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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 Aplikasi Media Pembelajaran Berbasis Website Untuk Materi Laju Reaksi di Tingkat SMA (Studi Pada SMA Brawijaya Smart School Malang) Ignatius Chandra Christian; Ahmad Afif Supianto; 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

One of the difficult material at the senior high school is the Reaction Rate, because students need to understand the factors that affect the Reaction Rate that are difficult if only explained verbally without being followed by practice. The problem is demonstrate the affect of the Reaction Rate requires time and effort. Learning books are considered to be lacking in representing factors of the reaction rate effectively. The teacher also has difficulty knowing the gap in understanding between students. Based on these problems, a learning media application is needed that can help teachers demonstrate the Reaction Rate material, know the level of understanding of students, are easily accessible and attract students' interest in learning. The methodology in this research uses Extreme Programming (XP) with the aim of covering all needs and changes in user needs. The design of the application is object oriented using the Model-View-Controller (MVC) design pattern.. The process of implementing the application is done using the CodeIgniter framework. Furthermore, the developed application was tested using the Basis-Path Testing and Compatibility Testing method to determine the level of successful implementation and User Acceptance Testing to determine user acceptance of the application. The results of the research indicate that the website-based Reaction Rate learning media application can accommodate needs and is easy to use by both teachers and students. Extreme Programming (XP) methodology is quite suitable to cover all needs, but for segmentation of learning media is less suitable because more changes occur in the user interface aspects.
Pengaruh Performance Expectancy, Effort Expectancy dan Social Influence terhadap Behavioral Intention dalam Implementasi Aplikasi SIMPG PT Perkebunan Nusantara XI Surabaya Adelwin Hilman Wibowo; 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

Sugar Factory Management Information System Application (SIMPG) is a monitoring application developed by PT. Perkebunan Nusantara XI which is used to monitor and supervise the growth of sugarcane in the rice fields. Problems arising from the use of the SIMPG information system application are some users of the SIMPG application who are less committed and inconsistent in using it thoroughly. In this study,the writer used 3 variables taken from the UTAUT model, namely Performance Expectancy, Effort Expectancy and Social Influence that affect user acceptance and user intentions in using the SIMPG (Behavioral Intention) application. This study aims to determine whether the three independent variables used have an influence on the dependent variable. The analytical method used is multiple linear regression analysis method. In this study the respondents who participated were employees of PT Perkebunan Nusantara XI Surabaya who used the SIMPG application which is spread in each sugar factory in East Java. The data collection, in this study, used a questionnaire and the number of samples obtained amounted to 71 people. The results obtained are the Effort Expectancy variable has a significant effect on the Behavioral Intention variable while the Performance Expectancy variable and the Social Influence variable have no significant effect on the Behavioral Intention variable.
Implementasi Algoritme K-Nearest Neighbour pada Sistem Monitoring dan Klasifikasi Air Aquarium Ikan Koi berbasis Embedded System Dwi Firmansyah; 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

Aquarium water conditions that are not good can cause disruption to fish health, water conditions that tend to be unstable can interfere and threaten the health of fish. Ammonia gas that is dissolved in water exceeds a threshold that can be tolerated by koi fish can cause koi fish tend to be inactive in the aquarium due to food debris or feces from the fish. The mq-135 sensor is a device for detecting unpleasant odors in the air, which in this system is used to obtain the value of ammonia gas contained in the water content. Salinity or dissolved salt levels in aquarium water can also cause irritation to fish skin and people so that fish tend to rub against the bottom of the aquarium, but if the salt level is well maintained it can prevent, treat and kill bacteria that interfere with fish health, one of which is a bacterium caused by fish waste (ammonia). So that in this study a system was made that could classify the condition of the aquarium water by implementing the k-nearest neighbor method. The input of this system is the reading value of the ammonia gas sensor and electrical conductivity which will then compute and display the classification results on the LCD and the sensor reading value sent to the thingspeak platform. The results of this study obtained an accuracy of 27.28% for testing the k value and testing the time needed to do the computation so as to obtain classification results with an average of 1897.5ms or 1.9 seconds.
Peramalan Hasil Panen Kelapa Sawit Menggunakan Metode Multifactors High Order Fuzzy Time Series yang Dioptimasi dengan K-Means Clustering (Studi Kasus: PT. Sandabi Indah Lestari Kota Bengkulu) Yessica Inggir Febiola; Imam Cholissodin; Candra Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 12 (2019): Desember 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Based on the export volume data recorded by the Ministry of Agriculture from 2012 to 2016, palm oil (Elaeis guineensis Jacq) became one of the centres of Government and investor attention. In the oil palm plantation company, one of which is PT. Sandabi Indah Lestari Bengkulu occurs constraints on palm oil crops that do not match the target expected. This target is the sum of harvest and when it is used to harvest the oil palm. When crops do not match the target, it can cause budgets of production that do not match the planned. Therefore, the company requires forecasting the crops to minimize the constraints caused by the crops that are not suitable for the target. The Multifactor High Order Fuzzy Time series method that is optimized with K-means Clustering to determine which subintervals are used can help in forecasting the oil palm harvest. The plot of this method is the determination of the Universe of discourse, the determination of the number of clusters, the formation of subintervals with K-means Clustering, the formation of the fuzzy set, the fuzzification process, the formation of Fuzzy Logic Relationship (FLR), and the defuzzification process. This research uses several factors that lacte over the harvest of oil palm Lot month, land area, age of the plant, and the amount of oil palm trees. From the results of the tested the sum of clusters, the sum of orders, the sum of training data, and the optimal threshold in the successive are 8, 6, 107, and 6 with the best AFER value of 36,98%.
Implementasi Video Conference dengan File Sharing menggunakan WebRTC Fathi Nur Azzam; Dany Primanita Kartikasari; Fariz Andri Bakhtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Meeting or consultation serves to bring two or more people to discuss together. Technology serves to facilitate access communication meetings and consultations are video conferencing. Video conferencing is communication using audio and video which connects users even though they are not in the same place and time. There is a service to share data or called file sharing when using video conferencing. Applications support video conferencing and file sharing is Skype, Cisco Webex, and Zoom. However, the above application has a disadvantage that each operating system is different and application installation is required for each different device. WebRTC is a solution to the problem. WebRTC can run on all browsers, open-source, and free. WebRTC uses JavaScript-based APIs to establish peer-to-peer connections. WebRTC requires two additional servers namely STUN and TURN to communicate peer-to-peer through NAT. Testing is to measure the reliability of file sharing to video conferencing. Testing is using six types of connections and three types of file sizes. First test result file sharing does not affect video conferencing because it runs on a different port. One Way Delay test results increase in line with the increase in the size of the file sent.
Evaluasi Kapabilitas Pengembangan Perangkat Lunak Menggunakan Capability Maturity Model Integration - Dev 1.3 (Studi Pada CV.Profile Image Studio) Windi Prasetyo; Aditya Rachmadi; Andi Reza Perdanakusuma
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

CV. Profile Image Studio is a company that focus in the website development, mobile applications, digital business, and online campaigns. The products produced are expected to support the customer's business processes that are running. The product is also expected to be carried out according to the time and costs set. But in the work there are several problems, among others, the change in needs and the existence of product defects after being given to customers. This study aims to assess the level of capability in the process of making products on CV. Image Studio Profile uses Capability Maturity Model Integration (CMMI) Development 1.3. This study uses qualitative methods by collecting data through the interview process and document tracking. The research stages use the Standard Appraisal CMMI Method for Process Improvement (SCAMPI) class C. Capability level assessment is carried out on the six process areas contained in the CMMI product roadmap. The six area processes include requirements development, requirements management, technical solutions, process and product quality assurance, configuration management and verification. Based on the results of the assessment, it was found that only the area technical solution process was performed at one stage, while the five other area processes were at the zero level / incomplete. From the results of the assessment, an analysis is then carried out containing a solution for the company to increase the capability level of each area process
Evaluasi Dan Perbaikan Antarmuka Aplikasi Sistem Monitoring Pelanggan PT. PLN (PERSERO) Area Malang Menggunakan Metode Cognitive Walkthrough dan Heuristic Evaluation Nizham Media Raziqi; Retno Indah Rokhmawati; Andi Reza Perdanakusuma
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

Simpel Arema application (Sistem Monitoring Pelanggan Area Malang) is a web-based application developed by PT. PLN (Persero) Malang Area. Application is used to monitor customer data of PT. PLN (Persero) in Malang Regency. Based on the results of interview on the System Planning Supervisor, the application interface problems were found. This application has also never been evaluated before because it is still under development. Based on these problems, it is necessary to evaluate the Simplified Arema application specifically on the usability aspect. This evaluation was carried out using the Cognitive Walkhthrough method and Heuristic Evaluation, where evaluation was carried out by 3 subject matter experts, namely Malang Area PLN employees and 3 usability experts. The Cognitive Walkthrough evaluation results in the stage where usability problems are found in Simple Arema. While Heuristic Evaluation produces problems based on 10 heuristic principles and their severity. After evaluation, there were a total of 99 problems found in the Cognitive Walkthrough where 80% of the problems were found in Heuristic Evaluation too. While Heuristic Evaluation found 17 heuristic problems with the most problems being H-8 (Aestetic and minimalist design) with 23% of all Heuristic Evaluation problems. Based on the results of the evaluation, 19 recommendations for improvement were given, namely 17 improved interfaces and 2 system improvements. Based on recommendations for interface improvements, a prototype for Simple Arema interface was made. Then validation of the Simplified Arema interface repair prototype using the System Usability Scale (SUS) questionnaire to find out whether the improved Arema Simple interface is correct. Based on the results of the validation, the SUS score was obtained with a value of 83.3 and got the Acceptability Ranges level in the Acceptable category, Grade Scale in category B, Adjective in the Excellent category, and Percentile Rank at 80 - 90%.
Perancangan Game Pembelajaran Pengucapan Bahasa Inggris Berbasis Pengenalan Suara Fikri Ihsan Ahmad; Tri Afirianto; Muhammad Aminul Akbar
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

English is the language of all countries in the world in its position as a global lingua franca. Indonesia must place English in a very important and urgent position as a global player, in order to be come more competitive in international market competition. English education in Indonesia has been conducted since elementary school, but the learning process only focuses on mastering vocabulary and grammar, without regard to mastering pronunciation. Educational games can be interactive learning media for mastering English pronunciation, making the learning process more fun and effective. International Poetic Alphabet (IPA) is a symbol that can represent the sounds of English pronunciation, for facilitate the learning process. Iterative Prototyping is a research method used to design and implement English pronunciation learning games, each will iterated to meet the needs of the target players. The design is an iteration process that produces a prototype paper, from the collection of needs analysis to the target user. The implementation is an iteration process that produces a digital prototype base on the design, that can be played on the Android mobile platform. The results of the study show that educational games can have a positive influence on English pronunciation skills.
Evaluasi dan Pemodelan Proses Bisnis menggunakan Business Process Management Notation (BPMN) dan Quality Evaluation Framework (QEF) pada KITATATA Haris Surya Wijayanto; Aditya Rachmadi; Nanang Yudi Setiawan
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

Kitatata is an organization engaged in the creative industry located in Malang City. Kitatata moves with a background in design, branding, software and others. Kitata provides services to customers who need help regarding marketing or design of products from customers. But in the interview process that has been carried out there is indeed a delay and the achievement of targets from the company. There are projects that have been abandoned for quite a long time and have not been resolved. Responding to the above problems, it is necessary to do a modeling of business processes in KITATATA. The first step is to analyze KITATATA's business processes using Vertical abstraction, RACI Chart, Value shop, functional decomposition. Then business process modeling will be carried out using BPMN and simulate the BIZAGI Modeller. The model that is formed will be evaluated with the Quality Evaluation Framework method and then entered on the 5 Why Analysis to find out the problem of the process.
Pengembangan Antarmuka Website Dengan Menggunakan Metode Goal Directed Design (Studi Kasus: PT. Focus Inservindo) Arif Ramadhan; Hanifah Muslimah Az-Zahra; Niken Hendrakusma Wardani
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

PT. Focus Inservindo or FOCUS is an organization that helps Small and Medium Enterprises (SMEs) entrepreneurs in providing guarantees from both insurance and banks. FOCUS wants the development of websites in appearance aspect and additional pages and features to increase the credibility of the website so that it helps companies to expand the scope of businesses and networks and it is expected that company profits can increase. This study produced a FOCUS website design using the Goal Directed Design method. The method has six phases to provide solutions for website design based on company goals. The research phase begins, to determine the needs of stakeholders and users. The modeling phase, to produce a user model in the form of persona to describe the general user group. Requirement definition stage, to generate 19 lists of website requirements and website environmental requirements. Design framework phase, to produce a sitemap as an overview of information structure and produce a website interface design in the form of wireframe. Design refinement phase, to produce a high-fidelity prototype that is ready for testing. Stage design support, to test the prototype that has been produced. Testing is done by means of user testing and is done to FOCUS website users, both as corporate clients and non-clients. In addition, the SUPR-Q questionnaire was used to assess usability, credibility, appearance and loyalty aspects. the results obtained, the overall aspects worth 77.04% (category C) are of good value so that it can be interpreted that the website developed is good and acceptable (acceptable) by the user.

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