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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 6,945 Documents
Evaluasi Usability Pada Game Dota 2 Menggunakan Metode Heuristic Evaluation Fathoni Alim Rosyidi; Satrio Hadi Wijoyo; Niken Hendrakusma Wardani
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

Dota 2 is a Free-To-Play (F2P) game with the Online Multiplayer Battle Arena (MOBA) type, this game is a version of world of warcraft 3 which was developed by Valve Corporation in 2011. On the Dota 2 steam game platform it has a rating view that very good, which is mostly positive, and had become the most popular game in 2016 by being played by 1.2 users online simultaneously (statista, 2018). But based on the game Dota 2 www.statista.com has experienced a decline in players and now there are 700 thousand active players who play the DotA 2 game (statista, 2018). So that by knowing the problems in specific games, game companies can find out what needs to be improved in the game. The heuristic evaluation used is the usability heuristic method which covers 9 aspects. 9 aspects are: (1) visibility of system status, (2) offer real world object, (3) user control and freedom, (4) consistency and standarts, (5) error prevention, recognition rather than recall, (6) flexibility and efficiency of use, (7) aesthetic and minimalist design, (8) help user recognize, (9) diagnose and recover from error. The evaluation using the heuristic method resulted in 22 problems found, consisting of 2 cosmetic problems, 5 minor problems, 13 medium problems, and 2 major problems. the heuristic principle that is most commonly found is the principle of MA08 (Aesthetics and Minimalist Design) with the finding percentage of 22.72% with a severity rating of 3, which means the problem is at the medium level.
Evaluasi Tingkat Maturitas Tata Kelola Teknologi Informasi Menggunakan Kerangka Kerja COBIT 4.1 Domain Plan And Organise (Studi Kasus Pada Divisi TI PT.PAL Indonesia) Dilla Kusumaningrum; Suprapto Suprapto; Andi Reza Perdanakusuma
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

PAL Indonesia is a national maritime industry. This important role of PT. PAL Indonesia will bring Indonesia's maritime industry to fulfill the maritime market globally. There is Divisi Teknologi Informasi that supports the fulfillment of information technology (IT) requirements at PT. PAL Indonesia. To apply the principles of Good Corporate Governance (GCG) in the management of Information Technology (IT), it is necessary to develop IT governance that is an integral part of Enterprise Governance in order to guarantee the utilization of IT implementation. The Information Technology Division has several lacks in information technology governance such as incompatibility of tasks and responsibilities for each staff member or employee in the IT Division, lack of documentation of several IT governance processes, lack of integration of existing IT governance processes in the company, the handling of infrastructure is not optimal, and there is no regular evaluation of IT governance in the IT Division. Therefore, the purpose of this research is to find out the level of maturity of information technology governance in PT. PAL Indonesia using the COBIT 4.1 framework that focuses on the Plan And Organize (PO) domain. From the results of the research it can be seen the average value of the maturity level of each process in the PO domain. The maturity level of the PO domain is level 3, namely Defined Process. In order to increase the level of maturity, a recommendation can be applied to the Divisi TI of PT. PAL Indonesia so that it is able to reach the expected target.
Pengembangan Aplikasi Access Information Support System Berbasis Android (Studi Kasus: Unit Data Access Management & Inventory Telkom Regional 5) Ach Iqro Dakwahaningrat; Adam Hendra Brata; Lutfi Fanani
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

Unit Data Access Management & Inventory (UDAMI) is one division of Telkom Regional 5. Key Performance Indicators (KPIs) are a set of quantitative measures used by companies or organizations to measure and compare performance in terms of meeting their strategic and operational goals. The obstacle in UDAMI is that KPI reporting is still done manually. All UDAMI employees use android smartphones in their daily activities. Therefore, Access Information Support System (AISS) application based on android was created to replace the conventional KPI reporting business process to digital. In its development, AISS uses the prototype method because UDAMI needs have not been fully defined at the beginning. Based on the results of unit and validation testing, the results obtained are 100% valid which means that the AISS application runs according to the needs. The results of usability testing using the task scenario method and using the USE questionnaire method showed 100% for the task scenario method and the results of 96.20% for the USE questionnaire method. This shows that the success rate of the AISS application included to the category very well in answering the problem KPI. The results of the compatibility testing get a 100% feasibility percentage which indicates that the AISS application can run very well on different Android devices.
Pengembangan Aplikasi Taman Hiburan Berbasis Android Bagas Andaryanto; Fajar Pradana; Achmad Arwan
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

This research is done based on a problem that we can easily found in real life that we are often making a transaction manually. The tourist will find that doing manual transaction while on a vacation will be very difficult, it is hard to control the flow of our money without making any note for it. The other problem is, the tourist are sometimes got confused to determine a place for a vacation. The solution of this problem is a cashless payment system. With a cashless payment, it will allow you to at least know where your money went and how much you spend while you are on a vacation. In addition, the sellers also doesnt need to bother look for some change. In this study there is 3 case studies that have the same business prosess. Not only that, this research will also give a tourist an excact location of them and will lead them to a certain place on a amusement park, that will reduce the potential of getting lost. This system is having an android operating system in a mobile device. The system testing in this system is unit testing and integration testing using a whitebox testing method and the other one is validation testing which resulting a 100% valid value for all test cases using a blackbox testing method.
Pengembangan Sistem Pengelolaan Rekam Medis Pasien Berbasis Web Studi Kasus: Klinik Dr. Syarif Helman Taufiqurrahman; Tri Astoto Kurniawan
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

Dr. Syarif's Clinic is a clinic that is located in Samarinda City, East Borneo. The management of the patient's medical records in that clinic is still done by writing on a paper and stored inside the cupboard. As time goes on, it increases the place's needs for saving the medical records. Duplication of medical records could happen when the administration staff puts the medical records at the wrong side of the cupboard, which makes the medical records could not be found and the administration staff makes a new medical record. To solve these problems, a web-based management system of patient's medical records was developed for the intention of making the process of managing the patient's medical records easier. The system was developed using Object-Oriented Analysis & Design (OOAD) and Object-Oriented Programming (OOP) methods. The programming language that was used to develop the system is Personal Home Page (PHP) and the framework that was used is Codeigniter. The unit testing and the integration testing were done by using the white-box testing method, while the validation testing was done by using the black-box testing method. The result of unit testing and integration testing has shown that the system runs in accordance with the design that has been made. The result of the validation testing has shown that all the functional requirements have been fulfilled by the system. In other words, the result of all the testing is 100% valid and the system is worth to use.
Pengembangan Aplikasi Manajemen Event Pada Komunitas Bonsai Indonesia Berbasis Web Chasan Ali Mujahid; Nurudin Santoso; Djoko Pramono
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

Bonsai is a work of art that is quite popular among the people. Domestically, the art of bonsai continues to grow, marked by the continued increase in branches of the Indonesian Bonsai Fan Association (PPBI) community. As the development of bonsai art is increasingly in demand, it is not surprising that in Indonesia there are often exhibition events held. Based on these problems the background of the bonsai community to develop a web-based bonsai community event management application as a means to facilitate the lovers of bonsai art in participating and organizing exhibition events or bonsai competitions at local and national levels. In this study, researchers built a website-based application that functions to create events, register at an event and manage the event management. In the system requirements analysis phase, 20 functional requirements and 1 non-functional requirements are obtained. In conducting research, the development method used is Rapid Application Development (RAD) and is implemented using the laravel framework which is a framework for building a website with the Model View Controller concept. After implementation, the system is then tested using unit testing, validation testing, and usability testing. Unit testing is performed on 3 main functions of the system and is 100% valid. Validation testing is performed on all system functions and produces 100% valid. In addition, a usability test is performed to test the user's ease of operation of the system. The results of the usability test were obtained from respondents using the SUS method resulting in a Likert value of 83.5 from user respondents and a Likert value of 81.5 from the organizing respondents.
Evaluasi dan Perbaikan Alur dan Navigasi Website SMA Negeri 4 Banjarmasin Menggunakan Pendekatan Human Centered Design (HCD) Intan Rahmawati; Hanifah Muslimah Az-zahra; Retno Indah Rokhmawati
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

Senior High School 4 Banjarmasin was established by 1977. This school has a website for delivering information about the school. Based on the interview from users and stakeholders, there are some problems in getting information, providing unstructured information layout, as well as categorizing and content naming. These problems make users have a hard time finding information, so there is a need to be a solution. Evaluating the flow and navigation is the answer, by using Tree Testing method and measuring aspects on success rate, directness, first click, and destination to find the core of the problems. This project uses the Card Sorting Test method in making information structure from the website by making changes according to users' and stakeholder's needs. This project also uses Human Centered Design (HCD) approach in obtaining useful improvements and sitemaps. The rules are from usability guidelines and website that supports in making solution designs. The result of this study produces recommendations for improvements in flow and navigation according to users' needs with stakeholders' approval and provides improvement evaluation scores for measured aspects.
Pengembangan Media Pembelajaran Berbasis Multimedia Interaktif Pada Materi Desain Jaringan Lokal (LAN) Dengan Model Pembelajaran Problem Based Learning (Studi Kasus : DI SMK Negeri 3 Malang) Kurnila Putri Islamawati; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
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

Interactive learning media is a learning tool that can be used to convey learning content interestingly by adding a learning model that empowers students to think critically about a problem and identify problems. However, at State Vocational High School 3 in Malang, the media used for learning activities uses only power points and material descriptions with lectures and questions, making learning less effective and less interesting. This trend also reduces the learning achievements of the students. Based on these issues, researchers want to develop interactive multimedia learning media using problem-based learning (PBL) learning models to promote a lively classroom atmosphere, which also increases the quality of students learning outcomes. The development model used is ADDIE with stages (1) analysis; (2) design; (3) development; (4) implementation; (5) evaluation. The media has been validated by media experts and material experts to determine the feasibility of testing. The study was conducted on TKJ 2 grade 10 students in SMKN 3 Malang, which corresponded to 37 students. The results of the study show: (1) Creating Adobe Flash CS6-based learning media for computer topics and basic networks. (2) The results of the evaluation of several experts: (a) media expert I and media expert II, both with 78.7% and in the category good. (b) Results of the Evaluation of Materials Expert I and Material Experts II, both 92% and 91% in the Excellent category. (3) Preliminary test results 29.8% of the students had completed. after students get treatment with learning media, the test showed that 83.8% of the students had completed the standard given by the school, so the use of Interactive Multimedia had an impact on student learning.
Aplikasi Data Mining menggunakan Algoritme C4.5 untuk Memprediksi Mahasiswa Berpotensi Drop Out Izza Isma; Ahmad Afif Supianto; 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

Higher education is the organizer of academic education for students where the quality of a college can be seen from the high level of success of students and the low failure rate of students. One indicator of student failure is a drop out case where it is also experienced by the study program Information System of the Faculty of Computer Science, University of Brawijaya. Based on the results of the interview obtained information that every year there are students of Information Systems who resign. The case certainly needs to be considered so as not to reduce the quality of education and university accreditation. So based on these problems a system is needed that is able to be a decision support to detect students who have the potential to drop out so that further action can be given. C4.5 algorithm is one of the algorithms in data mining that can be used to predict students who have the potential to drop out by generating rule in form of decision tree. The attributes used consist of academic data and student demographics of the study program Information Systems. The results from the calculation of confussion matrix are an accuracy rate of 98.85%. Meanwhile, based on the ROC curve, the AUC value is 0.8462. The output of this study is to make predictive applications for students who have the potential to drop out for the study program Information System by applying the C4.5 algorithm for the mining process on a system developed in the form of a website-based dashboard. Usability testing using the System Usability Scale (SUS) is 67.5 which is included in the adjective rating Good category and the acceptability level of users is included in the Marginal-High category.
Penerapan Metode Fuzzy Tsukamoto untuk Menentukan Harga Sewa Hotel (Studi Kasus: Gili Amor Boutique Resort, Dusun Gili Trawangan, Nusa Tenggara Barat) Rudito Pujiarso Nugroho; Budi Darma Setiawan; M. Tanzil Furqon
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

Gili Trawangan is a place that is popular in the lndonesian and foreign traveler. ln the hospitality industry in Gili Trawangan they have 3 seasons, namely; low season, high season, and peak season. Gili Amor Boutique Resort is one of the hotels located on Gili Trawangan that has problem to determining the hotel rental price because they only estimates the hotel price to be rented based on the current season. Based on the problem, Fuzzy Tsukamoto was chosen because it has a monotone logic on each rules, which is each consequence of lF-THEN rules must be represented by a fuzzy set with a monotonus membership function. Fuzzy logic is use to solve periods in an linguistically or variabels that contain uncertainties rather than the numbers. The Tsukamoto Method has 3 stages, namely; fuzzification, fuzzy inference system, and defuzzification. Fuzzification functions to change the crisp value to fuzzy value. Fuzzy inference system are conclusions based on fuzzy rules. Defuzzification is the process of turning fuzzy output into a crisp value using weighted average concept. ln this research, the rules will be searched automatically by the system based on the data that has been inputted. The data that has been inputted will be added “event” to distinguish holidays, significant price, and etc. The result of this research obtained an error using MAPE amounting to 28.41% for data test with Studio type of rooms and 27.85% for data test with Premiere type of rooms.

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