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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 6,923 Documents
Hubungan Gaya Belajar dan Motivasi Belajar terhadap Hasil Belajar Secara Daring pada Mata Pelajaran Teknologi Layanan Jaringan di SMK PGRI 1 Kota Pasuruan Mukhamad Naufal Ar-Rozaq; Admaja Dwi Herlambang; Satrio Hadi Wijoyo
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

The research was carried out at SMK PGRI 1 Pasuruan City with the number of respondents being 21 students of class XI TKJ and 19 students of class XII TKJ. The purpose of the study was to find out the hypothesis of the relationship between learning styles and learning motivation with learning outcomes for the subjects of Network Service Technology for class XI and XII students of TKJ SMK PGRI 1 Pasuruan City during the online learning period during the Covid 19 period by using quantitative methods. The results of the study were partially divided into 2 independent variables, namely the results of the analysis of the relationship between learning styles and student learning outcomes and the relationship between learning motivation and student learning outcomes. Simultaneous research results consist of the results of the analysis of the relationship between learning styles and learning motivation on student learning outcomes.
Pengembangan Sistem Pengelolaan Laundry berbasis Website (Studi Kasus: Senopati Jaya Card Laundry) Chayrul Arifin; Denny Sagita Rusdianto; Eriq Muhammad Adams Jonemaro
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

Senopati Jaya Laundry is a business that runs in laundry services domiciled in the city of Medan, North Sumatra. The washing services in this laundry are wet cleaning, dry cleaning, folding dry cleaning, and iron dry cleaning. Currently, the laundry wants to improve services and efficiency in terms of time and cost. That is because the increasingly business competition in laundry services in the area, then the current business processes are also less efficient. This is because the process of bookkeeping transactions, searching for laundry information, and management of goods are not good. Searching for laundry information that is not good causes the process of searching for laundry data to take a long time and is prone to error. Therefore, a web-based laundry management system was created to improve laundry services and efficiency and resolve existing problems. So that system has been created will make it easier for users to bookkeeping transactions, find out the history of maintenance on the washing machine, get information about laundry, and find out the stock of goods. The process of developing a laundry management system uses the waterfall development method. The system is created using the MVC (Model View Controller) pattern with Laravel as the framework. The tests performed include unit testing, integration testing, validation testing, and compatibility testing. The results score of all tests are valid values.
Pengembangan Lanjut Aplikasi Manajemen Persediaan Barang berbasis Android pada UMKM "Amira Shop" Ciganjur Hilmy Saeful Fatah; Riswan Septriayadi Sianturi; Agi Putra Kharisma
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

Currently, mobile applications have been used in various aspects by most people in supporting their daily lives, including the entrepreneurship process. However, technology-based recording is still very rarely found in medium to low scale businesses, one of which is the MSME Amira Shop. Therefore, we need an application that can automate the management of incoming and outgoing stock of goods. In the process of developing, this application using the waterfall process model. At the requirements analysis stage, 14 functional requirements and one non-functional requirement were found which were implemented in the form of use case diagrams and use case scenarios. Based on the results of the needs analysis, a system is designed in the form of sequence diagrams, class diagrams, and wireframe interfaces as the initial design of the application. At the implementation stage, the application design that has been compiled will be implemented in the form of mockups and applications that use the Kotlin language. And on the test results, functionality testing was carried out with perfect results. Usability testing was carried out using a task scenario with metrics of success rate, time-based efficiency and system usability scale which resulted in a score of 76%. Finally, the compatibility test got valid results on all tests with a minimum version of android 8.0 or Oreo.
Sistem Klasifikasi Sampah Perkantoran menggunakan Metode Faster Region Based Convolutional Neural Network berbasis NVIDIA Jetson Nano Daris Muhammad Yafi; Fitri Utaminingrum
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

According to law number 18 of 2008 concerning waste management, which is about the remnants of human activities or also from natural processes contained in solid or semi-solid form either in the form of organic or inorganic substances, which can be decomposed or not and are considered useless and then discharged into the environment. Therefore, the Ministry of Environment and Forestry (KLHK) has announced that the country's total waste production in 2020 will reach 67.8 million tons. This means that as many as 270 million people produce around 185,753 tons of waste every day. Based on the sources of waste disposed of in 2021, offices are the four largest waste contributor in Indonesia. The solution given in this research is to create a tool to automatically classify paper, plastic bottles, and cans using the Faster Region-based Convolutional Neural Network (Faster R-CNN) algorithm to facilitate waste sorting based on three types of waste. In the testing process, 36 objects were used with the division of 12 objects for the paper class, 12 objects for the plastic bottle class and 12 objects for the can class, and the model used was the result of training the Faster RCNN algorithm with 180,000 number_steps. The test results get an accuracy of 91.6667% for paper class, 91.6667% for plastic bottles, and 83.3333% for cans with a total computation time of 0.7166351s.
Sistem Klasifikasi Kualitas Keju Mozzarella berdasarkan Warna dan pH menggunakan Metode Naive Bayes Izaaz Waskito Widyarto; Dahnial Syauqy; Rakhmadhany Primananda
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

Mozzarella cheese is one type of cheese that is favored by the people of Indonesia, because it has elastic and melting texture properties that are different from other cheeses. Currently, in determining the quality of Mozzarella cheese, it is usually seen from the color and level of moisture, one example in determining the quality of Mozzarella cheese which is easy to see with the eye must be shiny and white like porcelain. The microcontroller used by Arduino Uno is because the method of use is not too difficult and very easy to use. This system uses a TCS3200 color sensor to measure the color of Mozzarella cheese, a pH sensor to measure acidity and Naive Bayes to predict the quality of Mozzarella cheese. The position of the TCS3200 color sensor is placed at the base facing up, for the measuring cup it is on top of the TCS3200 sensor. The point of placing the TCS3200 sensor is in a solid black acrylic due to reducing the entry of light from outside. While the pH sensor is placed above the measuring cup which is useful for taking the acidity value of Mozzarella cheese. Naive Bayes classification is used because it is very effective and requires quite a bit of training data, from the test results obtained 94% accuracy, the average accuracy of the color sensor TCS3200 is 98.07%, and the average accuracy of the pH sensor is 98.83%.
Implementasi Protokol Routing HEED pada Wireless Sensor Network dengan Perangkat Berbasis Modul Komunikasi nRF24L01 Giservin Tifira Zain; Rakhmadhany Primananda; Agung Setia Budi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Dipublikasikan di SENTRIN 2022
Rancang Bangun Sistem Pengklasifikasi Jenis Sampah Organik dan Anorganik menggunakan metode You Only Look Once versi 3 berbasis Raspberry Pi Figo Ramadhan Hendri; Fitri Utaminingrum
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

In this day and age, industrial progress is increasing rapidly, thus increasing the amount of industrial waste and household waste produced by humans. The accumulation of waste is caused by the long processing time of waste. Therefore, the design of a system for classifying types of waste between organic and inorganic can help separate types of waste automatically. In the design of this system, the YOLOV3 method is used. This study has several classes, namely apples, oranges, bananas, and vegetables as the type of organic waste and the class of plastic bottles, plastic cups, and cans as the type of inorganic waste. Before the detection of waste, training was carried out on the waste dataset, which amounted to 7000 images with each class having more than 1000 images. The image that has been trained will be calculated for accuracy. The calculation in the test resulted in an accuracy of 93.7% for the type of inorganic waste. While the accuracy generated on the type of organic waste is 92%. After that, the computation time on the system is calculated and the average computation time for inorganic waste is 12.5433 seconds and the average computation time for organic waste is 15.1685 seconds. The last test that was carried out was the accuracy of waste accuracy which had the smallest result of 80% and the largest 100%.
Evaluasi User Experience Gim Valorant menggunakan Metode Enhanced Cognitive Walkthrough pada Pengguna Baru Ezar Chrisdinan Diass; Eriq Muhammad Adams Jonemaro; Tri Afirianto
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

Valorant is a team-based FPS (First-Person Shooter) game released by Riot Games on June 2, 2020. Valorant is very popular on the Twitch platform. User experience is very important in a game. Games that have good user experience will be easier to be accepted by users and can compete in the market. Games need to be evaluated in order to have a good user experience. The Enhanced Cognitive Walkthrough method is a user experience evaluation method where respondents are asked to perform scenario-based tasks that have been prepared by the evaluator using trial and error techniques. Respondents are given 2 types of questions to find usability problems in the game interface. The respondents in this study were 5 people who had never played the game Valorant. The evaluation results showed that in general the interface in the game valorant was very good. The problems found mostly occurred at the level 3 and 4 of problem seriousness so that they are considered as minor problem and easy to handle. The problems found mostly caused by the lack of user experience in playing valorant (User). The main problem that arises and needs to be fixed in valorant found in task number 2: play tutorial. Respondents had difficulty finding function instructions because the instructions did not provide the required information (Hidden). Respondents also had difficulty interpreting the interface due to design flaws such as too small text size and too small setting buttons, as well as confusing placement (Text and Icon).
Perancangan User Experience Aplikasi Mobile Online Therapy untuk Mengatasi Depresi bagi Remaja menggunakan Metode Human-Centered Design Lalu Muhamad Arfian Arya Gandhi; Riswan Septriayadi Sianturi; Agi Putra Kharisma
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

Every individual have problems that must be faced, both physically or mentally. Data from the World Health Organization in 2014, showed that depression was the cause of global disease and illness for youth, with suicide as the third largest leading cause of death behind road traffic injuries, and HIV/AIDS. Data from Basic Health Research (Riskesdas) in 2018, it was found that the prevalence of mental health disorders with age 15 years old and over reached around 6.1% of the total population of Indonesia or the equivalent of 11 million people. From a study conducted with adolescents with an age range of 15-24 years old had a percentage of 6.2%, and major depression will experience a tendency from self-harm to suicide. From these problems, there is a solution offered, is to conduct online therapy. Online Therapy aims to help people with depression to be able to cure their depression with proper treatment through online therapy services. This method is devoted for mental health healing, where a therapist provides psychological advice and support via the internet. In this design, the researcher uses the Human-Centered Design method approach in order to create application designs according to user needs. The final result of this research is a high-fidelity prototype with a good usability score. The three aspects of the usability value was obtained were the effectiveness aspect from the user side gets a score of 88%, and from the psychologist side gets a score of 84%. The efficiency aspect using time based efficiency from the user side gets a score of 0.103 goal/sec, and from the psychologist side gets a score of 0.077 goals/sec. And the satisfaction aspect by using the SUS questionnaire from both sides of user and psychologist gets a score of 80.5 with grade A-, adjective good, and acceptable.
Perancangan User Experience Aplikasi Portal Beasiswa Mahasiswa berbasis Mobile menggunakan Metode Design Thinking (Studi Kasus: Beasiswa di Universitas Brawijaya) Muhammad Hardian Ghaffari Nasution; Agi Putra Kharisma; Lutfi Fanani
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

Education is one of the needs that must be fulfilled by every human being and has an important role in increasing the potential quality of human resources. In fact, many people cannot get an education, especially in higher education. One of the things behind this problem is the inability to afford education, because of high educational cost. Therefore, college dropouts becomes an important issue in Indonesia. Scholarship program might be a solution to the educational cost problem. Students who cannot afford the educational cost can take the advantage of these facilities to help them continue their study. However, there are still problems faced by the students there are confusion and takes time to obtain information of scholarship. Currently, information of scholarships at Universitas Brawijaya are shown on student organization's social media and a website page in the form of articles which are less effective and efficient. Based on these problems, this research aims to design the user experience of a mobile-based student scholarship portal application using the design thinking as an approach method in problem solving that focus and collaborate with potential users. The final results of this research is a high-fidelity prototype solution design. The solution design was evaluated using usability testing which involved ten respondents and User Experience Questionnaire (UEQ) which involved twenty respondents. In usability testing, the results on effectiveness aspects obtain a score of 90.71%, efficiency aspect uses the time-based efficiency calculation of 0.122 goals/sec, and the satisfaction aspects uses System Usability Scale (SUS) with an SUS average score of 89.25. In UEQ, the results obtained are; the average value of the attractiveness scale is 2.37 (excellent), the perspicuity scale is 2.50 (excellent), the efficiency scale is 2.38 (excellent), the dependability scale is 2.28 (excellent), the stimulation scale is of 2.38 (excellent), and the novelty scale of 1.58 (good).

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