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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
Klasifikasi Tingkat Resiko Serangan Penyakit Jantung menggunakan Metode K-Nearest Neighbor Denis Ahmad Ryfai; Nurul Hidayat; Edy Santoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Heart disease is one of the most common diseases that cause death worldwide. In Indonesia, in 2014 the Sample Registration System (SRS) survey explained that 12.9% of the main cause of death at all ages was coronary heart disease. Early detection of the possibility of heart disease is needed to prevent the worst that can happen to everyone. A classification method that can be implemented into a software for detecting the risk level of heart disease attacks is K-Nearest Neighbor (K-NN), which is a method that classifies based on training data by looking at the closest distance with the Eucledian Distance formula to identify objects class as much as the value of K. Based on analysis and testing in this study, it is known that the results of the training data influence on accuracy ranging from the amount of training data as much as 21 to 210, the value of K = 5 and test data as much as 60 obtained the highest accuracy of 88.333% produced when the amount of training data used is 126. And the results of the analysis on the K values effect on accuracy ranging from K values of 3 to 91, 126 training data and 60 test data obtained the highest accuracy of 96.667% produced when the K values are 57 and 59.
Analisis Sentimen Data Ulasan Pengguna Aplikasi TIX ID di Indonesia pada Google Play Store menggunakan Support Vector Machine Muhammad Razan Nadhif; Dwija Wisnu Brata; Bayu Rahayudi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Review on the Google Play Store is one of the features used to provide an assessment of an application. TIX ID is an online cinema ticket booking service or application company made by PT Nusantara Elang Sejahtera. This application provides services such as ordering movie tickets from your favorite cinema, choosing online movies to buy or rent, and buying vouchers to watch streaming movies online. However, the rating accompanied by various reviews does not mean that the wishes or problems of users are fulfilled and stop evaluating in improving services to users. For this reason, sentiment analysis is needed that can classify reviews as user sentiment. In this study, the scraping stage was carried out for collecting application user review data, followed by the text preprocessing stage to process data by selecting data and turning it into more structured data. The data from text preprocessing were word weighted using the Term Frequency - Inverse Document Frequency (TF-IDF) method. Then sentiment classification is carried out using the Support Vector Machine (SVM) algorithm. The best results obtained with the SVM algorithm for sentiment testing of 2 classes with unbalanced data with positive data 274 and negative data 100 using training data values and test data 90%:10%, total data with 374 data, using parameter value C = 10, cross validation experiment K=10 and use of linear kernel. The results obtained for the average value of 91% accuracy, 94% precision, 83% recall and 86% f-measure. The best results obtained with the SVM algorithm for testing sentiment of 2 classes with balanced data with positive data 150 and negative data 150 using training data values and test data 90%:10%, total data with 300 data, using parameter value C = 0.5, experiment cross validation K=10 and use of linear kernel. The test results on balanced data get the highest accuracy results, namely 94%, precision 94%, recall 94% and f-measure 94% in the Support Vector Machine method with 2 sentiment classification.
Analisis dan Perancangan Sistem Informasi Monitoring Call Visit (Studi Kasus PT. ABC) Muhammad Iduan Martin; Bondan Sapta Prakoso; Djoko Pramono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT. ABC is a pharmaceutical company engaged in gastroenterology, urology and oncology. This company relies on the sales force to increase product sales through visits or call visits to various hospitals in Indonesia. To improve sales force performance, sales managers want to increase SFE (Sales Force Effectiveness). SFE is a framework that aims to increase the level of effectiveness of the sales force by monitoring and directing sales force sales activities, one of which is with the help of an information system. Therefore, an information system is needed to make it easier for managers to monitor sales force activities in conducting call visits. The purpose of this study is to document the results of the analysis and design and evaluate the results of the analysis and design. This study uses an OOAD (Object-Oriented Analysis and Design) approach, which is, analyzing and designing a system based on the objects involved. The design is done by describing the Unified Modeling Language notation. The results of the analysis and design will be evaluated using the traceability matrix and cognitive walkthrough methods. The evaluation of the traceability matrix aims to define requirements and designs that are made to be traceable. From the results of the traceability matrix, it can be concluded that all requirements have been sequenced and can be traced. The cognitive walkthrough evaluation aims to determine the learnability of a product by running a product prototype. From the results of the cognitive walkthrough, it can be concluded that the interface has been accepted and is easy to learn.
Perancangan Desain Website Adens Gaming dengan menggunakan Metode Design Thinking Kevin Naphan Dwiputra; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Adenscorp is a small enterprise based in city of Malang, West Java that provides social media managemend services, brand awareness improvement, and also talent agency. In addition, Adenscorp is planning to expand their market by held a game tournament that was originally planned to be held twice a year. In addition to support the event, Adenscorp need a website to build an trusts of the player candidates of the tourney and to increase the quality of the technical matters. While developing the website's design of Adens Gaming, there is a problem that was expressed by the owner that did not have a deep understanding of the needs of the player candidates of the website that will be develop. In this research, the method of design thinking was used as the approach to find a deeper understanding of the problem and also to find the solution to a deeper understanding of the user's needs. On the process of developing the website, emphatize was done in a way of doing user interview to the targeted user that was done by interviewed Adenscorp as the stackholder. Formulation idea solutions or ideate using information achitecture and user flow. The outcome of this research is in the form of high-fidelity prototype design. The prototype was examined using usability testing method with the results are 94,2% on the effectiveness, 93,1% efficiency, and the average 85 on the satisfaction.
Analisis Sentimen Ulasan Aplikasi PeduliLindungi dengan Metode Random Forest Muhammad Reza Utama Pulungan; Dian Eka Ratnawati; Bayu Rahayudi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PeduliLindung is an application developed by the Ministry of Communication and Information (KOMINFO) in collaboration with the Covid-19 Handling Committee. This application is useful for tracing user activities to places visited, getting vaccination info, and also notification of regulations that apply in Indonesia during the Covid-19 pandemic. The PeduliLindung application is used by more than Fifty million users based on information on the total downloads available on the Playstore platform. With many PeduliLindung users during the pandemic, there are often positive, negative and neutral reviews of the PeduliLindung application, especially on the App Store platform. This PeduliLindung application review data will be a data source for analysis and also classifying the sentiment. The PeduliLindung application review data will be obtained using the Scrapping technique where this process can extract data from website pages. The classification method used is Random Forest by testing the depth of the tree and the number of trees. The evaluation methods used are Confusion Matrix. The results of the study with a tree depth of 65 and the number of trees 400 got the best values, namely precision 71%, recall 71%, F1-Score 71% and accuracy 72% with a ratio of 90% training data and 10% test data.
Prediksi Hasil Panen Udang Vaname menggunakan Algoritme Backpropagation Neural Network Harris Imam Fathoni; Bayu Rahayudi; Dian Eka Ratnawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Shrimp (Caridea) is one of the commodities that are often exported every year. In cultivation, to maintain the productivity of shrimp harvests, there are several parameters that must be seen every day. Forecasting is used to help farmers to be used as a reference in terms of shrimp maintenance until the final harvest. This research used shrimp cultivation for four years from 2016 until 2019 as data inputs Then normalization of data is carried out which will then be processed using the backpropagation method to find the forecasting value for vaname shrimp yields. The final results were denormalized again and then evaluated using the MAPE (Mean Absolute Percentage Error) method and obtained in this study the optimal value with a minimum MAPE of 3.65% using the hidden neuron parameter = 1, the epoch value = 1000 and the initial random weight range value from -1 up to 1.
Analisis Learning Management System terhadap Pengalaman Mahasiswa pada Pembelajaran Jarak Jauh (Studi Kasus: FILKOM UB) Ahmad Haydar; Diah Priharsari; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of the facilities used in distance learning is the Learning Management System (LMS). LMS is a technology in the form of software applications that are used to plan, implement, and assess online learning processes (Alias ​​and Zainuddin, 2005). Distance learning using LMS is a new habit since the covid-19 pandemic. The change in the learning system from offline to online provides a new experience for students. User acceptance attitudes are discussed in the Technology Acceptance Model (TAM) by Davis (1989). TAM models that users can accept technology (Setiawan, et al, 2018). Distance Learning is inseparable from instructors, students, and learning content. Interactivity of learning has been discussed in the theory of Student Engagement (Student Involvement) by Moore (1993). Student Engagement is a psychological investment of students in an effort to direct learning which is intended to improve student achievement. Students' experiences in distance learning need to be known in order to recreate teaching and learning interactions (Schlosser and Anderson (1994) in Sherry (1995). Data collection was carried out qualitatively with semi-structured interviews. Data analysis was carried out using thematic coding analysis method. Results from this study, namely the influence of LMS on student experience in distance learning for students is given through the role of LMS and LMS challenges, and the experience of learning interactivity during distance learning is in 3 categories, namely student-to-content interaction, student-to-instructor interaction, and student-to-student interactions.
Evaluasi Usability pada Aplikasi JAKI menggunakan Pengujian Usability Muhammad Rodhi Rabbani Fadhlurrahman; Ismiarta Aknuranda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

JAKI was released by the Jakarta Smart City team in September 2019. JAKI is an application which able to access various kinds of official information and public services from the DKI Jakarta's Government. JAKI is currently 3.3 by rating on a scale of 1 to 5 on the iOS platform. Based on the observations of user reviews on the App store, it gets a lot of bad reviews from the users. So far, there's no usability evaluation of the JAKI application that has been found. Therefore, an evaluation is needed to determine the quality of the application coincide with the expectations and needs of the user in order to achieve the JAKI's goals. Usability evaluation in this study was carried out using the usability testing method. The evaluation results were obtained from usability testing data, interview data, and also observations. Usability testing is done by giving task scenarios to 5 respondents with a total of 4 tasks for each respondent. Overall, 17 of the 20 tasks were successfully completed with a success rate of 85%. From the results of interviews and observations found 41 problems. 28 problems were found from the interviews and 13 problems were found from the observations. The most common problems found is where users having difficulties finding the location of the desired features, some features and information needed by users are unavailable in the application, and from the server and integration side is not yet optimal which lead many bugs occur. There are 21 recommendations in accordance with the existing problems.
Rancang Bangun Sistem Informasi Katalog Produk BULOG berbasis Website menggunakan Framework Codeigniter Budi Santoso; Diah Priharsari; Nanang Yudi Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the process of daily activities at Perum Bulog, the Malang branch office still uses the conventional method, namely, marketing to consumers using paper leaflets that are distributed or given directly to consumers by the BULOG commercial division. And consumers who want to join as RPK (official BULOG distributor) must come and register directly at the Malang branch of BULOG. To overcome this, an online information system is needed in order to organize marketing management properly. Utilization of internet technology in the marketing efforts of a company's products is one solution in increasing sales and income in the business world. To overcome the barriers of space and time that have been obstacles to conventional sales systems, this cannot be separated from the role of the web as a source of information on the internet. The implementation of the development of the BULOG Product Catalog Information System uses one of the SDLC (System Development Life Cycle) methods, namely the Waterfall Model. The Waterfall model was chosen by the author over other models because the author feels that this model is the most effective and suitable model to help solve this problem. Development using the Waterfall model is carried out in stages and a detailed definition of each phase is carried out, especially in the system requirements planning phase at the beginning of the application process. Furthermore, in this development the author uses the CodeIgniter Framework, because the CodeIgniter framework is relatively easy to understand and CodeIgniter also provides various kinds of libraries that can facilitate application development.
Analisis Faktor Faktor yang Mempengaruhi Penggunaan Teknologi Komunikasi pada Pembelajaran Jarak Jauh (Studi Kasus: Mahasiswa Fakultas Ilmu Komputer UB) Lalu Muhammad Dzuu Mirrotin Nurkholis; Diah Priharsari; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

With the presence of COVID-19, the learning system has turned into distance learning. The use of communication technology is one solution to keep the learning process going. The role of communication technology in distance learning can help the communication process between students and teachers. The implementation of this distance learning system makes students get new experiences in the learning process using communication technology. The model used in this study is the Unified Theory of Acceptance and Use of Technology (UTAUT) which explains the behavioral factors of users in accepting technology. UTAUT is also used in various studies to see the intention and behavior of using technology. The purpose of this study is to determine the factors that influence the use and selection of communication technology in distance learning, and to find out how students view communication technology in the distance learning process. Data collection and analysis was carried out qualitatively on students of the Faculty of Computer Science, Universitas Brawijaya by means of interviews and thematic analysis. The results of this study, there are four factors in the use of communication technology, namely performance expectancy, effort expectancy, social expectany, and facilitating conditions. Two factors for choosing communication technology, namely application policy and application performance. Based on the results of the thematic analysis, it was found that communication technology can help students in distance learning.

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