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Contact Name
Salamun
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salamun@univrab.ac.id
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Jurnal.ti@univrab.com
Editorial Address
Redaktur Jurnal RABIT Teknik Informatika Universitas Abdurrab: Gedung Universitas Abdurrab Pekanbaru Jl. Riau Ujung No. 73 Pekanbaru Riau - Indonesia
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INDONESIA
RABIT: Jurnal Teknologi dan Sistem Informasi Univrab
Published by Universitas Abdurrab
ISSN : 24772062     EISSN : 2502891X     DOI : https://doi.org/10.36341/rabit
This journal is called RABIT, where the name comes from two words namely, RAB which means Abdurrab University and IT which means information technology, it can be interpreted as a journal of this journal Journal of Informatics Engineering Study Program Pekanbaru Abdurrab University. This RABIT journal contains various sciences related to the world of computers especially information technology and information systems, namely, this journal is published twice a year where the initial publication is on January 10 while for the second issue which is on July 10.
Articles 14 Documents
Search results for , issue "Vol 8 No 2 (2023): Juli" : 14 Documents clear
IMPLEMENTASI METODE PROTOTYPING PADA RANCANGAN TOKO TANAMAN BERBASIS ANDROID Muhamad Alda; Muhammad Hendrik Koto; Anggika Wardani
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 2 (2023): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i2.3156

Abstract

Keadaan pengusaha saat ini dihadapkan pada tuntutan untuk berinovasi dan memiliki pemahaman yang mendalam terhadap teknologi yang semakin canggih agar mereka dapat bertahan dalam persaingan. Salah satu sektor bisnis yang harus tetap bertahan adalah bisnis tanaman. Toko tanaman sendiri menjual beranekaragam bibit, benih tanaman, dan beragam tanaman dengan varian harga yang murah hingga mahal. Salah satu masalah umum yang dihadapi pemilik toko adalah sulitnya mengakses informasi mengenai toko tanaman yang sesuai dengan keinginan pengguna. Hal ini juga berlaku bagi pemilik toko yang kebanyakan masih melakukan promosi toko tanaman mereka secara konvensional melalui brosur, flyer, media sosial, dan sebagainya. Mengingat adanya keluhan dan masalah tersebut, diperlukan adanya sebuah aplikasi toko tanaman berbasis Android. Aplikasi ini telah dikembangkan menggunakan metode prototyping. Dengan menerapkan metode prototyping, pengguna memiliki peran aktif yang membuat penerapan sistem menjadi lebih mudah. Pengimplementasian aplikasi ini bertujuan memberikan fasilitas pencarian toko yang terintegrasi dengan GPS menggunakan Google Maps, mempermudah proses transaksi tanaman, serta membantu pengusaha tanaman dalam mengelola dan memasarkan toko mereka secara optimal. Dalam implementasi aplikasi ini diharapkan dapat memberikan kemudahan bagi penjual dan pemilik toko tanaman dalam memanfaatkan aplikasi toko tanaman tersebut. Hasil pengujian yang dilakukan terhadap sepuluh pengguna menunjukkan bahwa aplikasi ini 53% memuaskan dan layak digunakan oleh pengguna yaitu admin toko tanaman dan customer.
PEMODELAN ADDIE DALAM PENGEMBANGAN KURIKULUM 13 PADA PEMBELAJARAN BAHASA INGGRIS TINGKAT SEKOLAH DASAR BERBASIS ANDROID Luluk Elvitaria Elvitaria; Debi Setiawan; Lasiah Susanti; Syafrizal Syafrizal
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 2 (2023): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i2.3351

Abstract

The proliferation of science and technology that is so rapid today supports and makes it easier for all the activities in various areas of human life, one of them being education. The K–13 curriculum requires schooling. The excess K–13 is to require students to be more independent, creative, and innovative, emphasizing character education. And the judgment process is made up of all the aspects of attitude, activity, skill, and knowledge. English is essential to study and be understood by the students because of the challenge of global development, and one of its supporting tools is mastery of English as a communication medium in the global and international world. Purpose: This study made it easier for students to tackle mainly the English learning process pronunciation in the form of interactive systems by applying speech and voice technologies recognition. Data collection from library studies, interviews, and observatories Methods of quantitative analysis are used in this research process for testing. Testing systems using black box testing with a successful walk and user acceptance test (UAT) and getting an average of 85% of student responses The results of this study prove that interactive system applications generate 86% and 84% of the result of media appropriations and material content, respectively, that are perfectly feasible in the learning process.
MEDIA PEMBELAJARAN BERBASIS GAME ANDROID PADA PEMBELAJARAN ANGKA DAN HURUF DI PAUD Liza Trisnawati Trisnawati; Ira Puspita; Fitri Abdillah; Seri Hartati
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 2 (2023): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i2.3354

Abstract

In the current era of globalization, technology is very rapidly developing and widespread in various fields. We can see this from the many innovations that have emerged and developed at the same time, one of which is digital-based learning media. In the field of education, technology helps the learning process so as to produce educational media. Especially in the field of education, the learning process of students at this time is more emphasized on visual education that looks attractive with the addition of images and sounds. In general, the recognition of letters and number shapes is still carried out with a conventional system that is still less interesting. The purpose of this study is to help students to easily understand the material on letter recognition and number shapes in early childhood students. This research used the GDLC (Game Development Life Cycle) method and the creation of this application used Buildbox. The data collection is in the form of literature studies, interviews and observations. The letter recognition and number shape application was tested using black box testing successfully. This application can be learned anytime and anywhere using a Smartphone.
PERANCANGAN KLASIFIKASI PASIEN STROKE DENGAN METODE K-NEAREST NEIGHBOR Rahmat Ardila Dwi Yulianto; Imam Riadi; Rusydi Umar
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 2 (2023): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i2.3454

Abstract

Stroke is a disease characterized by impaired brain function caused by a lack of oxygen supply and blood flow to the brain, affecting several brain functions that make sufferers experience difficulty in carrying out activities. the classification of stroke patients found is still in the form of medical records that have not been integrated so it takes longer time to detect. The K-NN algorithm is part of a machine learning algorithm that can be used to classify one of the cases, namely the classification of stroke patients. K-NN is used as a class determining algorithm to enter new data that is input according to the format. Based on the results obtained, this study leads to system design using the Unified Model Language (UML) and system user interface design.
MEDIA PEMBELAJARAN BERBASIS GAME PUZZLE MENINGKATKAN KETERAMPILAN BACA DAN TULIS USIA 4-6 TAHUN Ira Puspita Sari; Berliana Putri
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 2 (2023): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i2.3473

Abstract

Game edukasi merupakan sebuah permainan yang dikemas dalam konteks pendidikan untuk merangsang daya pikir dan termasuk salah satu cara untuk melatih meningkatkan konsentrasi penggunanya (anak-anak). Penelitian ini bertujuan untuk merancang game puzzle sebagai media pembelajaran untuk meningkatkan keterampilan baca dan tulis anak usia 4-6 tahun. Game puzzle ini dirancang menggunakan metode Game Development Life Cycle (GDLC) yang melalui bebarapa tahapan yaitu initiation/ pembuatan konsep, pra-produksi, produksi, pengujian dan rilis. Hasil akhir penelitian berupa game puzzle dengan menggunalan Game Engine Construct 3 sebagai aplikasi pembangunnya, aplikasi yang telah dihasilkan dapat digunakan untuk membantu proses belajar mengajar dan juga dapat meningkatkan semangat belajar anak usia dini, untuk selanjutnya diharapkan aplikasi yang dibuat dapat dikembangkan lagi untuk digunakan sesuai dengan kebutuhan.
APLIKASI E-COMMERCE UNTUK MENINGKATKAN USER EXPERIENCE PADA PT. JAYA UTAMA BEARING Jacky Setiawan; Ayouvi Poerna Wardhanie; Endra Rahmawati
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 2 (2023): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i2.3528

Abstract

One of the keys to success in building e-commerce that can provide convenience and comfort for its users is knowing the users' needs. This study aims to create a website-based online store application that can improve user experience, especially for Jaya Utama Bearing companies engaged in selling industrial goods and auto spare parts so that they have detailed with clear product information, consumers can easily make transactions online, have an attractive visual design, and makes it easier for companies to manage and store sales reports. Based on the results of interviews with 30 customers using the User Experience Questionnaire, it was found that on the previous website, for the factors of attractiveness, clarity, efficiency, accuracy, stimulation and novelty, the results were below average and even bad, causing a decrease in income due to lost consumer loyalty. The results of this study are a catalog feature that can be filtered by category to display detailed product information, product purchase features, chat features to accommodate customer questions before buying, review or feedback features after a purchase transaction, and a sales report recording feature. The researcher also compared websites before and after using UEQ with the same 30 respondents, where it was seen that the scores for the six factors had increased from below average to above average and bad to good.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN LAYANAN PENGIRIMAN BARANG MENGGUNAKAN METODE SIMPLE ADDITIVE WEIGHTING Rudi Setiawan
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 2 (2023): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i2.3375

Abstract

Delivery service is the distribution of goods from the manufacturer to the customer, but the service has a number of risks that may occur at the time of the delivery process, such as delayed delivery and damaged goods. For this, it is necessary to make the selection of the best delivery services by business operators so that customer satisfaction remains awake until the ordered product reaches the customer’s hands. To support this decision-making process, the Simple Additive Weighting (SAW) method is used by determining the weight value on each attribute and is continued with the best alternative weighing process that aims to help the public determine the choice of delivery services well and according to the desired criteria, the study uses 5 criteria namely tariffs, delivery speed, goods security, customer service and branch office distribution. There are 3 alternative goods delivery services assessed using the SAW method by 30 respondents who come from UMKM Tajurhalang with the highest ranking results available on JNE services.
KLASIFIKASI ALGORITMA K-NEAREST NEIGHBOR, NAIVE BAYES, DECISION TREE UNTUK PREDIKSI STATUS KELULUSAN MAHASISWA S1 Enggar Novianto; Arief Hermawan; Donny Avianto
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 2 (2023): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i2.3434

Abstract

Students are a crucial factor that must be considered in seriously evaluating study programs. The indicator of the success of the study program is the length of time it takes to complete the study. The study period is the time when students complete their studies. In addition, student study time reflects the level of student learning performance. In a broader perspective, the average student study time affects the quality of study programs and therefore student study time is used as one of the criteria in determining the assessment by the National Accreditation Board for Higher Education (BAN PT). The purpose of this study was to understand how well the K-Nearest Neighbor, Naive Bayes, Decision Tree performed to predict undergraduate students of the Law Study Program, Faculty of Law, Sebelas Maret University, graduating on time using the RapidMiner application. From the results of the testing and prediction process with the RapidMiner application using the three methods that have been carried out. The K-Nerest Neighbor (KNN) method obtained an accuracy of 96.67%, in the prediction test using the Naïve Bayes method it obtained an accuracy of 77.33%, while the Decision Tree method obtained an accuracy of 94.00%. So that the K-NN method is the best method in comparative classification in predicting student graduation on time with a predicted accuracy value of 96.67%.
OPTIMALISASI KINERJA MIKROKOMPUTER RASPBERRY Pi PADA SMART GREENHOUSE BERBASIS INTERNET OF THINGS (IoT) DENGAN ALGORITMA FORECASTING MOVING AVERAGE Darsono Nababan; Valeriano Fajar Alexandro Nipu; Rizald Rizald; Budiman Baso; Diki Arisandi
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 2 (2023): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i2.3452

Abstract

Smart Greenhouse merupakan sebuah terminologi konsep pertanian di era revolusi 4.0 yang sedang marak saat ini untuk membangun rumah kaca system cerdas. Kecerdasan yang dapat diimplementasikan adalah pemantauan dan pengendalian secara mudah dengan Mikrokomputernya yaitu Raspberry Pi sebagai running program dan parameternya adalah Suhu Udara, Kelembaban Udara, Sinar UV dan Kelembaban Tanah. Penelitian ini bertujuan untuk mengetahui optimalisasi parameter-parameter tersebut pada smart greenhouse dengan menggunakan metode forecasting moving average sehingga dalam penerapannya melalui pengamatan dan pengendalian ketiga sensor tersebut pada Smart Greenhouse agar dapat digunakan seefektif mungkin. Ketiga parameter tersebut yang dipelajari selama 3 bulan, diambil melalui alat dengan jangkauan waktu dari 08:00-16:00 WITA. Total dataset adalah 500 deret dengan 4 variabel. Peramalan ini menggunakan metode moving average. Evaluasi yang digunakan adalah MSE dan RMSE dengan hasil sensor suhu dan kelembaban udara (DHT22) sebesar 0,466, sensor uv (GUVA-S112SD) sebesar 56,198, dan sensor kelembaban tanah (Capital Soil Moisture) sebesar 65025,0.
ANALISIS DAN PERANCANGNAN ARSITEKTUR TEKNOLOGI PADA PERGURUAN TINGGI MENGGUNAKAN FRAMEWORK TOGAF M Khairul Anam; Rivaldi Dwi Andhika; Khusaeri Andesa; Herwin Herwin; Agustin Agustin
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 2 (2023): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i2.3459

Abstract

In general, higher education is divided into two categories of benefits from the application of Information and Communication Technology (ICT). The first is referred to as core values and supporting values. The computer network at STMIK Amik Riau currently uses the Telkom Speedy Wireless Network provider in each building. Then each student is only given 1 account to access the Hotspot network on the STMIK Amik Riau campus which can only be used on 1 laptop that is registered and capacity that has been limited or shared by network operators. However, the use of Hotspots that students want to access is only found in a few places which if used are smooth. To overcome these problems a framework is needed, one of which is TOGAF. TOGAF is a framework that has a set of supporting tools for developing enterprise architectures. TOGAF is a method that can be adapted to all changes and needs during planning. The purpose of this research is to get the gaps in the existing technology architecture and then provide recommendations in the form of the proposed technology architecture so that the existing gaps can be repaired and can run well. The results of this study found that to improve service to students, 7 application modules were needed and the need for improvements to the existing network at STMIK Amik Riau.

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