aims to determine the quality conditions and the success of e-learning implementation. This study uses an integrated evaluation model from the acceptance model of the Unified Theory Acceptance and Use of Technology (UTAUT), the success information system model of DeLone & McLean and the HOT Fit human-organization-technology conformity model integrated with modifications adapted to the characteristics of the Faculty of Computer Science and can describe the success and acceptance of e-learning itself. The used data in this study were obtained from 100 respondents using purposive sampling technique. Data collection is done through a questionnaire. Data analysis in this study used descriptive statistical methods. The results show that Social influence variables, service quality, user satisfaction, Top Management Support, and Organization support into the high enough category and other variables enter the high category. The recommendations from this study are based on indicators of each variable which has a value below the total average so that later it can improve the quality and success of e-learning implementation.
Implementasi Protokol Universal Plug and Play (UPnP) pada Sensor dan Aktuator untuk Otomasi Lampu Muhammad Mahar Jahary; Mochammad Hannats Hanafi Ichsan; Rakhmadhany Primananda
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

The use of wireless network technology is very popular, especially for use in smart homes. The amount of technology contained in the home provides an increase in the quality of human life because it provides efficiency in carrying out activities. However, the disadvantage of many technologies is the use that still uses a lot of control to run the technology. To be able to correct this problem, this study developed the use of Universal Plug and Play protocol (UPnP) to connect from various device technologies to one control. UPnP can run with various programming languages ​​and can communicate automatically by utilizing discovery and description functions. The researcher made the first two smart home devices using a raspberry pi device for the center of the system on the device and used the PIR sensor as input value from the captured infrared intensity while for the actuator using the lamp. then the second device uses raspberry pi as a performance center and LDR sensor to capture the light emission. Control points as users also use raspberry pi can be searched, found and requested for any services contained in the smart home device. Once recognized, the user can request status from the current condition of the device or send an order to turn on or turn off the light. The results of the study to test the response time performance between control points and one smart home device obtained an average of 293.32 milliseconds for the first time, averaging 169.76 milliseconds for response time after first being recognized and an average of 726 milliseconds for time the control point response is connected to two smart home devices for the first time.
Perancangan User Experience Aplikasi Mobile Melijo Menggunakan Metode Human-Centred Design Luthfi Rahmad Hidayattullah; Herman Tolle; Retno Indah Rokhmawati
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

Melijo is an application designed for farmers to expand the market sector of crops directly to end consumers such as restaurants or catering. However, farmers' smartphone ownership rates are still low compared to other jobs which causes farmers to be less accustomed to using smartphones. This study aims to design the user experience of the Melijo application so that it can produce application designs that have good usability and user experience values ​​for farmers and end consumers. the approach used to design is Human-Centered Design. It starts with analyzing the use context, analyzing user needs, and making a design solution. Solution design evaluation was carried out by conducting usability testing to 5 users who obtained a value of 93.33% on aspects of effectiveness, 91.26% on aspects of efficiency, and 86 aspects of satisfaction for farmers. Whereas for the final consumer obtained a value of 94.28% in the aspect of effectiveness, 91.15% in the aspect of efficiency, and 76.4 aspects of satisfaction. The User Experience Questionnaire conducted at 20 users showed that the solution design for farmers obtained the "Good" category on Efficiency, Stimulation, and Novelty aspects. As well as the category "Above Average" in the aspects of Attractiveness, Perspicuity, and Dependability. While the design solutions for end consumers get the category "Good" in the aspects of Attractiveness, Efficiency, Stimulation, and Novelty. As well as the "Above Average" category on the Perpicuity and Dependability aspects. The test results show that the design of the solution is positive because the value obtained is above the average value.
Perbaikan Proses Complain Website Qoo10.co.id Menggunakan Usability Testing dan Compatibility Behavioural Galih Prakoso; Hanifah Muslimah Az-Zahra; Aditya Rachmadi
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

One of e-commerce which is quite famous and is based in Korea is Qoo10.co.id, which has a percentage kujungan 28.70% according to alexa.com. In the case of the website Qoo10.co.id is the consumers who order goods by the number two when the goods come only one item is received, consumers do complain in the website there is no response from the party's website. Based on the issue be conducted research business process improvement in the website Qoo10.co.id based on e-commerce business process another decent enough in addressing the problems of implementation and complain complain using the form. The study will describe BPMN from 3 websites that made a comparison that is the website Bukalapak, Blibli, and Zalora. Behaviour compatibility comparison of BPMN is used for each to get compliance behaviour. Usability testing is used to get the value of the efficiency, effectiveness and satisfication, to get the value of effectiveness and efficiency will be done with a task scenario for satisfication questionnaire will use SUS which would filled 6 respondents. From the results of the calculation of any comparison website has a compatible behaviour and the value of the effectiveness and efficiency of each comparison website is 100%, a value Bukalapak, Blibli 70,83 satisfication 72,083, Zalora 66,25. calculation Of behaviour compatibility and usability will be done of making BPMN and the user interface for the website Qoo10.co.id, in the calculation of the BPMN has a behaviour which is compatible and to value the effectiveness and efficiency of the obtained value is 100%, while for values satisfication is 79.167.

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