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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 6,972 Documents
Evaluasi Usability dan Perbaikan Antarmuka Pengguna Aplikasi Malang e-Policing dengan Pendekatan Human Centered Design Imam Safi'i; Komang Candra Brata; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 9 (2020): September 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Polres Malang launched the application of Malang e-Policing which is used for the activities of serving the community both in terms of recording, addressing criminal reporting, counseling/socialization of criminal acts, dissemination of information and other needs. However, the app still has complaints from users related to usability, such as too small and stacked background, no back button in some menus, and no edit button in profile settings. This research aims to evaluate the usability and improvement of the application interface of Malang e-Policing with Human Centered Design (HCD). HCD is an approach to system design and development that is more interactive with a focus not only to the user but also stakeholders. On the first stage HCD is understand and specify the context of use which generates identification of users, stakeholders, user characteristics, tasks and objectives, as well as the system environment. The second phase of Specify the user requirements, done with usability testing, the QUIS questionnaire, and interviews resulted in 14 usability and interface issues. Third is produce design solutions from this stage resulting in a draft information architecture, wireframe, mockup, and prototype. The fourth or final stage is Evaluate the design with the results of the value learnability 99.75%, efficiency 99.7%, errors 0.07%, memorability facet of 15.15% and the number of taps 9.36%, as well as satisfaction 95.46%. From the evaluation results can be concluded the repair design gives a good impact on the application usability Malang e-Policing.
Perbandingan Kinerja Protokol Routing HSR dan DSDV Pada Mobile Ad-Hoc Network (MANET) Khalid Hamzah Haza Al Hamami; Primantara Hari Trisnawan; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 11 (2020): November 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mobile ad hoc Network (MANET) is a portable autonomous node network equipped with a wireless interface, which communicates via a wireless connection without centralized administration. This network can self-configure and maintain network topology dynamically without infrastructure support. Because the mobile node's transmission range is limited, each node has a dependency on neighboring nodes to forward packets. Qualitative data analysis is performed on the performance of Hierarchical State Routing (HSR) and Destination-Sequenced Distance-Vector (DSDV) protocols by interpreting data from test results in the form of throughput, average jitter, average end to end delay, packet data delivery ratio, route overhead and route convergence time. This study uses Network Simulator 2.35 with node density scenarios using variations in the number of nodes totaling 50 nodes to 120 nodes with multiples of 10 nodes. The best value of parameters throughput, average jitter, average end to end delay, packet data delivery ratio and route overhead are 189.312 Kbps, 27.18 ms, 2798.04 ms, 18.93% and 230.25. These results were obtained in the DSDV routing protocol, so it can be concluded that the DSDV routing protocol has better performance than HSR on the node density aspect. A better convergence value is obtained by the DSDV protocol with an average convergence time of 0.028617977 seconds.
Analisis Perbandingan Pengalaman Pengguna Pada Aplikasi Dompet Digital (Studi Kasus Pada OVO dan DANA) Ahmad Nur Hidayat; Buce Trias Hanggara; Bonda Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Smartphone users in Indonesia are increasing every year so that many application development companies have created application-based non-cash payment services to make it easier for users to make non-cash payments. Many digital wallet applications have sprung up, including the Ovo and Dana application. The purpose of this research is to compare 2 digital wallet applications that have almost the same business processes and characteristics in the experience of using the two digital wallet applications. This study provides a comparison of user experience analysis based on scenario testing with parameters of time per completed task, error during task performance, number of clicks during task completion and task success rate as well as user experiance questionnaire (UEQ) parameters which have six aspects of assessment, including attractiveness, perspicuity, efficiency, dependability, stimulation and novelty. Scenario testing was carried out on 10 respondents who had never previously used these two applications and the UEQ questionnaire was distributed to 20 respondents. The results of the test assignment or scenario show that the respondent's success is quite high even though the previous respondent has never used these two applications. Funding applications have a higher value in two parameters, namely the error during task performance and number of clicks during task completion and the Ovo application is better in the time per completed task parameter and the task success rate parameter aspects of both applications have the same good value. The results of the UEQ questionnaire show that respondents have a positive tendency towards the two digital wallet applications where the fund application has a better value in four aspects of the measurement scale, namely attractiveness, perspicuity, dependability and novelty. Meanwhile, the ovo application has a better value in terms of efficiency and stimulation.
Pengujian User Experience Aplikasi Perangkat Bergerak Jagoan Indonesia Menggunakan Metode Usability Testing Erlangga Rizki Pratama; Eriq Muhammad Adams Jonemaro; Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 4 (2021): April 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Modernization requires all areas of human life to be fast and easy, including education. As is the case with activities to increase a sense of nationalism through learning Indonesian culture, carried out with methods that are creative, innovative, fun and not boring (Fadillah, 2016). Learning can use the application "Jagoan Indonesia" on mobile devices. In this game, there are main functions, namely exploring, puzzles and quizzes. Puzzles are used to match the map of Indonesia with regional names, however the roaming and quiz functions are still under development. In order to adapt to the current state of the user, it is necessary to measure the quality and design to make it more user friendly in terms of users and to make a good user experience must be good usability. In this study using usability testing. Usability testing is used on of learnability, efficiency , errors and level of satisfaction (Nielson, 2012). In this case, the sample of test was taken from 10 students of MI Plandi 1. Performed in two scenarios, namely without the application and with the application. The purpose of this study was to find out the process and results of usability testing on the mobile application "Jagoan Indonesia" in class students. 4-6 MI Plandi 1. The results of the calculation using usability tasting are in the form of Learnability 100%, Efficiency 0.0027, Error 0.2 and Satisfaction 69,00 and acceptance on high categori. Thus, it can be said that the application on Indonesian whiz mobile devices can be accepted and used well by respondents. It is also influenced by the age factor of the respondents who mostly enter adolescence and most of them are female, which is able to increase the acceptance of new material well.
Analisis Dan Evaluasi Proses Bisnis Layanan Pendaftaran Penduduk Menggunakan Teknik Eliminate, Simplify, Integrate And Automate (ESIA) (Studi Kasus: Dinas Kependudukan dan Pencatatan Sipil Kabupaten Bekasi) Ilma Bunga Sahara; Buce Trias Hanggara; Nanang Yudi Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 2 (2021): Februari 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Bekasi Regency Population and Civil Registration Service is a regional government organizer that focuses on public services, one of them is the Population Registration Service. The observation and interview stage conducted by the author of the current business processes at the Population Registration Service resulted in problems such as booming queues that affected the applicant's waiting time, as well as the number of miscommunications and errors in the data listed on the Family Card and Certificate. Therefore, the Population Registration Service Sector calls for an evaluation of the current business processes at the Population Registration Service of the Bekasi Regency Population and Civil Registration Service. The current business process modeling stage uses Business Process Modeling and Notation, then utilizes Failure Mode and Effect Analysis to determine priority improvements which show that filling out the application form has the highest RPN, which is 392, analysis phase used Value Added Analysis and ESIA Techniques in conducting business process evaluation resulted in recommendations for Simplify improvement techniques for filling in submission forms and recording data into the population database, as well as recommendations for Eliminate's improvement techniques for file submission activities and submission of files to data recording officers.
Pengembangan E-Modul Berbasis Electronic Publication (EPUB) Menggunakan Model Pengembangan ADDIE Pada Mata Pelajaran Pemrograman Dasar di SMK Negeri 4 Malang Andre Diofanu; Satrio Hadi Wijoyo; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 7 (2020): Juli 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The purpose of this research is to ameliorate the ongoing learning process in Class ten, Department of Multimedia at the State Vocational School 4 Malang, that is focused on the teacher-centered approach, whereby the teacher is actively involved in sharing information using power media, and the learners are in a receptive mode and only notes down everything. The development of this E-Module, it is expected to increase students' motivation and understanding. The basic development model is the ADDIE model modified by Molenda. The data collection techniques involve instruments in the form of questions Pre-test and Post-test. Data processing techniques using the Kolmogorov-Smirnov Test and Wilcoxon Test to test hypotheses based on research data obtained. The results of the analysis process show that the development of E-Modules is needed due to the lack of learning media that can support the learning process. The results of the design process are wireframe and the draft Learning Implementation Plan. The results of the development process are videos, E-Module, and the results of the validation on the material, media, and instruments where getting valid average results. The results of the implementation process are in the form of students' pre-test and post-test scores. The results of the evaluation process show high effectiveness and high efficiency based on the results of the average student response questionnaire which was worth 82.77 percent.
Analisis Faktor Hambatan Peserta Didik Terhadap Pelaksanaan Pembelajaran Daring (Studi Kasus: Kelas X Multimedia SMK National Media Center Malang) Cristina Pravitasari; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Online learning is learning that uses technology that learners and educators are not limited by space or time. The learning from home policy during the coronavirus (Covid-19) pandemic has caused all educational institutions to carry out learning online. This study aims to identify the barrier factors and the magnitude of the obstacles experienced by students and their effects on the implementation of online learning. This study uses quantitative methods with descriptive and inferential statistical analysis. Collecting data using an online questionnaire based on the Likert scale which has been tested for validity and reliability. Validity test with Pearson product moment correlation and reliability test with Cronbach Alpha. The research subjects were students of class X Multimedia at SMK National Media Center Malang. The research sample is 20% of the population with a sample size of 37 students. The results showed that students' barriers were grouped into internal factors with an average resistance of 59.45% and external factors with an average resistance of 53.2%. Internal factors consist of understanding with an average resistance of 57.9% and a concentration with an average of 61% resistance. External factors consist of facilities with an average barrier of 51.4% and the environment with an average barrier of 55%. There is a partial influence between the factors of barriers to understanding and concentration on the implementation of online learning, while for facilities and the environment there is no partial effect. There is a simultaneous influence between these four factors on the implementation of online learning.
Klasifikasi Body Shaming Berbahasa Indonesia pada Komentar Instagram dengan Pembobotan TF-IDF-C menggunakan Metode Modified K-Nearest Neighbor (MK-NN) Audi Nuermey Hanafi; Muhammad Tanzil Furqon; Marji Marji
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 2 (2021): Februari 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Body shaming is the act of denouncing one's physical appearance or even oneself. Some of the negative effects of body shaming include the victim feeling embarrassed, lack of confidence, and depression. The most terrible impact that can be caused by body shaming is suicide. Body shaming is often found on social media, especially Instagram. The classification system does a body shaming great job of classifying Instagram comments regarding body shaming more efficiently. This classification system body shaming has several stages. The first stage is data collection in the form of Instagram comments. This study collected 230 comments data. The second stage is text processing. Furthermore, the third stage is word weighting using the TF-IDF-C method. After obtaining the weight of each word, then the classification stage uses the method Modified K-Nearest Neighbor (MK-NN). The final result in the form of category classification of test data would enter the category of body shaming or not the body shaming. Based on the test results, the best average accuracy value is 0.530 or 53%. This proves that the TF-IDF-C weighting method and the MK-NN classification method produces the highest level of accuracy when using 60 features and K = 1. However, the level of accuracy is not good in classifying body shaming in Instagram comments.
Evaluasi Penerapan E-Government Di Pemerintah Kabupaten Sumbawa Besar Menggunakan Kerangka Kerja Sistem Pemerintahan Berbasis Elektronik (SPBE) Hemy Dwi Pratiwi; Widhy Hayuhardhika Nugraha Putra; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 11 (2020): November 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Sumbawa Regency Government, as part of the Indonesian government agency, has begun to carry out improvements to the performance of its government in line with the government's bureaucratic reform program, which is to reorganize, change, improve and perfect the bureaucracy to become more efficient, effective and productive. However, on the results of the Government Institution Performance Accountability Assessment System (SAKIP), for 2 years (2017-2018), Sumbawa Regency won the "CC" title in West Nusa Tenggara Province. E-government concept is to create friendly, convenient, transparent and inexpensive interactions between government and community institutions (Government to Citizen), government agencies and business government (Government to Business Enterprises) and relationships between government agencies (Inter Agency Relationship). Therefore the use of e-government application is also expected to improve the productivity and efficiency of the bureaucracy and increase economic growth. This study aims to assess the application of e-government using the SPBE framework on the SPBE service dimension in Sumbawa Regency. The research methodology used is descriptive qualitative data collection using interviews, and observation. Based on the results of the analysis, the application of e-government in the SPBE service dimension in Sumbawa Regency is in the category of "good" with an average value of 2.80 on each indicator. From the results of the study, recommendations for improving the implementation of e-government are then based on each indicator in the SPBE service to achieve the "satisfactory" rating based on the SPBE framework.
Perancangan User Experiance Website Travel Mabruro Menggunakan Pendekatan Human-Centered Design Safira Nur Rahmah; Hanifah Muslimah Az-Zahra; Yusi Tyroni Mursityo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT Mabruro Tour and Travel is a company that focuses on organizing Hajj and Umrah. However because of the COVID-19 pandemic, Travel Mabruro need online services in managing registration and administration to reduce physical contact, for this reason Travel Mabruro utilizes a previously owned website to add these services. In order to add these services to run according to the needs and goals, a website user experience design is carried out which began with a business process analysis then the results of the analysis are used as references in interface design. To produce services that are suitable with the needs, the Human-Centered Design (HCD) approach is used. Focusing on producing a service system that can be useful and beneficial by involving humans (in this case users and stakeholder) which aims to meet the needs and satisfaction of users and also achieve organizational goals that are previously planned. It consists of several stages, the first stage is to specify the context of use and user needs which are obtained by conducting interview with stakeholders (Travel Mabruro) and user who will use these services, then planning the design solution by making wireframe, screenflow and high-fidelity prototype which will be the final result of the Travel Mabruro interface. After that, the result of design solution will be evaluated using the User Experience Questionnaire (UEQ) method. The evaluation results obtained a positive value on each UEQ scale, 1.698 for the attractiveness scale value, 1.547 for perspicuity scale, 1.552 for efficiency scale, 1.692 for dependability scale, 1.721 for stimulation scale, and 1.921 for novelty scale. Based on UEQ benchmark scale comparison, the scale of attractiveness, efficiency, dependability, and novelty obtained the “good” category. Meanwhile, the perspicuity scale obtained the “above average” category, while the stimulation scale obtained the “excellent” category.

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