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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 UMKM Penjualan Bahan Makanan Organik Siap Antar berbasis Android Rakha Naufal Akbar Fikri; Nurudin Santoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Public awareness about the importance of consuming organic foodstuffs is increasing over time. This is based on increasing public awareness of the importance of living a healthier life. Various parties also took part in pioneering the organic farming business. However, sometimes they find it difficult to trade their agricultural products. Because many people still prefer to consume food ingredients produced by conventional methods. In addition, the price of organic foodstuffs is relatively more expensive than foodstuffs produced by conventional farming methods. Thus, organic food ingredients business activists find it difficult to find buyer segmentation. To overcome the above problems, an application was built specifically to sell only organic food ingredients. This is very important to facilitate consumers of organic food ingredients so that they can get organic food ingredients correctly, quickly and easily. This application is built for the Mobile platform using the JavaScript programming language with the help of the React Native framework on the frontend, and Node.js with GraphQL middleware and MongoDB as a database on the backend. System development implements the use of the Waterfall method which emphasizes every process to be carried out systematically and gradually. Tests were carried out using white-box and black-box methods. Each technique produces valid results, which means that all functionality has been implemented properly.
Implementasi Platform Google Classroom sebagai Suplemen Pembelajaran Model Hybrid System pada Mata Pelajaran Pemrograman Dasar di SMK Negeri 4 Malang Sri Nasatal Ula Chamidah AA; Admaja Dwi Herlambang; Faizatul Amalia
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

During the implementation of research basic programming subjects in X Multimedia class at SMK Negeri 4 Malang, the researcher found that basic programming teachers had not brought innovation to the attractiveness of learning materials that used by students. The teacher tried to facilitate students to allow the use of smartphones to access information on learning. Smartphones is able to be used to access various information-learning materials precisely have not been fully utilized. The students prefer to access social media, play online-games rather than looking for learning material. These learning activities show the low-level of initiative and independence of students. With the development of technology in the field of education requires the educators to be more creative and innovative in classroom. An alternative that can be used is a learning model that integrates innovation and technological progress through an online learning-system with interactions between teachers and students. The Hybrid System learning method assisted with interesting material is a solution to overcome student problems related to learning independence. Presenting of interesting material makes students not bored. Hybrid System is a mixture of online-learning and face-to-face meetings in one-integrated learning activity. This learning model can be combined with the implementation of a Learning Management System (LMS) that is Google Classroom. The results after the influence the Hybrid System in Google Classroom, the student obtained a high-category. Because most of the students able to carry out their problems independently. Students who get low-category come before the use of the influence of the Hybrid System.
Pengembangan Aplikasi Forum Komunitas Sepeda berbasis Web Elvin Nikolas; Nurudin Santoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Currently, the trend of cycling still draws quite a lot of interest among Indonesian society. This causes many bicycle communities are scattered in various regions of Indonesia. Usually, every community has an online community group as a medium for its members to interact with each other and exchange information. However, the use of social media as the main medium for the bicycle community has its deficiency because it's still scattered across different social media platforms such as Facebook, Kaskus and WhatsApp. In addition, there is also difficulty for new people to find a community that suits their preferences because the lack of information about the existing communities. With these deficiencies, a bicycle community forum application is developed to address the existing deficiencies and hopefully can meet the needs of the Indonesian bicycle community. The Rapid Application Development method is chosen as the development method in this research in order to accelerate the development process and deliver product according to its needs. The main system development technologies used in this research are React.js, Node.js, MongoDB and GraphQL. For system testing, black box and white box are used as the testing techniques. The results of the two tests generate correct and valid outputs, indicating that all functional requirements of the system have been met and the system are running as it is expected.
Hyper Sheets: Aplikasi E-Learning untuk Pembelajaran HTML dan CSS dengan menerapkan Konsep Gamification berbasis Web Ivqonnada Al Mufarrih; Fajar Pradana; Fitra Abdurrachman Bachtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Massive Open Online Course (MOOC), which was supposed to revolutionize the world of education, did not happen as expected. MOOC registrants who survive to complete the course are very low, only around 2-11% of the total registrants. After being researched, the registrant's motivation plays a significant role in keeping the registrant following the given course to completion. Gamification is present as a solution to this problem. Gamification is a concept that applies game elements to something that is not a game to increase participants' motivation and engagement. In the context of this research, it applies to learning. Based on data from the Bureau of Labor Statistics in America, Web Developer jobs are projected to increase by 8% or about 14,000 new jobs, exceeding the average for other jobs in 2019-2029. The World Wide Web Consortium also said that HTML and CSS are the core technologies in creating the web. In response to this problem, an e-learning application was created for learning HTML and CSS by applying the concept of gamification, which was eventually named Hyper Sheets. The hope is that this application can maintain or even increase student motivation. The three main features of this app are interactive materials, exercises, and challenges. In developing this application, the Waterfall model is used, which finally gets 13 functional requirements and 1 non-functional requirement. The tests were carried out on functional requirements, namely unit testing with white box testing techniques and integration testing along with validation testing with black box testing techniques. These functional requirement tests get 100% valid results. In non-functional testing, namely usability testing, using the SUS method ultimately resulted in a score of 81.55. This score belongs to the "Acceptable" category, which is satisfactory to the application users.
Peringkasan Teks menggunakan metode Maximum Marginal Relevance terhadap Artikel Berita terkait COVID-19 Yudha Ananda Kresna; Imam Cholissodin; Indriati Indriati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

At this time, people can easily search and get information or news, both news through television and news from online media. The number of facilities that support the public to read the news causes the number of newsreaders in Indonesia increase too. However, many news articles found that the number of words and the use of words are less effective so it would be a waste of time when reading the entire contents of the news. From these problems, it takes a system that is able to summarize the content of the news in order for the news content to become dense. To summarize the content of the news, in this study used a method that is Maximum Marginal Relevance to produce a summary. In the method required several stages including, preprocessing, weighting TF-IDF, weighting cosine similarity and maximum marginal relevance method itself. This study was conducted by taking 30 samples of news article data with the theme COVID-19 from the website of online news provider kompas.com. Obtained the following test results, the best value regulator coefficient is α=0.5 with precission result = 0.684333, recall = 0.772 and f-measure = 0.7. While based on the number of words, the number of words translated to 300 produces the best f-measure value with a value of 0.726923. As well as being tested systems with and without stemming and the result the system using stemming produces a better summary than the system without stemming.
Analisis Pengaruh Peserta Didik, Pendidikan, dan Lingkungan terhadap Efektivitas Sistem Pembelajaran Daring dan Luring pada masa pandemi COVID-19 (Studi Kasus: Peserta Didik SMK Bhakti Anindya Kota Tangerang) Jofy Eljabar Ukur; Satrio Hadi Wijoyo; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The emergence of the Covid-19 pandemic in Indonesia has had a major impact on Indonesia, especially in the education system. The impact of the Covid-19 that occurred requires schools in Indonesia, especially SMK Bhakti Anindya to change their learning system from an offline learning system to an online one. The change in the teaching system from offline learning to online learning carried out by schools certainly triggers many problems. In the online learning method, students are required to study independently. It's because online learning is student-centered, so students must have an attitude of responsibility and autonomy in learning. In addition, from the educator side, online learning also has its own challenges. Separate learning between students and teachers causes teachers to not be able to monitor student learning processes directly like what they did before in offline learning. In this study, the authors examine how the influence of students, educators and the environment on the effectiveness of learning methods using online and offline methods at Bhakti Anindya Vocational School, Tangerang City. This research was conducted in several ways, including conducting observations, interviews, and distributing questionnaires to collect prime data. This study uses a random sampling technique in the data collection process with the number of respondents 30 students from class XI Multimedia SMK Bhakti Anindya. For data processing, this research uses a partial test (t-test), coefficient of determination test, product-moment correlation test, and simple linear regression test. After processing the data, this study obtained the following results (1) there is a partial effect between online learning media on students with a value of 7,787 > 2,048 and a significance value of 0.000 < 0.05 (2) there is a partial influence between online learning media on educators with a value of 15.273 > 2.048 and a significance value of 0.000 < 0.05 (3) there is a partial effect between offline learning media on students with a value of 8.991 > 2.048 and a significance value of 0.000 < 0.05 (4) there is no effect partial between offline learning media and educators with a value of -0.404 > 2.048 and a significance value of 0.690 <0.05.
Pengembangan Sistem Informasi Garuda Travel & Organizer berbasis Web dengan pendekatan Rapid Application Development (RAD) pada Koperasi Pegawai Telkom Malang Putri Sabrina Nurhidayah; Adam Hendra Brata; Agi Putra Kharisma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Garuda travel is an application developed by the author in cooperation with Garuda TRAVEL & ORGANIZER is a company engaged in the field of travel tour & organizer trusted by KOPEGTEL Malang, prioritizing customer satisfaction with quality, professional and competitive services. Garuda Travel & Organizer was founded in 2004, which was pioneered through the service of official vehicles for the operations of PT. Telkom Malang. Over time and the needs of the wider community in 2008 expanded its wings to become Garuda Travel & Organizer. With the development of community needs, researchers developed Garuda travel that has several excellent features, namely Location Based Services, Adventure Tour, documentation services, Article, Rent Car. In developing an aplication the researcher used the Rapid Application Development (RAD) method, in this research an implementation was carried out using a Codeigniter framework. In this development there are 4 stages process that must be namely Requirement Planning, User Design, Construction, Cutover. Furthermore, in the development of the system, this research uses the programming languages PHP, HTML, CSS and Javasript. Then the system will be tested, namely whitebox testing and blackbox testing on functional requirements, and on non-functional requirements, usability testing will be performed.
Evaluasi Kualitas Aplikasi Mobile Commerce KamiMart berbasis Android berdasarkan Standar ISO/IEC 25010 Febryan Asa Perdana; Herman Tolle; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

KamiMart is a retail business unit or division in a form of minimarket which is owned by worker cooperatives (Kopkar) of PT. Paiton Operation & Maintenance Indonesia (POMI). Currently, KamiMart is experiencing a decline in sales due to the corona virus disease (COVID-19) pandemic, and forced KamiMart to adapt to the situation and develop a strategic move to keep thriving. KamiMart is being handicapped to deal with the mentioned problem as it heavily relies on storefront or offline sales. Hence, KamiMart decided to take strategic measure by developing a mobile commerce (m-commerce) application. Given that the m-commerce app has a very important role and value proposition for both KamiMart and its customers, the quality of the app must be considered and ensured as much as possible, one of which is through a quality evaluation of the mentioned app. From the quality evaluation result, it can be concluded that KamiMart m-commerce app has a very good or outstanding quality as it obtains 97,82% for overall app quality value that is constructed from the following values: 98,76% for Functional Suitability, 98,75% for Usability, 97,69% for Performance Efficiency, 100% for Reliability, 99,6% for Maintainability, 100% for Portability, and 90% for Security.
Estimasi Sisa Makanan Otomatis pada Kotak Makan menggunakan Segmentasi Citra berbasis Clustering dengan Algoritme K-Means Haris Bahtiar Asidik; Yuita Arum Sari; Agus Wahyu Widodo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Food is a source of energy for living things, consuming food in standardized portions can help meet nutritional needs, but on the other hand, it will have a negative impact on the body. Foodservice in the hospital is a support system in accelerating the patient's healing process, the patient's leftover food reflects the patient's low acceptance of food which can increase the risk of malnutrition. Currently, the global volume of food waste is estimated at 1.6 billion tonnes with food waste carbon estimated at 3.3 billion tonnes of CO2 equivalent to greenhouse gases per year. It takes a tool to find out how much food a person has consumed. With the development of technology, the process of calculating the weight of food waste can be done through the image of the food before it is eaten and the image of the food after it is eaten. The food image in the lunch box is segmented to obtain food segments in the image through the clustering method using the K-means algorithm based on the blue color level in the image. The results of the Intersection over Union (IoU) segmentation accuracy on images with a white background reached 98.9%. Based on the segmentation results obtained, the weight of leftover food was predicted using the Elementary Leftover Food Estimation (EFLE) method. By using the Root Mean Square Error (RMSE), the experimental results reach the smallest error of 1.12. This indicates that the proposed method is capable to project the weight of the food residue.
Analisis Sentimen Aspek pada Opini Wisatawan menggunakan Metode Naive Bayes (Studi Kasus: Perum Perhutani) Fasya Ghassani Hadiyan; Fitra Abdurrachman Bachtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Perum Perhutani is a BUMN (Badan Usaha Milik Negara) whose business portfolio is managing and developing 768 ecotourism in Java and Madura. Perhutani has not been able to develop the tourism objects optimally due to the lack of data and information regarding tourist preferences about tourism objects despite the effort they have done. Sentiment analysis using Multinomial Naive Bayes was carried out to determine tourist preferences from three aspects of tourism objects managed by Perhutani. The three aspects are attractions, accessibilities, and amenities. Reviews obtained from TripAdvisor will be classified into three classes, namely positive, negative, and neutral. The purposes of this study are first, to find out the implementation results of Multinomial Naive Bayes in sentiment analysis process, second, to find out the values ​​of precision, recall, and f1, and lastly to know the results of usability testing from the dashboard. The results of the classification process for the attractions aspect is 69.89% of accuracy. As for accessibilities and amenities, the accuracy values ​​are 61.67% and 63.01% for each aspect. Information about of tourist sentiment is displayed on a dashboard which is then tested by Perhutani using SUS (System Usability Scale) and gets a score of 65. That result means the dashboard has “Good” rating and in range Marginal (High) for acceptability.

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