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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
Evaluasi Hasil Belajar Problem Based Learning pada Mata Pelajaran Desain Multimedia Interaktif (Studi pada Siswa Jurusan Multimedia Kelas XII SMKN 12 Malang) Tahmidya Kamila Putri Nicahya; Wibisono Sukmo Wardhono; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Problem Based Learning is a learning model where students are given problems related to the real world. From this problem students are directed to study and construct these problems based on the knowledge and experience they have learned before. This study aims to determine student learning outcomes in the subject of Interactive Multimedia Design using the Problem Based Learning model based on cognitive aspects in class XII students majoring in Multimedia at SMKN 12 Malang. This study used the Quasi Experiment method which was divided into two classes, namely the experimental class which was given treatment in the form of applying the Problem Based Learning model and the control class which was not given treatment. The results of this study indicate that the pretest and posttest values of the experimental class (M = -35.00, SE = 1.535) with the implementation of Problem Based Learning are higher than the pretest and posttest values of the control class (M = -19.33, SE = 0.67). The difference is significant with t = 6.199 and p = 0.001. Price Sig. (2-tailed) < 0.05. So it can be concluded that there is a significant difference that the pretest and posttest scores in the experimental class are better than the pretest and posttest scores in the control class.
Perancangan User Experience pada Aplikasi Bahasa Daerah Kalimantan Barat dengan Pendekatan Human Centered Design (HCD) (Studi Kasus: Balai Bahasa Kalimantan Barat) Salsabila Ikramul Maram; Herman Tolle; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Nowadays, West Kalimantan local languages are hardly accessible which makes these languages difficult to blend and unfamiliar to the general public. Balai Bahasa Kalimantan Barat, a government body whose mission is to introduce and conserve West Kalimantan local languages, faces some challenges in introducing the local languages to the general public since their online accessibility is still inadequate, not to mention in the form of an application. Therefore, an application is designed to help Balai Bahasa Kalimantan Barat to introduce and conserve West Kalimantan local languages. The application uses Human Centered Design (HCD) which aims to build a system that fulfills the users' needs and is informative, attractive, highly efficient and effective. The application is tested with Usability Testing and UEQ. The Usability Testing resulted in an effectivity of 97% and a time-based efficiency of 0,120 goals/s. Meanwhile, the user satisfaction result is 77% which qualifies as B class and is categorized as good. The user experience test with UEQ shows the benchmark result for the user: Attractiveness 2.35 (Excellent), Perspicuity 1.98 (Good), Efficiency 2.28 (Excellent), Dependability 2.08 (Excellent), Stimulation 2.18 (Excellent), dan Novelty 1.58 (Good).
Perancangan User Experience pada Aplikasi Mobile Banking BRImo: Lifestyle Supperapp menggunakan Metode Design Thinking Anatasia Griselda Ferina Budiargo; Herman Tolle; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 13 (2023): Publikasi Khusus Tahun 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Dipublikasikan di SENTRIN 2023
Eksplorasi Perilaku Mahasiswa dalam Implementasi Pembelajaran Hybrid di IT Telkom Surabaya Mohammad Dhani Alfian; Intan Sartika Eris Maghfiroh; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 2 (2023): Februari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The COVID-19 pandemic that occurred has resulted in many changes in the education sector in Indonesia. Before the pandemic, Indonesia used to implement face-to-face learning methods, then changed to online learning methods, and now uses hybrid learning. Kemendikbudristek issued to organize learning activities by implementing hybrid learning policy. IT Telkom Surabaya is an educational institution that implements hybrid learning. This study uses qualitative research methods using exploration related to hybrid learning, obstacles encountered in hybrid learning, and solutions to deal with those obstacles. The exploration was carried out by conducting semi-structured interviews with twelve students from IT Telkom Surabaya. Interview results with twelve interviewees were transcribed. Transcript results were analyzed using qualitative coding method and thematic analysis. From analysis data results were found that hybrid learning at IT Telkom Surabaya was implemented quite well, but there were some obstacles experienced by students in implementing hybrid learning. These obstacles include e-learning errors, being lazy and sleepy, and having difficulty at understanding materials provided by lecturers. Students have their own ways of dealing with these problems they face. Students solve problems by asking for help from lecturers, asking friends for help, and trying to solve them themselves.
Pengembangan Gim Edukasi Pembelajaran IQRA-1 dan Tajwid menggunakan Augmented Reality Andri Alfian; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Studying, understanding and practicing Qur'an is an obligatory thing that every Muslim does in his daily life. However, for now, the method of learning Qur'an at the basic level still uses conventional methods, one of which is the IQRA theory method, which is less favored by students in learning hijaiyah letters. This problem can be dealt by utilizing technology which is currently easy to use by various age groups, especially children. Learning media can also includes gamification aspects, such as levels and scores to create more interesting learning ecosystem. In addition, Augmented Reality technology that can display digital information to the real world is also starting to be widely applied to create immersiveness to the use of edutainment media. Therefore, the AR-IQRA-1 and Tajwid game was created, which packages IQRA learning techniques in a more interactive, interesting and modern way, as an option for more modern learning method, to increase interest in learning the pronunciation of Hijaiyah letters. AR-IQRA-1 and Tajweed game is developed with AR technology using markerless method that brings up 3D images of the hijaiyah letters. The development of the AR-IQRA-1 and Tajweed game uses methods including needs analysis, design, implementation, and testing. Functional testing of AR-IQRA-1 and Tajweed game resulted in 4 kinds of functions that were declared fulfilled with an overall valid logic structure. The usability testing of AR-IQRA-1 and Tajweed game being held using the System Usability Scale (SUS) technique with 24 student respondents, obtained a result of 81.04 which means that AR-IQRA-1 and Tajweed Game has acceptable criteria and grade B with an excellent rating.
Perancangan User Experience pada Aplikasi Pencarian Orang Hilang menggunakan Metode Human Centered Design Charles Sanggalangi; Fais Al Huda; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 2 (2023): Februari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

A missing person is someone whose whereabouts are unknown. Approximately 75% of missing person cases will be resolved within approximately 48 hours after the missing person report is made. However, many cases of missing persons that occur more than 48 hours and the longer the person is missing, the likelihood of their survival decreases. This study aims to design the user experience for a missing person search application using the Human Centered Design (HCD) method and cognitive walkthrough testing. The HCD method is used to ensure that the application is easy to use for the user and meets the user's needs. Meanwhile, cognitive walkthrough testing is carried out to test whether the application can be understood and operated correctly by the user. The result of this study is a user experience design that meets the user's needs and can be easily understood by the user. The results of the cognitive walkthrough testing showed that respondents successfully completed all the given testing scenarios, but there were also errors that occurred during the testing process
Perancangan User Experience Aplikasi Pemantauan Kualitas dan Kuantitas Air Sungai Brantas berbasis Website dengan Metode Design Thinking (Studi Kasus: DLH Kota Batu) Ryan Sutawijaya; Hanifah Muslimah Az-Zahra; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 2 (2023): Februari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Batu City is an area that is administratively located in the Upper Brantas River Basin Area (DAS). This is one of the main problems for the Batu City Environmental Service (DLH Batu) because the Water Quality Index in Batu city is light polluted with a value of 50<x<70 caused by garbage, livestock waste, and built-up areas and land conversion. Apart from that DLH Batu is still monitoring water manually, this has many drawbacks, such as requiring a long time, high costs, and the distance between the monitoring location and the analysis laboratory. Through these problems, a user experience design application for monitoring the quality and quantity of Brantas river water for DLH Batu is carried out using the design thinking method, design thinking aims to get creative and innovative solutions with the user as the center of innovation. The final result of this research is a high-fidelity prototype that is tested using usability testing for the main prospective users, namely DLH Batu as the admin and the general public as users. In testing the effectiveness aspect, admin respondents get a 100% success rate. and user respondents get a score of 95%. The efficiency aspect uses time-based efficiency calculations and the results are 0.009 goals/sec for admin respondents and 1.096 for 5 user respondents. In terms of the level of user satisfaction, the System Usability Scale (SUS) method will be used and a result of 90 for admin respondents will be included in the grade A category with an excellent rating adjective. Whereas users get a score of 70.625 and this score is included in the grade B category with an adjective rating of good.
Eksplorasi Pengaruh Live Shopping terhadap Minat Beli Konsumen dalam Berbelanja Online dengan Metode Systematic Literature Review Irtiyah Izzaty Mindiasari; Diah Priharsari; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Live Shopping is a new trend that combines e-commerce and social networking where the consumers who watch it can immediately buy with their smartphone just in one touch. Users who like to watch live shopping tend to have an interest in the products that are being offered in the live streaming. According to previous research, the live shopping strategy can increase user interest in buying products online regardless of distance and trading of goods. This phenomenon has been widely researched by experts before to explain what live shopping is, the technology that used to, or marketing strategies using live shopping, but there is not much literature that really leads to the emergence of buying interest in consumers through live shopping. For this reason, a Systematic Literature Review was conducted to review previous journals that discussed live shopping and purchase intention to determine the effect of using live shopping on consumer purchase intention in shopping online. The journal search process is carried out in several selection times and calculates Cohen's Kappa as a measure of the reliability of the journals found. The source of the journal search was carried out on ScienceDirect and the minimum year of the selected journal was 2011. The results obtained were 13 selected journals and after data extraction there were 51 factors that influence live shopping on purchase intention and 18 theories that can be used to identify the factors.
Pengendalian pH Air pada Budidaya Ikan Lele dan Kangkung dalam Ember (Budikdamber) menggunakan Regresi Linear berbasis Arduino Wisnumurti Wisnumurti; Hurriyatul Fitriyah; Agung Setia Budi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 13 (2023): Publikasi Khusus Tahun 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Dipublikasikan di JTIIK (Jurnal Teknologi Informasi dan Ilmu Komputer)
Evaluasi Kualitas Website IKIP Budi Utomo Malang menggunakan Metode Webqual 4.0 dan Importance Performance Analysis (IPA) Amrta Ageng Subarkah; Retno Indah Rokhmawati; Bondan Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 2 (2023): Februari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Website IKIP Budi Utomo Malang is a website that provides information services to give various conveniences for IKIP Budi Utomo Malang's members, between campus institutions and external users. Based on the observations of researchers on the website, that the features and function on the website have not functioned optimally. So, the efforts of this research are to improve the quality of website services that need to be improved based on end-user perceptions with the aim of obtaining information on the results of the evaluation of the Budi Utomo Malang IKIP website using the Webqual 4.0 method and Importance Performance Analysis (IPA) and providing recommendations for improvement using the HHS Guidelines. The data obtained from the results of the end user's perception, by providing an evaluation of the level of performance and importance in 19 attributes of Webqual 4.0, obtained up to 106 respondents and were calculated by the IPA method. The evaluation results of the Budi Utomo Malang IKIP website have 4 quadrants : Quadrant 1 gets 6 attributes, Quadrant 2 gets 4 attributes, Quadrant 3 gets 5 attributes, and Quadrant 4 gets 4 attributes, which is on Quadrant 1 is the main priority that used as a recommendation to improvement using the HHS Guidelines, because the attributes of this quadrant have a relatively high level of importance, but not suitable with user expectations and the level of performance must be increased.

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