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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
Pembangunan Sistem Manajemen Logistic Dan Purchasing Pada Perusahaan Jasa Konstruksi (Studi Kasus: AMF-Haq Engineering and Consultant) Akbar Fajariadi; Nurudin Santoso
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

AMF-Haq Engineering and Consultant is a company engaged in construction services. All items needed by the company are managed by the logistics and purchasing divisions. If the goods requested by other divisions exist and meet the demand, the inventory is released. If the requested item is not available or insufficient, the purchasing department will purchase the item. Until now, all these processes have been done manually by the logistics and purchasing divisions. All activities are still recorded in the book and the information process is also verbalized. The process of fulfilling goods within the AMF-Haq company is very important for the smooth running of the project. If the project works smoothly it will affect client satisfaction. Therefore, a logistics and purchasing management system was created. This system will be used by the logistics and purchasing divisions to manage the goods requirements of the AMF-Haq company. This system provides features of demand for goods, receipt of goods, issuance of goods, and purchases of goods. This system was built using the ReactJS library. In addition, it also uses GraphQL as a API that makes it easier to query the database. This system has been tested using white-box and black-box methods. In addition, Usability testing and compatible testing was also carried out to find out that the system could run on all web browsers. Testing shows that 100% of the needs have been met and are valid.
Pemodelan dan Rekomendasi Perbaikan Proses Bisnis Divisi Akademik Menggunakan Metode Business Process Improvement (BPI) (Studi Pada: Bina Avia Persada Malang) Dio Rahmat Putra; Aditya Rachmadi; Nanang Yudi Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 1 (2021): Januari 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The academic division is the main service in training supporting at Bina Avia Persada Malang. Bina Avia Persada Malang is an educational and training institution that prepares human resources who are ready to work for flight attendants, ground handling and ticket reservation. In running a business process, there are often obstacles that cause business process services to be not optimal. So it is necessary to do analysis and modeling business process in order to find recommendations for business processes improvement that can improve business process services to be more effective and efficient. In the analysis and evaluation of business processes carried out using the following methods: Failure Mode and Effect Analysis (FMEA) to identify and prevent problems. This method is used to find problems that occured, potential problems and problem effects by using 3 parameters, that is severity level, occurrence level and detection level. Meanwhile, the method used in this business process improvement is BPI approach. This method serves to facilitate researchers in identifying, modeling and making improvements to academic service objects. So that the use of this method can determine the improvement of business processes by trimming unnecessary services and maximizing the use of assets of Bina Avia Persada Malang.
Pelatihan Feedforward Neural Network Menggunakan Particle Swarm Optimization untuk Peramalan Harga Saham Fildzah Amalia; Imam Cholissodin; Arief Andy Soebroto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 10 (2020): Oktober 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Stock is a promising investment and very flexible, investors can sell their stock at any time either part or all of their stock. The high potential yield offered is what makes the stock so famous among the investors. However, the level of participation of the Indonesian people in investing in the stock market is still very low. Fluctuating stock prices are also one of the factors people are reluctant to become stock investors. Therefore, investment in stocks requires a good analysis so that investors can increase profits, one of them is by predicting stock prices from time to time so that future stock prices can be predicted by conducting technical analysis. In this study, forecasting is done using one of the artificial neural network methods, namely Feedforward Neural Network (FFNN) which is trained using the Particle Swarm Optimization (PSO) method. PSO algorithm is considered capable of replacing the Backpropagation algorithm in training networks. The error rate from forecasting results is calculated using Mean Absolute Percentage Error (MAPE). In the test the smallest MAPE value is 1,793% and fitness value is 0.98239 with 4 input layers, 2 hidden layers, and 1 output layer on the network architecture.
Perancangan Antarmuka Pengguna Aplikasi Leson menggunakan Metode Human-Centered Design (HCD) Adam Surya Wibawa; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
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

UB Learning Technology develops an application called LESON (Lesson Study Observation Note) to support supervision evaluation activities via mobile devices. Currently this application is still under development. So, the developer decided to make changes, especially in the appearance of the LESON application, which is currently considered less attractive. To help design the LESON application the Human-Centered Design (HCD) method is used to help develop interactive User Interface designs and the Heuristic Evaluation method, where the role of UI / UX experts as evaluators is to help UX Designers in producing good and correct solution designs. There are four stages carried out, namely the stage of analyzing the context of use and user needs, starting with conducting interviews with stakeholders and users in supervision activities. The result of the information obtained is that the application will have two users, namely the model teacher and the supervisor. Then the solution design stage is carried out based on the results of the user needs analysis seen from the evaluations that have previously been carried out. Then the evaluation stage is carried out with the results of usability testing using the SUS questionnaire by users of the Information Systems Study Program students. Then an evaluation was carried out using the heuristic evaluation method by three UI / UX expert evaluators which showed that a total of twenty-five problems were found in the solution design design. Based on the results of the average severity rating on the whole problem, it was found that sixteen problems had a high enough score, namely above two. The repair stage was carried out on these problems, leaving zero problems.
Perancangan Desain Interaksi Aplikasi Direktori Kota Malang Modul Smart Mobility Dengan Metode Human Centered Design Yoyok Suharyadi; Herman Tolle; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of the application of smart city in Malang is by making integrated applications so that they can help the concept of smart city planning. Smart mobility is one of the main dimensions in the concept of smart city. The making of the smart mobility application is part of supporting the success of the smart city design program. Smart mobility discusses the concept of ideal mobility for city residents. The design of the interaction design on the smart mobility module uses the human centered design method to get an overview of the smart city module application design that the user wants. Research can provide information about mobility needs such as traffic information, public transportation information, parking information, gas station locations and CCTV monitoring with the hope that this research can be developed into a mobile application or information system by further researchers. Starting from user needs analysis, design solution design, and evaluation. The results obtained after evaluating 10 users are getting a score of 93% for the effectiveness aspect, 81% for the efficiency aspect, and 74 for the user satisfaction aspect.
Pengembangan Gim Edukasi Matematika Dasar berbasis Android Sendi Rachmat Fadillah; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 3 (2021): Maret 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

These days technology is growing rapidly throughout the world. One of the technologies that is growing rapidly is mobile information and communication technology (smartphones). Many elementary school students in Indonesia now use smartphones just to play games. As a result, enthusiasm for learning, especially in mathematics began to decrease. Mathematics is still a subject that is considered difficult, especially by elementary school level students. This research will develop an educational game with android-based with mathematical theme. The goal is to help elementary school level students to increase their enthusiasm for learning in mathematics through learning media in the form of games. In its development the researcher using the Game Development Life Cycle method. There are 6 stages including Initiation, Pre-Production, Production, Testing, Beta, and Release. The test will be carried out using the Test Flow Diagram method to test the gameplay flow based on the player's point of view. For Beta testing in this study using the Fun Testing method. Players will try the games that have been made then fill out the questionnaire. The results of the Test Flow Diagram test show that the gameplay flow is going well. Whereas the results of Fun Testing on the level of pleasure of players in playing this educational game are 85% of 20 elementary school level students in grades 1 to 3.
Perbandingan Kinerja Sistem Informasi Administrasi Kependudukan di Dinas Kependudukan dan Pencatatan Sipil Kota Balikpapan berdasarkan Teori Information System Functional Scorecard Najla Alia Farah; Admaja Dwi Herlambang; Aditya Rachmadi
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

Untuk dipublikasikan di The Journal of Information Technology and Computer Science (JITeCS)
Pengembangan Media Pembelajaran Interaktif Pemrograman Dasar Kelas X Sekolah Menengah Kejuruan di SMK PGRI 3 Malang dengan Mengadaptasi Model APPED Agung Witanto; Hanifah Muslimah Az-Zahra; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 1 (2021): Januari 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang City has Vocational High Schools that have the most complete ICT A accreditation for RPL majors, one of which is Vocational High Schools PGRI 3 MALANG. This school uses ICT that interact with each other, and innovate to produce students majoring in Software Engineering with work-ready knowledge in the industrial world. However, this is inversely proportional to the lack of use of learning media in the basic programming material of the flowchart chapter for students to learn, so a prototype of interactive learning media was made by adapting the APPED model. This model has stages in the form of analysis & preliminary research, design, production, evaluation, & dissemination. The dissemination stage was not carried out because the learning media made were prototypes. In media development, Adobe Animated software is needed as a means of prototyping learning media in flash form. The results of the alpha test from the experts' test stated that the material in this media was very good with a percentage of 95.5%, for media it was considered very good with a percentage of 88.8% and for instructional in the media it was assessed as 92.5%. With these results it is stated that this media can be used properly.
Pengembangan Sistem Informasi Buku Saku Karakter Berbasis Android (Studi Kasus: SD UMP Purwokerto) Ahmadan Mukhtarif; Buce Trias Hanggara; Komang Candra Brata
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

Character Building is currently a major concern in education. Characters are developed or taughtthrough education, social training and interpersonal experiences. To monitor the developmentnecessary information system is effective and in accordance with technological developments. Thepurpose of this research is to design an application to monitor the character development ofelementary school students through Android-based character Pocket book information System. Thecharacter Pocket Book application uses WebServices as an intermediary between applications andservers. The application will request data to the webservices, which then the request will be forwardedto the server. After the server provides a response to WebServices, webservices then converts the datainto JSON format, so that it can be read by Android applications. The programming language that isused is Extensible Markup Language (XML). The design of systems undertaken include: (1)architectural design; (2) sequence diagram; and (3) interface planning. The implementation of thesystem is: (1) implementation of functions and (2) interface implementation. While the testing ofinformation systems that have been made, to know the level of conformity of systems with therequirement specification is done, by teachers, parents and students of SD UMP. Based on the resultsof user acceptance testing, using the Functional code and Completeness indicators, and Usability, it isknown that the respondent's acceptance rate of the application is above 80%. It can be concluded thatGuru, student and guardian students can receive and use the Android-based character Pocket bookinformation System app.
Pengelompokan Topik Skripsi Mahasiswa Fakultas Ilmu Komputer Universitas Brawijaya berdasarkan Judul pada Periode 2015-2019 menggunakan Metode Semi Supervised K-Means Mochammad Ilman Asnada; Bayu Rahayudi; Achmad Ridok
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

The title of the thesis is a sentence that briefly conveys some of the contents of the thesis itself. Every year the research or final project is always increasing, from the many titles used as the thesis it is possible that the topics discussed are almost the same or even the same. Based on this, in this study grouping the title of the thesis which is implemented in a program. The results of title grouping are displayed annually (2015 to 2019) in the form of a bar chart and then the number of data groups based on a predetermined topic or category will be seen. Extracting a collection of thesis titles using the flow of text mining which will be used as a dataset. Then the datasets are grouped using the semi-supervised k-means method, the method is the development of k-means. After that, the collection of thesis titles is preprocessed with the text mining method in which there are several stages, namely tokenization, filtering, stemming, term weighting. The initial stage of the semi-supervised k-means method is to label several datasets to determine the initial centroid, after which the data grouping process is carried out. Based on the results of tests carried out using the amount of test data that varies each year. From the test results every year (2015 to 2019) the silhoutte value is different and the largest silhoutte is in 2016 using the amount of 30% test data with a silhoutte of 0.0274024334, while the Davies Bouldin Index (DBI) value is optimal for testing 30% of the data. test in 2015 was 0.345362812. The results of grouping with the same amount of training data on each label also have a better silhouette value than the number of training data on each label that is not the same.

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