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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
Pengembangan Media Pembelajaran berbasis Aplikasi Ispring pada Materi Desain Grafis di Kelas X SMK Negeri 5 Malang Bagus Setiawan; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
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

In the world of education there is a learning and teaching process between teachers and students. In the learning and teaching process, the teacher's way of delivering good material is closely related. Along with the development of the times, a teacher is required to provide effective and efficient learning materials, but many teachers do not understand how to provide good learning media, even though learning media has a lot of influence in the learning process. Theapplication Ispring is one of the means for teachers to be able to develop effective and efficient learning media, where the application can create a learning media that can be accessed via an Android smartphone, so it is hoped that student interest in learning can increase. The purpose of this study was to determine the procedure for developing instructional media and to measure the effectiveness of the use of learning media based on the application Ispring to improve student learning outcomes. This study uses the ADDIE development model which consists of five stages, namely analysis, design, development, implementation and evaluation. The results showed that the use of learning media based on the Ispring application was feasible to be used in the learning process and was able to improve student learning outcomes in Graphic Design subjects in class X SMK Negeri 5 Malang. This is evidenced by the passing results of five students who have worked on the quizzes that have been given to the application-based learning media Ispring on graphic design material in class X SMK Negeri 5 Malang.
Penerapan Tata Kelola Teknologi Informasi pada PT Pelita Transfer Nusantara Berdasarkan Kerangka Kerja Cobit 2019 Desyolanda Manullang; Suprapto Suprapto; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 12 (2021): Desember 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT Pelita Transfer Nusantara is a company engaged in Remittance (foreign currency exchange) which was founded by Crisman Wise Patuan Silaban in 2018. Transfree. To achieve its goals, PT Pelita Transfer Nusantara cooperates with many third parties and is very dependent on the available resources so that it requires good management and management of IT resources. Considering that the elements in IT resources are not only infrastructure but also human resources, good HR management and management will greatly support the company in achieving its goals optimally. It is necessary to evaluate the existing IT governance at PT Pelita Transfer Nusantara to assess the extent to which PT Pelita Transfer Nusantara manages its IT and human resources. Based on these needs, research was conducted to identify the level of capability and condition of the company's current IT resource management using the COBI 2019 framework, the APO07 (Managed Human Resource), APO08 (Managed Relationships) and BAI08 (Managed Knowledge) processes. Data collection in this study was carried out using an assessment sheet questionnaire, interviews, and observations. The respondents of this research are the Chief Product Officer and Chief Executive Officer of the company which are determined based on the RACI Chart. The Capability level achieved by PT Pelita Transfer Nusantara is currently level 2 in the APO07 and BAI08 processes, and level 1 in the APO08 process. The recommendations given focus on activities in managing minimum vacation time, staff reserve, improving human resource skills and competencies, maintaining awareness of relationship activities, and using and assessing knowledge.
Prediksi Trend Harga Saham Jangka Pendek berdasarkan Fitur Technical Analysis dengan menggunakan Algoritma Random Forest Michael Eggi Bastian; Bayu Rahayudi; Dian Eka Ratnawati
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

Stock trading is a daily activity carried out by a stock trader. A stock trader can perform this trading activity on a capital market. In the capital market, you can see a chart that depicts the price movement of a stock in a certain period, also known as "Price Trend". The most important characteristic of a price trend is volatile and irregular changes in direction. Due to its volatile and irregular nature, a problem arises in knowing where the price trend will move. Any mistake in predicting the direction of the trend can cause losses. This study implements the random forest algorithm as a solution model, and technical analysis as a predictive feature to minimize errors in predicting future stock price trends. Based on the test results, the combination of the random forest algorithm and technical analysis is able to minimize errors in predicting price trends with an accuracy of 84% and an f1 score of 88%.
Pengembangan Sistem Informasi Manajemen Presensi Kegiatan Ibadah Siswa berbasis Website (Studi pada: SMK Muhammadiyah 1 Malang) Tio Rizky Bachtiar; Satrio Agung Wicaksono; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMK Muhammadiyah 1 Malang is an educational institution that upholds religious values by including worship activities as mandatory activities. Worship activities must be carried out every day by all students. The teacher always supervises every worship activity carried out by students by incorporating the value of student worship into the presence of worship. With the number of students and activities that must be recorded by the teacher, a problem arises, namely the teacher always has difficulty in managing the attendance recap of students' worship to become the final grade when the end of the semester arrives. Responding to these problems, researchers are trying to create a presence information system that is useful for solving problems that are currently happening. The information system that will be built is website-based by utilizing the Laravel Framework for its Back-End, while the implementation will be in the form of Mobile Apps and Desktop Apps by utilizing the Vue.js Framework.
Evaluasi Gameplay pada Game Fall Guys menggunakan Metode Heuristic Evaluation of Playability (HEP) Haris Mahmudi; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Game Fall Guys was released on August, 2020. It was from Steam application. On TV program Liputan 6, August 4th, 2020, this new game was reported reaching a large amount of profit. In 24 hours, more than 1,5 million players played this game. This game got a positive respond from more than 20.000 players in Steam application. In addition, more than 100.000 players played the game because of some reasons such as funny characters and also attractive costumes they wear in the game. Although the first month game was released really hype and we could see many players played on Steam from August until now, the positive reviews from month to month were decreasing. Not only the positive reviews but also negative responses from players who were using cheat or challenges. To respond this, it is necessary to evaluate the gameplay using the Heuristic method then need 3 to 4 evaluators from the closest person to researcher which aim to see the advantages and disadvantages in terms of gameplay contained in the Fall Guys game.
Implementasi Sistem Kontrol Suhu dan Kelembaban Gudang Penyimpanan Biji Kopi menggunakan Arduino Uno dan Protokol MQTT Rahadian Sayogo; Mochammad Hannats Hanafi Ichsan; Rizal Maulana
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 12 (2021): Desember 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In 2010 - 2014 the agricultural sector occupied the first position in terms of non-oil and gas exports in Indonesia, it explained that the Indonesian agricultural sector greatly supports the country's economy. One of the results of the agricultural sector is coffee plants that have been recognized by the global market as evidenced by occupying the fourth position in international coffee exports. The number and quality of Indonesian coffee caused Indonesia's coffee exports to rank fourth after Brazil, Vietnam and Thailand. Because 90% of coffee farmers in Indonesia who play a role are small-scale farmers who have agricultural areas between 1-2 hectares and coffee requires temperatures between 20 ℃ - 28 ℃ and humidity between 50% - 70% so that the flavor and quality of coffee produced is satisfying. That is why Indonesian coffee production is not optimal because it lags behind in terms of good coffee processing and technology from other countries. Therefore, to help small-scale coffee farmers in terms of increasing the quality of coffee production, a temperature and humidity control system for coffee bean storage is made using Arduino UNO and the MQTT protocol. The purpose of this system is to detect changes in the temperature and humidity of the coffee bean storage warehouse if the condition exceeds the system parameter point by automatically stabilizing it so that it does not damage the quality of the coffee.
Deteksi Serangan Black Hole terhadap Protokol Routing Ad Hoc On-Demand Distance Vector menggunakan Support Vector Machine Awit Priharsiwi; Dany Primanita Kartikasari; Fariz Andri Bakhtiar
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

Wireless Sensor Networks used to collect all of data and information in complex environments. WSN uses wireless communication channel technology to transmit data, without security protection, data is very vulnerable to internal and external attacks. Black hole is one of the attacks that occur on WSN. A black hole attack works by declaring itself to have the shortest route to the destination node. This is very dangerous if the package contains important information. From these problems, black hole attacks can be detected using the Support Vector Machine method on the Ad Hoc On-Demand Distance Vector reactive protocol. SVM is a powerful method for classification and regression. The purpose of this study is to determine the accuracy of SVM in detecting black hole attacks and how much data is discarded by these malicious nodes. In the test results, it can be seen when the simulation is under normal conditions, the packet loss is small (1), while in the simulation there are black holes (239) 100%. Simulation with normal conditions on the packet delivery ratio as much as 99,5816%, while the simulation has a black hole with a value of 0%. Simulations with normal conditions have an average end-to-end delay of 202,429 ms, while in the simulation there are black holes of about 172,524 ms to 214,979 ms. The results showed that the SVM algorithm in classifying black hole attacks with calculations produced accurate results.
Deteksi Helm untuk Keamanan Pengendara Sepeda Motor dengan Metode CNN (Convolutional Neural Network) menggunakan Raspberry Pi Ikhsan Rahmad Ilham; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Traffic accident factors are caused by 3 factors such as human negligence, the state of the vehicle and also environmental factors. According to WHO (World Health Organization) the use of helmets for motorcycle riders can reduce the risk of death by up to 40%. The use of helmets as safety for motorcycle riders is still considered not so important that it is ignored, therefore motorcycle accidents, especially motorcyclists who do not use helmets and the level of traffic violations are high. The fatigue factor for the police in monitoring traffic causes ignoring motorists who violate by not wearing a helmet while driving. Therefore helmet detection for motorcycle riders is very important, namely using technology to obtain information on motorcycle riders who violate the rules. Based on these factors, after knowing the causes of motorcycle accidents in traffic, one solution can be reduced, namely using computer vision for helmet detection as motorcycle riders' safety in driving and facilitating the work of police officers in guarding traffic by way of notification. notification of traffic violations of motorists who are not wearing helmets with buzzer alerts. The author proposes the CNN (Convolutional Neural Network) method as a detection of motorcyclists who violate traffic such as not wearing a helmet, thereby reducing traffic accidents. The results of the tests that have been carried out by the system can detect objects of people not wearing helmets with an accuracy of 90% using the confusion matrix on the test results.
Pengembangan Aplikasi Pemetaan Desa untuk Kuliah Kerja Nyata dengan Geotagging berbasis Android (Studi Kasus : Mahasiswa Universitas Brawijaya) Alif Andarta Al Falah; Agi Putra Kharisma; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Real Work Lecture (KKN) is an activity that cannot be separated from lecture activities and is a must for every student who attends a minimum of Bachelor's Degree (S.I) in higher education institutions. An important factor that can influence the success of KKN is the selection of villages for KKN. The villages available for KKN are located in community complexes with different development sectors, problems and environments. To help alleviate this problem, there is a platform that can help determine the location of KKN that is relevant to students. The StudyDesa application is based on Android and uses geotagging technology and camera sensors to help mapping KKN villages. This study uses the waterfall method, the method was chosen because the functional requirements that exist in the system have been defined clearly from the start and there are no changes. The tests of the StudyDesa application are functional, compatibility and usability testing. Functional testing is performed on all functionality and produces a value of 100%. Compatibility testing can run on all tested devices, namely the 3 most Android versions used by the Indonesian people in 2021. Usability testing produces a success rate of 94.28% while the System Usability Scale (SUS) produces an average value of 85.5 or if viewed on the conversion scale it is located in category B which means it is acceptable for students.
Implementasi Algoritma Dijkstra dengan Pembobotan Link Dinamis berdasarkan Packet Loss untuk Pencarian Rute Terpendek pada Software Defined Networking Julio Firdaus Irawan; Primantara Hari Trisnawan; Aditya Bhawiyuga
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 12 (2021): Desember 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SDN is a new paradigm in computer networks that separates the control plane and data plane. The concept offers better programmability of devices and more efficient network management. In the context of determining the route in the routing mechanism on the SDN network, topology discovery and routing calculations are carried out by the SDN controller only. The mechanism in determining the best route traversed by a packet from the sender to the receiver is determined by a routing algorithm. One of the existing routing algorithms is the link-state routing algorithm. One application of the existing link state routing algorithm is the Dijkstra algorithm. In Dijkstra's Algorithm the focus of this algorithm is only on the route search strategy without defining the weights used. In general, the static distance between two nodes will be weighted without considering the condition factor of the network being passed. Weights based on distance will result in the shortest route but may not be the most optimal. With the programmable SDN technology, weight optimization that considers network density can be implemented. Therefore, in this research, the implementation of Dijkstra's routing algorithm system for finding the shortest path has been carried out by paying attention to packet loss as a weight. From the test results, the results obtained that the system has been able to search for paths by considering the smallest packet loss value on the link. In throughput testing, the system has significantly superior throughput compared to static Dijkstra algorithm. Then based on packet loss testing, this system has packet loss ranging from 0 - 1% compared to Dijkstra's static algorithm which has a significant increase in packet loss when the number of clients is more than 30. In this system the convergence time value obtained is not much different from the static Dijkstra algorithm.

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