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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
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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 6,945 Documents
Pencarian Terjemahan Hadits Shahih Muslim Menggunakan Metode Cosine Similarity Dengan Seleksi Fitur Term Frequency Achmad Burhannudin; Indriati Indriati; Marji Marji
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

Muslims use the Hadith as their legal basis, so the hadith can also be a way of life for all humans, especially for Muslims. Even though the hadith books are very large and thick, one of them is the Saheeh Muslim Hadits. In this modern era, most people prefer something that is efficient and easy, and computer science has been able to extract books into data that is easier to process, making it easier for people to keep reading, learning hadith, and also can be used to solve problems. without having to carry a large book. In this case, the researcher wants to apply a computer science namely Text Mining, using the Cosine similarity method as the Algorithm in the search is supported by the selection of the Term frequency feature and the researcher wants to know how effective the method is in dealing with this search problem. After the research was conducted, the researcher got the maximum results from the specified query with a precision value of p @ 10 = 90%, p @ 20 = 54%, and p @ 30 = 42%.
Pengembangan Kakas Bantu Pembangkitan Kasus Uji pada Model-Based Testing Berdasarkan Activity Diagram Arlian Gutama; Achmad Arwan; Lutfi Fanani
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

Software testing is one of the most important stages in software development. The complexity of system testing leads to the need for tools that can determine automatic test case cases. The activity diagram is one of the UML behavioral models that is suitable for system testing, because the activity diagram can evaluate the flow of the complete system. Therefore this study proposes to develop a tool that can generate test cases based on activity diagrams for model-based testing. The technique used in generating test cases is by building a flow dependency tree (DFT) that collects information from the ArgoUML file activity diagram through the help of a parser. Then the DFT processes using the dept first search algorithm (DFS) which is ready to be moditifaced for seacth each path of the test case. All requiremenst for tool are the result of library needs elicitation in related research and observations on a number of software tool websites. This tool has tested through unit testing with the white box basis path testing technique, integtation testing with big-bang approach. Validation testing with black box testing technique. Test cases generated by this tools have an accurate rate of 100%.
Pengembangan Sistem Marketplace Tempat Aktivitas Edukatif Anak Berbasis Mobile iOS Faiqotul Himmah; Fajar Pradana; Bayu Priyambadha
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

There has arisen awareness of some people in meeting educational needs that help their children grow up at an early age. It's just, still often encountered difficulties when parents want to find a place for educational activities, especially those that are friendly to children. Based on that, a Parentstory system has been created to find and locate children's educational activities in Jabodetabek with website-based. However, in a condition where people are increasingly aware of the use of gadgets, providing a website-based system is not yet practical. Therefore, a system is needed that can also be developed in the form of a mobile application to increase system service penetration, especially to people who use iOS-based gadgets. The problem faced in providing the intended application is how needs analysis, design, implementation, and testing must be carried out so that the application is easy to use in accordance with the needs of the community. Based on the above problems, this research is carried out to develop iOS-based mobile applications as a means to find, discover and place reservations for children's educational activities, especially in the Jakarta, Bogor, Depok, Tangerang, and Bekasi (Jabodetabek) areas. This study began with a needs analysis that found 25 functional system requirements. Next, a design with Model View Controller (MVC) and a MySQL database are implemented which is implemented using Swift language. The testing phase is done by white and black box test methods. White box testing is done by unit testing. While black box testing uses validation testing which produces a 100% valid value for all test cases where the application made is in accordance with the results of previous analysis and design, and usability testing which produces an 80.4 value with an acceptable category.
Evaluasi Gameplay SimCity Mobile Game Menggunakan Mechanic Dynamic Aesthetic Framework Fajrian Muchtar; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SimCity Mobile is a game that was developed by the mobile version after the game of the same name was previously released on the PC platform. This game is one of the games that has a large number of players, so far it has been investigated and touched 50 million downloaders. With this increasingly massive growth, it is found that game developers make games with the same genre and have different gameplay from one another. To maintain the popularity that SimCity has, an evaluation is needed to assess the extent to which the developers of the SimCity Mobile game present gameplay that is enjoyed by players. The results of the evaluation can also be used as a reference in developing the game going forward. One of the evaluation methods that can be used is to use Mechanic, Dynamic, Aesthetic Framework. In the mechanical aspect one of them is the use of microtransaction which can change the gameplay process of the player, where players who buy virtual money are more facilitated in the mission or task done. Then in the dynamic side, where players can process the sale of items but cannot negotiate. The last is the aesthetic aspect, where players feel the gameplay is repetitive
Pengembangan Sistem Pengelolaan Penerimaan Siswa (Studi Kasus: SMA Brawijaya Smart School) Putu Gede Sayoga; Denny Sagita Rusdianto; Heru Nurwarsito
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

SMA Brawijaya Smart School (SMA BSS) is a state senior high school led by Brawijaya University. Student admission is one of the main activities at SMA BSS. However, in practice there are problems that hampered SMA BSS's student admission activities. Recapitulation of the student applicant is done with checking student's data one by one and it takes a lot of time. Error input in the online form filled by applicants also makes recapitulation process longer because examiner have to fix data layout for the better recapitulation process. In addition, student data is stored in several different places, causing data inconsistencies. To overcome that problem, writer developed student admission management system with functional features such as sign up, applicant's account management, computer based test, and mutation management. This system will be developed using waterfall model and will be implemented in web technology. This research generates 57 functional requirements and a non-functional requirement that system needs, system implemented in .NET framework with Model-View-Controller template using C# programming language, SQL server 2017, and IIS as web server. Based on unit and integration testing, component-component in the system can properly work and returning value as expected. Validation test resulted 100% valid from all test case based on functional needs and their alternative. Compatibility test with cross browser testing using SortSite is concluded that system can run well without losing it's functionality as well as no critical problems so it fulfills compatibility aspect.
Pemetaan User Journey untuk Sistem Informasi Praktik Kerja Lapangan Fakultas Ilmu Komputer Universitas Brawijaya Annisa Nurfitri; Ismiarta Aknuranda; Hanifah Muslimah Az-Zahra
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

Faculty of Computer Science (Filkom) Universitas Brawijaya is one of the educational institutions that already has a web-based information systems that can be used to record, process and provide informations to facilitate the deployment of information related to teaching and learning activities up to academic services. However, there are several formerly documents of academic activities that are still documented manually, one of them is Field Work Practice activities. Based on the interview with the students, it was found that the activites of Field Work Practice that has not been computerized well caused its process become ineffective and inefficient, which also affected the user experience. This study uses the User Journey Mapping method that can dig deeper the problems based on the user experience and provide the ideas of solutions towards the problems. The stages that carried out in this study are identification of the actors, identification of the activities then mapping it to the User Journey Retrospective, mapping the thoughts, emotions, and ideas of solutions, and then checking the User Journey Retrospective map, and finally mapping the Prospective User Journey based on the ideas of solution which obtained by the User Journey Retrospective map. Mapping of User Journey Prospective is done by creating a scenario of the Field Work Practice which integrated with the Filkom Apps information systems. The final results of the study indicate that the User Journey Prospective map is accordance with the idea of ​​solution given towards the problems that are available on the User Journey Retrospective map.
Pengembangan Media Pembelajaran Interaktif pada Mata Pelajaran Jaringan dan Komputer Dasar untuk Kelas X di SMK Negeri 8 Malang menggunakan Metode APPED I Nyoman Bhayu Kurniawan Putra; Hanifah Muslimah Az-Zahra; Admaja Dwi Herlambang
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

Vocational High School is one unit of formal education in obtaining work expertise in accordance with the desired interest. On the subject of basic computer networks in SMK Negeri 8 Malang the learning process still uses the lecture method with the help of a blackboard and students record explanations from the teacher which results in student grades not meeting the KKM. From the problems obtained, it is necessary to develop interactive learning media using the APPED method. This method has five stages in it, namely analysis and initial research, design, production, evaluation, and dissemination. Results of an ongoing evaluation show that valid media is assessed from three aspects based on a statement from the developer. Alpha testing results show a percentage of 90% with valid categories of material experts, the results of the percentage of media experts amounted to 79.1% with valid categories, and for instructional experts obtained a percentage of 95% with valid categories. The results of beta testing evaluation obtained results of the pretest average of 71 and increased to 88.6 after the post-test was carried out and had fulfilled the KKM. Data normality test produces a significance value of 0.29 for pretest and 0.22 for posttest. The results of the t-test describe the significance values ​​obtained at 0.00. With the significance value obtained <0.05, interactive learning media is effective if used during the learning process.
Pengembangan Sistem Informasi Akademik Siswa Pada Sekolah Berbasis Asrama (Studi Pada Tazkia International Islamic Boarding School Malang) Dhimas Pristian Alamsyah Putra; Yusi Tyroni Mursityo; Djoko Pramono
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

Tazkia International Islamic Boarding School (IIBS) is a religious-based non-formal school that implement a boarding system. The student report making process at Tazkia IIBS is done using a module called the teacher kit that used by the teacher to record their student's academic scores. Academic scores that have been recorded into the teacher kit must be reported to academic section every three months to get verified. At the end of the semester, the scores will calculated and assessed by the teacher to create the student report cards. All this processes considered to be less efficient because it requires a long time and a long stage to create a student report card. With these problem, a solution is needed, one of which is by developing a Student Academic Information System. In this research, it was explained the developing process of Student Academic Information System on Tazkia IIBS, that aimed to dealing with the student report cards making process issue. The development of this information system is using the Rational Unified Process (RUP) method. RUP method is an object-based system development method consisting of four stages, namely inception, elaboration, construction, and transition. This method was chosen because it is able to carry out an iterative development process and allows to handle the requirement changing. The system which has been developed, is tested using validation testing with valid result on all test cases, as well as compatibility tasting was performed to tests the non-functional requirement of the system with some minor issue in several web browsers. The user acceptance testing generated acceptance rate of 67% which indicate that the system has been built properly.
Pengembangan Multimedia Pembelajaran Interaktif Berbasis Grafis Untuk Mata Pelajaran Pemrograman Dasar Menggunakan Model APPED Pada Jurusan Multimedia di SMK Negeri 4 Malang Hanif Aulia Kusuma; Hanifah Muslimah Az-zahra; Admaja Dwi Herlambang
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

One of the impacts of the change in curriculum structure (from the 2006 curriculum to the 2013 curriculum) is that there are basic programming subjects in the Department of Multimedia class X which previously did not exist. This has caused problems, including the lack of relevant learning resources and the results of evaluating the function material while carrying out Lesson Study in the Multimedia-C class X, 28 students out of 37 students scored below the KKM (Minimum completeness criteria). These problems need to be developed in Interactive Learning Multimedia (MPI) using the APPED model to improve student learning outcomes. The results of the MPI product evaluation were declared valid by researchers at the ongoing evaluation stage, for the alpha test stage the assessment of material experts was 97.80% and included in the category of "very valid", for the assessment of media experts which amounted to 68.90% and included the category " valid ", and for the assessment of instructional experts that is equal to 82.50% and belongs to the category of" very valid ", then MPI products are distributed to determine the level of effectiveness of the product in learning by conducting different tests using the Wilcoxon signed-rank test and producing Asymp. Sig. (2-tailed) of 0,000 because the value is lower than 0.050, it can be concluded that MPI products are considered effective.
Evaluasi Desain Antar Muka Aplikasi Mobile Nusantara Ojek menggunakan Metode Heuristic Evaluation Dimas Adhitya Rahadiarizki; Satrio Hadi Wijoyo; Retno Indah Rokhmawati
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

Nusantara ojek is application service mobile transportation online developed by Pt Tekno Karya Nusa. Total the downloader already reached 10.000 more with ratings 4.1 from google play . Although the application many been downloaded , but there is still complaint related those service application, which is those application not allow to access. Evaluator that get involved in the process evaluation heuristics in total seven people's. Included nine principles have been used. That is : visibility of system status, offer real world object, user control and freedom, consistency and standarts, error prevention, recognition rather than recall, flexibility and efficiency of use, aesthetic and minimalist design, help user recognize, diagnose and recover from error. Evaluation usability using Method heuristic that can produce in total findings problems that found by seven evaluators. Around about 27 problems that included two catastrophic matters, five big major problems, 14 medium problems, and six minor problems. Needs to be added are chat features with a four severity rating (major). All of those the result of analysis heuristic application mobile nusantara ojek that provide on the average of the severity higher rating using the princip heuristic MA03 (user control and freedom) , with the value 3,69. While the biggest princip found which is MA01 (visibility system status) with percentages 20 percent.

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