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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 6,923 Documents
Pembuatan Aplikasi Dashboard sebagai Alat Monitoring Transaksi Bisnis berbasis Mobile pada Fitur Depayment dari Aplikasi Kios Deliv Muhammad Lazuardi Adinegara; Buce Trias Hanggara; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 7 (2022): Juli 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT. Deliv Technology Indoraya uses metabase.com for monitoring business transaction data on the Deliv Kios Application. But many of the internal company, especially the directors, are not familiar with the user interface and how to access metabase.com. When they want to monitor data, internal parties always ask the engineer/admin where it will burden their work and the information will not be realtime. Because all business transaction data of PT.Deliv Tehnologi is in the metabase.com so that only directors, engineers, and admins are given access so that access permissions are not evenly distributed in each division of the company. Based on these problems, an Android-based Deliv Kios Dashboard Application is needed in order to assist internal companies in monitoring business transactions that are easy to use and in accordance with the organizational structure and user functionality. System development using the waterfall method, resulting in needs analysis, design, implementation, and testing of the system. All system development data information is based on Key Performance Indicators that have been determined in the needs analysis. The system implementation uses Laravel as the web service framework, and Kotlin on the Android implementation. The results of the implementation of the system are then tested using validation testing, mobile compatibility testing, and usability testing methods. The results of the test show that the system runs according to functional requirements and is able to assist internal companies in monitoring business transactions according to user functionality.
Evaluasi Usability pada Website Skilvul sebagai Massive Open Online Courses (MOOCS) menggunakan Metode Think-Aloud Rachel Jessica Silalahi; Hanifah Muslimah Az-Zahra; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Skilvul is one of the MOOCs in Indonesia, providing digital skills learning content with the "blended-learning" method in online and offline form. Through initial observations, several Skilvul users expressed problems related to inputting answers to practice questions, some actions were not given alerts or pop-ups, and the fastest alternative action to exit the system. So the purpose of the research is to find problems, evaluate, analyze, and provide recommendations for improvement. The method used is Think-Aloud and analysis using Usability Checklist for MOOCs. A total of 8 users conducted online testing using 12 task scenarios and were given severity ratings related to the problems found. Severity ratings are the severity of the problem. There were 27 problems consisting of 9 problems found by only users and 18 problems found by researchers only. Recommendations for improvement are given starting with severity ratings with the highest score being 4 (catastrophe), moderate being 3 (major problem), to the lowest being 2 (minor problem) and for severity ratings 1 (cosmetic problem) no recommendation for improvement is given. Recommendations for improvement are given based on the usability checklist for MOOCs. There are 7 guidelines, namely general courses, courses based on material presentation, information and notifications, interaction and discussion, error prevention, other contexts, and general usability. Other recommendations are also given based on the similarity of problems obtained by users and analyzed whether they are feasible to be followed up.
Pendaratan Micro-Drone berdasarkan Quick Response Code menggunakan DJI Tello dan Raspberry Pi Satyaki Kusumayudha; Hurriyatul Fitriyah; Rizal Maulana
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Unmanned Aerial Vehicle (UAV) or commonly called drone is an unmanned aircraft that is used for various needs. UAVs or Drones have a wide range of constructive applications such as remote inspection, agricultural monitoring, photography or filmmaking, Search and Rescue and package delivery. The Indonesian Flying Robot Contest (KRTI) is one of the national level robot contests held by the Directorate General of Higher Education (DIKTI) regularly every year. The Indonesian Flying Robot Contest has several divisions, one of which is Vertical Take Off Landing (VTOL). In 2021, the Vertical Takeoff landing competition division carries the theme of Delivery of Goods to the multi-storey apartment model using a VTOL vehicle based on QR code address recognition (Quick Response) and precision COLOR markings to support life in the post-pandemic New Order Era). By using the DJI Tello as a vehicle to be flown and the raspberry pi as a tool to program and using the pyzbar library to translate QR codes, we can find the computational time needed by DJI Tello to translate QR codes and also its accuracy in reading QR codes, as well as researchers. would like to find the percentage of DJI Tello's success in carrying out the mission to be given. The results of the DJI Tello accuracy test for reading the QR code are 86.67% and the time it takes for DJI Tello to read the QR code is 0.5959533 seconds. is 0.5959533 seconds.
Pengembangan Website E-Commerce memanfaatkan Metode Pembayaran Split Payment menggunakan API Payment Gateway (Studi Kasus: Media Ar-Raihan) Dany Ahmad Ihza Prakoso; Buce Trias Hanggara; Djoko Pramono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 7 (2022): Juli 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Split payment is a payment method that uses the distribution of payment methods using more than one payment method. This payment method arises because of the consideration that in this day and age, buyers tend to have more than one account or digital wallet. Media Ar-Raihan is a bookstore located in Kraksaan, Probolinggo Regency, East Java that sells various Islamic book products, including Islamic Books with Salaf and reliable translations, Original Arabic Books, Arabic Learning Dictionary, and others. Based on the results of interviews with the owner of the Media Ar-Raihan bookstore, the ordering process at the Media Ar-Raihan bookstore is still manual using Instagram as a promotion and using WhatsApp as payment confirmation and the owner of the Media Ar-Raihan bookstore wants a payment method that makes it easy for users. From these problems the author intends to develop an e-commerce website that utilizes split payments as an alternative payment method and uses a payment gateway API. In its development, the author uses the waterfall method, starting with a literature study on e-commerce websites, payment gateways, and split payments. Then the needs analysis and system design are carried out where the authors describe UML diagrams, database design using Physical Data Model (PDM), and User Interface design using wireframes. Then the implementation includes the implementation of the database using the MySQL DBMS, the implementation of the program code using the PHP programming language and utilizing the Laravel framework. Then carried out 3 types of testing including Blackbox testing. In this test get an assessment of 100% accepted. Then there is the Compatibility test. This test got major issues and minor issues on several browsers such as IE, Firefox, and Safari. But this does not interfere with the integrity of the content submitted. Then the next test is User Acceptance Testing (UAT). The test got a value of 90% on the admin actor and 86 on the user actor
Analisis Minat Bermain pada Gim DOTA 2 dengan Metode Game Design Factors Moch Meidhike Wirazitanra Jayadi; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Defense of Ancient 2 (DOTA 2) is PC game application with Multiplayer Online Battle Arena (MOBA) genre. This game application has 900 thousand daily active users in 2019. To know the reason behind the high number of actove players in DOTA2 game application, it is very important to collect information so that an evaluation of the behavior of gamers can be carried out which is divided into 2 parties. The first parties are people who play DOTA2 but haven't played other MOBA game applications. The second parties are people who play DOTA 2 but have played other MOBA game applications. Mixed methods will be used to collect information, especially qualitative interviews and quantitative questionnaires based on game design factors. After collecting information, an evaluation can be carried out to find differences in the size of the mean value of the questionnaire between the 2 parties and to find the relationship between the questionnaire scores and the result of the intervews so that conclusions can be drawn. The results of the questionnaire evaluation between 2 parties resulted in 11 statements of insignificant differences and 24 which had a significant difference, then the results from the interview of respondents proved that game design factors have reasons and impacts with the large number of active players in the DOTA2 game application.
Klasifikasi Frekuensi Penggunaan Minyak Goreng Ikan dan Tahu menggunakan Metode Jaringan Syaraf Tiruan berbasis Arduino Aulia Zhafran; Dahnial Syauqy; Edita Rosana Widasari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Palm cooking oil which belongs to the basic food category (SEMBAKO) is a food element made from triglycerides derived from palm oil. Yellow to orange is the normal color found in palm cooking oil. Using the same cooking oil continuously can reduce the quality of the cooking oil and can be dangerous for the health of consumers. Frequency classfication system is needed to find the accurate amount of used cooking oil. The parameters used in the classification process are color and turbidity which are tested using a TCS3200 sensor to process and measure color and an LDR sensor to process and measure the level of turbidity of cooking oil connected to Arduino Uno and use the Artificial Neural Network (ANN) classification method. The classification results are divided into 7 classes, namely pure oil, 1 time fish frying, 2 fish frying, 3 fish frying, 1 times tofu frying, 2 times tofu frying, and 3 times tofu frying. The classification results will be displayed on a 20x4 I2C lCD. Based on the test results, the accuracy of the color sensor is 98.827% and the LDR sensor can see the difference in the level of turbidity of a cooking oil so that the system can have an accuracy rate of 80% in computation time for 5,114 seconds after processing 70 training data and 20 test data.
Perancangan User Experience Aplikasi Toko Air Minum menggunakan Metode Pendekatan Human Centered Design (Studi Kasus: Toko Berkat di Cibubur) Reynard Euginio Tjokro; Agi Putra Kharisma; Riswan Septriayadi Sianturi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 7 (2022): Juli 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Water Drinking Store application designed to help store owners in providing good service and help customers make transactions easier. This research conducted to design a good user experience for its users. In making this design using the HCD (Human-Centered Design) method that has 3 main stages, namely inspiration, ideation, and implementation. Application testing is carried out using usability testing and filling out User Experience Questionnaire (UEQ) for 2 types of users. The test results for the owner's application show an effectiveness value of 92.5%, an efficiency value of 0.12 goals/second, and a user satisfaction value of 82.5. Meanwhile, the customer application shows an effectiveness value of 90.18%, an efficiency value of 0.216 goals/second, and a user satisfaction value of 81.43. Then the UEQ results on owner's application, showed excellent value in the attractiveness, efficiency, dependability, stimulation, and novelty aspects and had good value in the perspicuity aspect. Meanwhile, the customer application had good value in the attractiveness, efficiency, and dependability values and had above average value in the perspicuity, stimulation, and novelty aspect. These results shows that the design solution is acceptable with good usability values ​​and has user experience values ​​that each aspect is above average.
Pengembangan Sistem Informasi Pelayanan Pasien berbasis Web (Studi Kasus: Balai Pemasangan Gigi Setia Kawan) Fathin Al Ghifari; Dian Eka Ratnawati; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Setia Kawan is a place that serves the manufacture and installation of dentures. The service flow starts from registration, calling, consulting, measuring, manufacturing, installing and paying. Setia Kawan has a problem, namely the recording of queue data and receipts is still done manually. This causes queues to pile up, as employees need to handle 2 jobs. Another problem is that when a patient wants to make a warranty claim, employees need time to make sure the receipt is genuine and valid by looking for data in the queue archive on that date. Because of this problem, Setia Kawan received criticism that the services provided were very long. Based on that problem, the researcher created a patient service information system which on the admin side has features to manage patient data, queues, bookings and payments. The information system on the Patient side has features for booking queues, changing schedules and canceling bookings. The development of this system uses the waterfall model because all requirements have been defined at the requirements analysis stage which produces 2 actors, 11 functional requirements and 1 non-functional. The implementation phase produces 12 interface pages on the Admin side and 4 on the Patient side. Based on the results of functional testing, both sides get a success value of 100%. The results of the usability test using the usability scale (SUS) system get 68 points for the admin frontend and 75 for the patient frontend. SUS for the admin frontend is in the OK and marginal categories, while the patient frontend is in the Good and Acceptable category.
Pengembangan Sistem Pemesanan Paket Wisata berbasis Website menggunakan Midtrans Webservice sebagai Payment Gateway (Studi Kasus: Majapahit Tour & Travel) Hendro Dwi Prasetyo; Muhammad Aminul Akbar; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Majapahit tour & travel is a tour package provider service located in Mojokerto. Majapahit tour & travel business process is carried out by online and offline methods. Booking via online via whatsapp, Instagram and telephone, while offline bookings can directly come to the Majapahit tour & travel office, from these two ways there are obstacles, namely customers must still come to the office to provide proof of the seriousness of ordering tour packages. Another obstacle is that conventional tour package payments have not met the needs of the public for technological developments that are starting to take advantage of digital payments. Based on these problems, the creation of a website and payment system using online payment can be used as a solution to problems in Majapahit tour & travel, so that customers do not have to come to the office to order packages and payments can be made online with the midtrans payment gateway integrated with the application. This system was developed using the SDLC (Software Development Life Cycle) method, namely Waterfall and payments using midtrans payment gateways. Then the programming language uses PHP with the Laravel framework. System development starts from needs analysis, design, implementation to the testing stage. After being designed and implemented, blackbox testing was found out that from 18 functional needs, it produced valid results according to the needs analysis, then compatibility testing was produced from 8 types of browsers that were tested, good results were produced on all types of browsers, and usability testing produced an average value of 80 which was included in the good category, with a grade scale of B and included acceptable
Pengembangan Sistem Informasi Pembayaran Biaya Pendidikan menggunakan Teknologi Payment Gateway (Studi Kasus: SD Islam Terpadu Nurul Fikri Pati) Qonita Nur Farhana; Issa Arwani; Dwija Wisnu Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SD Islam Terpadu Nurul Fikri Pati is a formal educational institution that applies the Student Centered Learning method where learning activities are focused on developing student character. To make this a success, synergy is needed from all stakeholders, one of which is the relationship between parents/guardians of students and the school in terms of paying for education fees. The process of recording the payment of education fees is considered less efficient and effective because it is recorded manually in the recapitulation book, then transfers the data into excel to make billing and payment reports. Furthermore, there are several problems, such as double payment data and unrecorded payment data. Based on these problems, the authors conducted research on the development of a web-based education fee payment system using the waterfall method. The analysis and design phase uses UML modeling such as use case diagrams, use case scenarios, activity diagrams, sequence diagrams, class diagrams, and physical data models. The system was developed using the Laravel framework by utilizing the integration of the payment gateway midtrans which handles payments from users. Functional testing of the system using blackbox testing which gets a percentage of 100% valid. The non-functional testing of the system was carried out using the System Usability Scale (SUS) which obtained a calculation score of 76.67, so the system was categorized as excellent, and entered into grade C which was categorized as acceptable.

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