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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 6,972 Documents
Pengembangan Aplikasi Manajemen Antrean Pesanan Menu Restoran dengan Memanfaatkan Teknologi Kode QR Yahya Sahaja; Agi Putra Kharisma; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The problems happen in a restaurant for serving customers are too diverse. Many of restaurants in Malang are still just giving the menu list manually to the customers, that the restaurant should print the updated menu. Besides, ordering in a restaurant is still just using paper, that the customers should write the menu manually to order, and give it back to the restaurant waiters. The impact is that it can take too much time and costs more energy to the waiter as well as handling the restaurant menu ordering, even if there are so many customers should be served. Based on those problems, the writer wants to make an application that can handle restaurant food ordering queue management, hopefully this application could automate queue system in a restaurant. This application is built with following Agile methodology implementing Scrum framework, because the requirements are still developing within the application development. The result of this research was focused to solve the problems as well as simplify the queue management process and menu ordering in a restaurant. The researcher would also test the system with validation and usability test. The usability test was done for determining the usability level as the customers view point. For the result, validation testing states that the validations for every sprint is valid and usability testing states that the usability value for customers application got 82,25% score belonging in an B category with adjective rating excellent, whereas the application for restaurant operator got 96.25% belonging as an A category with adjective rating best imaginable.
Pengaruh Kualitas Implementasi Metode Pembelajaran Problem Based Instruction Terhadap Hasil Belajar Kognitif Dan Psikomotor Pada Mata Pelajaran Pemrograman Dasar Di SMK Negeri 3 Malang Ismaiwati Ismaiwati; Admaja Dwi Herlambang; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Penelitian ini dilatarbelakangi oleh permasalahan pada rendahnya tingkat pemahaman dan keterampilan siswa yang mengikuti pembelajaran pemrograman dasar. Tujuan penelitian yaitu membuktikan apakah implementasi metode pembelajaran PBI mempunyai pengaruh pada peningkatan hasil belajar siswa ranah kognitif dan psikomotor. Metode dalam penelitian yang dipakai adalah Quasi Eksperimental Method menggunakan Nonequivalent Control Group Design. Data dikumpulkan dengan instrumen tes untuk mendapatkan nilai pada ranah kognitif dan praktikum yang terdapat pada jobsheet untuk mendapatkan nilai pada ranah psikomotor. Pengujian yang digunakan yaitu pengujian independent sample t-test dan paired sample t-test. Hasil pengujian memperoleh nilai yaitu 0,000 kurang dari 0,05 yang memiliki arti terdapat perbedaan nilai pretest kognitif dengan posttest kognitif dan adanya perbedaan nilai pretest psikomotor dengan posttest psikomotor, maka diperoleh kesimpulan bahwa metode pembelajaran PBI memilki pengaruh terhadap peningkatan hasil belajar kognitif dan psikomotorik.
Pengembangan Aplikasi Android Rekomendasi Tempat Wisata Belanja di Kota Malang dengan Group Decision Support System (GDSS) dan Location-Based Service (LBS) Felinda Gracia Lubis; Ratih Kartika Dewi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang has so many tourist attractions that could be visited each day, starting from nature tourism, education tourism, arts and culture, and many more. One of the tourist attractions that is interesting to be visited by the tourists is its shopping tourism. Malang has variety of shopping places that makes it so difficult for the tourists to choose one. It is proven by 43 respondents are claiming that each member of the group has their own preferences to choose a shopping place. This shopping recommendation system was developed on Android-based mobile devices because it has enough features, viz. Global Positioning System (GPS) and Google Maps. The algorithm used to get the group recommendation is TOPSIS (Technique for Order Preference by Similarity to Ideal Solution) method, which is used to get alternative ranking based on user's preferences and BORDA to get group voting. This system is tested with 3 different testings, viz. Black Box testing, algorithm validity testing and usability testing. The results of Black Box testing shows that the functionality of the system is 100% valid. The algorithm validity testing was done by comparing the results from the system and the manual calcultaion. The results of this testing shows that the algorithm used in the system is valid. The last testing for the system is the usability testing. It was done to know the user's perception of the system. The final result of this testing shows that the system is acceptable with the total average 77, grade C and categorized as good..
Pengembangan Aplikasi E-Commerce Menggunakan Payment Gateway Midtrans Fariz Reynaldo Pratama; Nurudin Santoso; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Anfield collection is a handicraft factory and a shop that sells handicrafts. When running its business anfield store will record stock and display products in its own shop and in partner stores. There are 25 types of products on sale at anfield stores, it is difficult to remember the different product variations and prices. Then, when a transaction is made anfield officer will provide a receipt to the buyer and then record it in the transaction register book. The marketing that has been done is not too broad, this is felt by the shop owner, the reason being that it is not good enough in utilizing information technology. The number of similar businesses also makes Anfield have to compete with other stores. Anfield business owners mention that it needs special e-commerce applications for anfield producers to overcome problems and improve the quality of business processes that run in terms of effectiveness and efficiency. Therefore, e-commerce applications are made on the mobile platform. In the application there are basic features in buying and selling online, namely managing products, ordering, payment transactions and expeditions. The distinguishing feature is the category of craft products based on the type, process and main ingredients. To handle payment transactions applications must be able to handle various types of payments. This application has been tested using the white-box method with unit testing and Usability Testing with the standard Post Study System Usability Questionnaire (PSSUQ). Test result show that requirement has passed 100% and generally average user is satisfied while using the application.
Evaluasi Usability Aplikasi Usaha Laundry Berbasis Web Menggunakan Metode Usability Testing (Studi Kasus: Aplikasi Smartlink Bos) Harman Abiwardani; Buce Trias Hanggara; Bondan Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Smartlink is a web-based and android application that manage laundry business management, starting from keeping records of consumer orders, managing employees, and managing the company finances. The application is divided into three parts: Smartlink Bos for business owners, Smartlink Kasir for cashiers, and Smartlink Produksi for production section employees. Business owners can use Smartlink Bos to manage their business configurations. Smartlink Bos is web-based application, and the majority of users are accessing via smartphones. Based on interviews and observations, there are problems with the flow of service data settings and quite complicated data items. Users find it difficult because the data settings are separated in another page. Evaluation with usability testing is carried out to investigate how a user interacts when using the feature via smartphone. The results of 5 participants who each worked 4 scenario tasks, obtained the value of the efficiency component of 0.22 goals/sec, component error of 9.5% per task, satisfaction component using PSSUQ with an overall value of 4.0. Interviews were also conducted with participants which resulted that they experienced 10 problems in total. Thus it can be concluded that in terms of satisfaction and interviews, the 'Smartlink Bos' application is still unsatisfactory.
Sistem Prediksi Pertumbuhan Jumlah Penduduk Kota Malang menggunakan Metode K-Nearest Neighbor Regression Diajeng Sekar Seruni; Muhammad Tanzil Furqon; Randy Cahya Wihandika
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Population growth rate in Indonesia keeps growing each and every year. The rapid growth of population may give impacts on many aspects of the country, such as economic development, quality of life and health issues of the residents, and even educational problems. To anticipate the negative effects of population growth, projection of future population is needed as to help the government to develop city development plans. K-Nearest Neighbor (KNN) is one of many methods that could be used to predict future values, be it for classification or regression. KNN Regression is a KNN algorithm used for regression or forecasting problems. In this study, the KNN Regression method is implemented to forecast future population of Malang city, using a time series of monthly population growth consisting of 73 datas in total. The forecasting method starts with preprocessing the time series, calculate the distance between each training and testing data, and estimate the predicted value based on k nearest neighbors. From the testings done in this study, the lowest Mean Absolute Percentage Error (MAPE) value obtained is 0,02526%.
Analisis Sentimen Pemindahan Ibu Kota Indonesia Dengan Pembobotan Term BM25 Dan Klasifikasi Neighbor Weighted K-Nearest Neighbor Marinda Ika Dewi Sakariana; Indriati Indriati; Candra Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The relocation of Indonesia capital city is one of the policies that is being intensively discussed at this time. With the policy regarding the relocation of the capital city from Jakarta to Kalimantan, it will certainly cause various reactions or comments from the community that can be found on social media, Twitter. Types of reactions can be divided into positive and negative comments. To find out a comment has a positive or negative value, sentiment analysis is needed as in this study. In this study, there are several steps that must be done to get the final results. These stages are pre-processing data, term weighting and ranking with the BM25 algorithm, and classifying the final results of tweets with Neighbor Weighted K-Nearest Neighbor (NWKNN) algorithm. This study uses 480 training data and 120 test data divided into positive and negative sentiments. The highest accuracy value obtained was 93.33% with a precision value of 92.45%, a recall of 94.67% and an f-measure of 93.55% with a K value of 25, =1,2 and =0,65 also an E value of 4.
Analisis Pengalaman Pengguna pada Aplikasi Mobile Banking dengan Metode UX Curve (Studi Kasus : BRI Mobile Banking) Nadiatul Khaira; Hanifah Muslimah Az-Zahra; Alfi Nur Rusydi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Bank BRI is one of the banks that have provided digital services for their customers. BRI management realizes that if they do not actively innovate, they will be displaced by banks that are more advanced in their technological development, given the current needs of the community. This study aims to identify changes in user experience by evaluating long-term user experience using the UX Curve method. In the data collection stage, the UX Curve is divided into 5 points of view, namely general UX, degree of use, utility, ease of use, and attractiveness and produce 100 curves. Based on the 100 curves obtained, the resulting improving curves amounted to 44 curves, the resulting deteriorating curves amounted to 39 curves and the resulting stable curves totaled 17 curves. The reasons for changing user experience on the BRI Mobile Banking application were as many as 514 reasons for changing the application with an average of 29.6 (14.55 positive and 11.15 negative N = 20). The reasons most frequently cited by respondents are reasons that fall into the usability aspect of 177 with an average of 8.85 (5.35 positive and 3.5 negative, N = 20). Meanwhile, the category with the least reason is the motivational category with an average of 2.1 (1.35 positive and 0.75 negatives, N = 20). Based on aspects of this reasoning it can be concluded that the aspect that most influences the change in the user experience of BRI Mobile Banking applications is the usability aspect.
Pemodelan Arsitektur Bisnis Guna Mendukung Bisnis Berkelanjutan Menggunakan Pendekatan Enterprise Architecture (Studi Kasus: Kedai Kopi "Kopi Soe Malang") Farisa Aidilla Alfas; Ismiarta Aknuranda; Nanang Yudi Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Dewasa ini tidak sulit bagi masyarakat untuk menemukan kedai kopi di sekitar mereka. Namun, dengan semakin banyaknya yang tersedia, tidak dapat dipungkiri bahwa kemasan plastik yang digunakan untuk produk mereka dapat menjadi salah satu sumber permasalahan lingkungan. Pada riset yang dilakukan oleh Wirawan (2018), Lembaga Sustainable Waste Indonesia telah melakukan kajian dimana dari 100% sampah plastik yang dihasilkan hanya 7% yang didaur ulang dan 24% lainnya mencemari lingkungan. Adanya tujuan dari Perserikatan Bangsa-Bangsa mengenai konsumsi dan produksi yang bertanggungjawab, tertera pada Sustainable Development Goals Nomor 12, diharapkan suatu bisnis dapat menerapkan konsep yang menciptakan keberlanjutan, salah satunya dengan memperhatikan aspek lingkungan. Untuk mewujudkan tujuan tersebut, maka dilakukan pemodelan arsitektur bisnis yang mengusung konsep bisnis ramah lingkungan untuk kedai kopi “Kopi Soe Malang”. Sebelum model arsitektur bisnis dihasilkan, disusun terlebih dahulu Business Model Canvas untuk memudahkan pemetaan elemen apa saja yang akan dimodelkan pada arsitektur bisnis. Kemudian, pemodelan arsitektur bisnis dilakukan dengan pendekatan Enterprise Architecture menggunakan bahasa pemodelan Archimate yang setiap layer-nya dipetakan sesuai TOGAF ADM. Setelah dihasilkan usulan arsitektur bisnis ramah lingkungan, dilakukan evaluasi tingkat kesiapan dari Kopi Soe Malang dalam menerapkan usulan tersebut. Evaluasi yang dilakukan menunjukkan bahwa mereka sudah cukup siap untuk menerapkan konsep bisnis yang ramah lingkungan.
Pengembangan Sistem Informasi Manajemen Pemesanan Pakaian dan Keuangan Berbasis Web (Studi Pada: YP Screenprinting) Fitra Wahyuda; Satrio Agung Wicaksono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 2 (2020): Februari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

YP Screenprinting is one of the small and medium businesses (SMB) in Bojonegoro Regency which is engaged in convection. Most of the orders placed in the form of t-shirts are from inside and outside the city. The process of recording orders at Yp Screenprinting is still done manually and expenses for purchasing raw materials are not recorded. So that it causes problems such as difficulty in finding data orders or expenses and business owners can not know how much profit or loss is experienced with certainty. Based on these problems a solution is made in the form of a web-based information system to help simplify the process of managing orders and expenses. Making information systems is done using the system development life cycle (SDLC) in the form of the Waterfall method. In the requirements definition stage it produces 22 functional requirements. The software design stage uses the object oriented analysis design (OOAD) approach and the results are described using a unified modeling language (UML) which produces 3 controller classes and 4 model classes. At the implementation stage using the model view controller (MVC) as the system architecture. Finally in the system testing stage, the results are 100% valid in validation testing and 88.75% results in user acceptance testing. Based on the test results it can be said that the information system that has been made is well received by the user

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