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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 Sistem Virtual Tourism Bangunan Cagar Budaya dengan Memanfaatkan Citra Google Street View (Studi Kasus: Borobudur) Ferry Abu Darrin Al Ghifari; Herman Tolle
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Untuk dipublikasikan di 5th International Conference on Sustainable Information Engineering and Technology (SIET)
Pengembangan Sistem Manajemen Proyek Menggunakan Metode Scrum Berbasis Android Rizky Suhaimi; Nurudin Santoso; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 6 (2020): Juni 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Software house handles a variety of software projects to meet client demands and solve various problems. A project can be led by a project manager. Project managers can have the task of making schedules, monitoring project work, assigning tasks to workers and reporting results of work project. During project work, the project leader can't observe daily work from project workers. In addition, the requirement or features of the client may change or increase, resulting in increased time spent on the project and the workload becomes larger. From these problems making a project management system using Scrum is the solution provided. Scrum is an Iterative and Incremental framework because of its successive and gradual development in terms of features for developing object-oriented software. In this study, development method uses Rapid Application Development and is built on Android platform. Testing on this system uses validation testing, unit testing, and compatibility testing. In unit test obtained 13 test cases with valid status. Whereas for validation testing there were 61 test cases with all test cases having valid status. And compatibility test state that the system can operate well on android lollipop until nougat.
Perancangan Antarmuka Pengguna Aplikasi Penjualan menggunakan Goal-Directed Design pada CV Gamma Scientific Biolab Siti Nur Ayni; Ismiarta Aknuranda; Bondan Sapta Prakoso
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

CV Gamma Scientific Biolab is a distributor company of equipment and chemical material that wants to develop mobile-based sales applications to make it easier for customers to find and order products in their companies. To make good sales applications, it is necessary to design a good user interface too. Therefore, this research aims to design the user interface of the sales application CV Gamma Scientific Biolab using the five phases Goal-Directed Design method. In the research phase, preliminary data obtained about the design reference and the goals that users want to achieve. In the modeling phase, the results are user modeling and workflow consists of persona and BPMN. In the requirements definition phase, the results are a list of user requirements. In the framework phase, the result are a list of functional elements and wireframe design. In the refinement phase, the result are prototype and usability testing of the user interface. The user interface of sales application is tested using usability testing with Nielsen's quality component of learnability, efficiency, errors, and satisfaction. The results of learnability aspect show that user interface design is very easy to learn when the first used. On the efficiency test results, the completion time of one task was only 14.29 seconds. There were five errors made during testing with and the error rate is 0.22. While the system usability scale (SUS) questionnaire results received 77.88 average value, means that the design is excellent and acceptable for the user.
Sentimen Analisis Layanan Produk Indihome menggunakan Information Gain dan Metode K-Nearest Neighbor Atika Anggraeni; Imam Cholissodin; Marji Marji
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The development of the times from time to time increasingly influences the digital era in various parts of the world, because the development of this era requires an internet network. Users who need an internet network come from various groups, from students to workers. The increasing of internet network labor every year so that it can generate profits for internet service providers, one of which is PT. Telekomunikasi Indonesia, Tbk (Telkom). Users on the internet network provided by this company are people throughout Indonesia. Because of this, it is possible that there are encouraging suggestions or complaints from customers. In this study using responses from the public in the form of positive comments and negative comments. To find out whether these comments are positive or negative, you must carry out several stages of analysis to get the final result. The steps taken are pre-processing, Information Gain feature selection, term weighting and classification of the K-Nearest Neighbor (KNN) algorithm. This study uses 480 training data and 120 test data. This study obtained the highest accuracy value of 86.67%, with a precision of 94.44%, a recall of 81.73%, and f-measure of 91,30%.
Analisis Penggunaan Model Regresi untuk Prediksi Penjualan Spare Part pada AHASS Nur Andhita Grogol Hilmi Rezkian Aziz Dama; Ahmad Afif Supianto; Nanang Yudi Setiawan
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

AHASS Nur Andhita Grogol is one of officially honda's Workshop that located on Nur Andhita Grogol street Depok. so that AHASS can still serve a good service, AHASS need an available spare part stock. however spare part stok usually is not available. while spare part delivery from subsidiary take one to two days. this condition causes provision of service, on AHASS Nur Andhita Grogol is not maximum. therefore to maximalize the provision of service, AHASS need a prediction of spare part sales so that AHASS can make a decision to provide spare part stock in the future. predictions are made on the three most sold spare parts, those are SPX2 Oil, Fluid Injection, and Scooter gear Oil. prediction model were used is polynomial regression third order using data of spare part that sold in maret 2020 until november 2020. prediction on SPX2 Oil generate RMSE value 20.81, on Fluid injection 49,99, and on Scooter gear oil 16.93. prediction results visualized at dashboard form using google data studio platform and usability tested using system usability scale(SUS) which produces a value of 75.00 which is included in the Acceptable category with a rating of "Good".
Klasifikasi Pertanyaan COVID-19 Bahasa Indonesia menggunakan Naive Bayes Glenn Jonathan Satria; Putra Pandu Adikara; Randy Cahya Wihandika
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 1 (2022): Januari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Question Answering (QA) is a system that provide answer from question given from user. In QA there is one task called question analysis. Question analysis act as type chooser from query user input. Question analysis can be found with classification. This research using Naive Bayes as classification method. Furthermore, several process used from natural language processing such as question feature extraction and preprocessing contain data cleaning, stemming, stopword removal, and tokenization. Next phase is to build a classification model from training data which contain 16 question categories. Based on test result with 2 scenarios with preprocessing and without preprocessing, we obtained accuracy value of 0,58364 with preprocessing. We also obtained accuracy value of 0,65060 without preprocessing. Application of preprocessing in question classification have a negative impact because it changed the given question context.
Analisis Segmentasi Pelanggan Kartu Prabayar Kabupaten Malang dengan RFM Model Menggunakan Metode Fuzzy C-Means Clustering (Studi Kasus : PT. XYZ) Akbar Ilham; Nanang Yudi Setiawan; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT. XYZ is a telecommunications operator company in Indonesia that provides prepaid GSM (global system for cellular communication) services. PT. XYZ support to serve the whole city until remote areas of Indonesia are no exception Malang Regency by continuing to increase the number and increase the number of customers when providing the services provided. Companies that provide different services based on the characteristics or each customer in the form that provides services and build loyal and long-lasting relationships. The data used in this study is the transaction data of PT. XYZ customers in Malang Regency operational area with a period of time January 1 2019 - March 31 2019 that made 35,868 transactions. Customer segmentation is a strategy to divide customers into different, different, and homogeneous subgroups according to their characteristics. The main purpose of customer segmentation is to determine the customer base and gain customer insights that will enable the design and development of different marketing strategies. Customer characteristics can be seen through customer transaction data modeling using RFM (recency, frequency, and monetary) models, namely the time span of the last transaction (recency), number of transactions (frequency), and money spent (monetary). Fuzzy C-Means Clustering can be an option in solving customer segmentation problems. The Elbow method is used to support the clustering process by determining the number of clusters in the application of Fuzzy C-Means Clustering. Modification of Partition Coefficients (MPC) and Euclidean Distance (EU) is a validation method used to obtain the accuracy of cluster results using data to the nearest central point. In this study clustering with 2 clusters is the best result. The results of customer segmentation are visualized into a dashboard page consisting of a combination of integrated tables, diagrams and graphs and information needed by the company. The results of dashboard visualization are sponsored by users to obtain the level of user acceptance of using the System Usage Scale (SUS) analysis. Dashboard test results show an average value of 80 which is included in the acceptable category.
Rancang Bangun Sistem Informasi Manajemen Proyek Kolaborasi Kerja berbasis Mobile (Studi Kasus : Debox Indonesia) Arif Hendrawan; Nurudin Santoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 6 (2020): Juni 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Projects are activities that are intended to produce products or services. In processing on the project, a management process is needed to complete the project. In software projects, there are several project management method one of which is Agile Project Management (APM) with Scrum framework. APM method are suitable for use in dynamic projects environments because of those high adaptability. Debox Indonesia company enganged in the field of software development also use APM methods to manage the project. The number of projects received makes Debox Indonesia often difficult to manage, because this company that only using Google Spreadsheets to manage their own project. So that information about project management and reporting becomes inaccurate. This research will implement a mobile-based system for project management based on the Agile Project Management Methodology with the Scrum framework and can also do project scrumming, reporting, and collaboration between employee. The system was built based on waterfall modeling and developed using React Native framework with javascript programming language and using GraphQL as middleware. Implementation of the system produces an information system that facilitates the project management process because every activity is recorded in the system. This research resulted in 67 functional and 1 nonfunctional requirement. During testing phase, the system was successfully tested with all valid results for all test cases, and mobile compatibility testing can be run on 6 different devices.
Pengembangan Sistem Informasi Manajemen Registrasi Siswa Pada Bimbingan Belajar Lingua Institute Fajar Rizki Kristiono; Issa Arwani; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Lingua Institute is one of institutions in Malang which is provide a service in education services to the people in Malang. Lingua Institute was created on purpose of helping people develop language skills, linguistic knowledge and literature in English and Arabic and assist them in translating various documents into English and Arabic. However, in its operations, Lingua Institute still experiences problems when running some of business proses. Based on the results of the initial interviews conducted with the director of Lingua Institute, it was found there was obstacles in several business processes, some of them is unclear tasks and responsibilities for employee as well business process flow in the process of registering new students, because the registration service is not only carried out by the money manager or admin, but also carried out by other employees in the Lingua Institute, such as tutors. Based on the problems, we need an information system that can manage data in order to help better business processes. In this study the development waterfall method will be used in the development of information systems. The development of informantion systems will be assisted by the PHP programming language and Laravel as a framework. Testing in this research uses the System Usability Scale and Validation Testing. The System Usability Scale test results get a value of 80 which means the system can be accepted by the user.
Studi Penggalian Pengalaman Guru di SMA Negeri 4 Madiun dalam Pembelajaran Daring di Masa Covid-19 Giovani Hasna Indriani; Diah Priharsari; Yusi Tyroni Mursityo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The COVID-19 pandemic has changed the face-to-face learning process to online learning. Online learning is one of the learning methods to solve current problems. With the implementation of online learning from home, teachers are required to change the original face-to-face learning plan to rely on a process without face-to-face. The problem with the many complaints at SMA Negeri 4 Madiun can come from confusing technological features, or it can come from individual teachers, or from organizations. The purpose of this study was to explore the experiences of teachers while teaching at SMA Negeri 4 Madiun, such as exploring the learning process, the feelings of teachers when teaching online, the problems faced during the learning process. The data was collected using structured interview techniques, and the qualitative data was analyzed using thematic coding. The results showed that: (1) online learning at SMA Negeri 4 Madiun has been going well, students and teachers can use technology and learning media; (2) a pleasant experience, namely more flexible learning, gaining new knowledge, and disciplined students; (3) unpleasant experiences, namely lack of interaction between teachers and students, students not participating in learning and many obstacles during the learning process; (4) students with network constraints can use school facilities and students who do not participate in online learning have a home visit / call from parents; (5) Online learning is combined with face-to-face learning, giving consultation hours, replacing homework with quizzes.

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