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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 696 Documents
ANALISIS USER SENTIMENT APLIKASI GOOGLE MAPS, MAPS.ME DAN WAZE MENGGUNAKAN METODE SUPPORT VECTOR MACHINE Ilham Fariz Asya Mubarok; Baenil Huda; Agustia Hananto; Tukino Tukino; Huban Kabir
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 1 (2023): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i1.3020

Abstract

Nowadays, the routing app is often used by many people, this app is very useful for users to find the best route by just entering the address code, this app can provide travel routes which can be taken by different kinds of vehicles. In Indonesia itself, there are several widely used route guidance apps with various positive and negative reviews. In this study, different types of apps namely Google Maps, Maps.me and Waze were used and the data is from user feedback through an online survey. The purpose of this study is to find out the users' ratings for each application which was used as the material for the study. Support Vector Machine method was used to process the data. For each app, 750 comments were received and the final result of maps.me was the app with the highest score based on 86.40% accuracy, 86.55% precision and 99.69% recall. The maps.me app received 68% positive reviews, followed by Waze with 29% and Google Maps with 3%. This makes maps.me the app with the highest score based on positive reviews.
IMPLEMENTASI MASK-RCNN PADA DATASET KECIL CITRA SEL DARAH MERAH BERDASARKAN KRITERIA WARNA SEL Dyah Aruming Tyas; Tri Ratnaningsih
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 1 (2023): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i1.3026

Abstract

Examination of red blood cell morphology is one of the diagnostic aids for several diseases, one of which is anemia. The development of the application of digital image processing technology, artificial intelligence, and computer-assisted diagnosis opens opportunities to solve various problems related to medical images. Red blood cells sticking together or overlapping is a challenge in the red blood cell segmentation process which ultimately affects the results of cell type identification. A method that can perform instance segmentation is needed to overcome this problem. This study aims to implement the Mask-RCNN algorithm on a small red blood cell image dataset and evaluate the prediction results' performance. Based on the research results, the attached red blood cells can be detected individually by the model, and the accuracy of the cell detection results is 68.27%. Mask-RCNN can be used for blood cell segmentation instances and blood cell detection on small datasets, but the model accuracy still needs to be improved. Therefore it is necessary to do further research by increasing the number of datasets used.
PERANCANGAN SPK TENTANG KETERAMPILAN MAHASISWA DENGAN METODE SAW Niko Akbar
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 1 (2023): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i1.3033

Abstract

In college, there are hundreds of students, including in the classroom. Nowadays, students are equipped with technological assistance and work in instant ways so they don't consider aspects of basic abilities so they take actions that shouldn't be done, such as looking for answers with other friends. So they don't make answers based on their self-confidence and ability to solve their problems. Each student has their quality based on confidence in their abilities and skills. So to assess and determine some students who have confidence in the abilities needed research to produce alternatives to students who have the highest scores and choose the top of the assessment. This study aims to design a Decision Support System (DSS) using data in the form of students who are selected using the SAW calculation method. The results of the research help lecturers determine which students are the best in their abilities and have the skills for their beliefs.
Absensi SISTEM MONITORING KEHADIRAN SISWA MENGGUNAKAN MIKROKONTROLLER BERBASIS WEB Taufik Kurnialensya; Puput Candra Saputra
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 1 (2023): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i1.3039

Abstract

An attendance information system, used to record a person's presence, is used as a reference for proof someone is present at an activity. Ease of information and the validity of information is a fundamental requirements in making attendance reports. The use of manual attendance has several drawbacks, including the lack of direct and fast transfer of information to other parties, and inaccurate data validity. Technology that can be applied in creating an attendance information system using a microcontroller and a website, in designing an attendance system using the Arduino UNO R3 microcontroller board as a controller, and ESP32-CAM as a camera for taking pictures. Sending data using a student card in the form of an RFID card. Overall, from the results of testing the attendance information tool and system, it can work well, namely, it can retrieve data from student cards and take pictures of students' faces and can be displayed on web pages.
MONITORING LOG SERVER DENGAN ELASTICSEARCH, LOGSTASH DAN KIBANA (ELK) Aviecenna Yudhistira; Yuli Fitrisia
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 8 No 1 (2023): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v8i1.2975

Abstract

The use of servers that have to run continuously for 24 hours and running services generates a lot of logs. This requires that the system administrator in his checks still have something to do with the server. This research intends to design a Monitoring Log Server using the ELK Stack (Elasticsearch Logstash Kibana) which can make it easier to read and analyze service logs on the server. The implementation in this research uses Ubuntu 18.04 Server, and a client server with SSH Putty service. From the results of the ELK Stack research, a solution in the form of Monitoring Log Server is obtained to make it easier for administrators to check every access log. Based on the results of the first and second scenario testing, the results obtained are successful in displaying data for each log that can be read by the administrator for a period of time based on data per day and per week. For the third scenario the administrator can see the level of accuracy of each access log. And the last scenario is the result to make it easier for administrators to audit or check every access log.
PEMBUATAN PROTOTYPE GAME EDUKASI BERBASIS ROLE PLAYING GAME (RPG) SEBAGAI MEDIA PEMBELAJARAN KIMIA UNSUR Andang Wijanarko; Febrian Solikhin
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 7 No 1 (2022): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v7i1.2150

Abstract

Games in the form of learning media are one of the innovations in the world of education. Based on interviews conducted by the author with students and teachers, it was revealed that Chemistry is not one of the materials that are considered difficult. In addition, students are also less interested in taking chemistry lessons because of the difficulty of understanding the material presented. To help and facilitate teachers and students in the learning process of Periodic system of elements in the classroom, making games as a medium for learning Periodic system of elements is an opportunity to be researched. The research method used is ADDIE (Analyze, Design, Development, Implementation, and Evaluation). This research has succeeded in producing educational game products based on role playing games (RPG) as learning media for Periodic system of elements. The educational game was successfully developed using the RPG Maker application. The results of the expert validity test and the teacher's response test to the educational games that were built were 1) Material expert validators with an average value of 3.33 were in the very good category 2) Media expert validators with an average value of 3.22 were in the good category 3) The learning expert validator with an average value of 3.27 is in the very good category. 3) The results of the teacher's response test with an average value of 3.62 are in the very good category. The results of the validity test and response test showed that the educational game made was feasible to be implemented in the classroom and used as a learning medium for Periodic system of elements.
IMPLEMENTASI METODE PROTOTYPING PADA RANCANGAN TOKO TANAMAN BERBASIS ANDROID: IMPLEMENTATION OF THE PROTOTYPING METHOD IN ANDROID-BASED PLANT STORE DESIGN 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

Entrepreneurs today are faced with the demand to innovate and have a deep understanding of increasingly sophisticated technology so that they can survive in the competition. One of the business sectors that must survive is the plant business. The plant shop itself sells a variety of seeds, plant seeds, and a variety of plants with cheap to expensive price variants. One of the common problems faced by shop owners is the difficulty of accessing information about plant shops that match the user's wishes. This also applies to shop owners who mostly still promote their plant shops conventionally through brochures, flyers, social media, and so on. Given these complaints and problems, an Android-based plant shop application is needed. This application has been developed using the prototyping method. By applying the prototyping method, users have an active role that makes implementing the system easier. The implementation of this application aims to provide store search facilities that are integrated with GPS using Google Maps, facilitate the plant transaction process, and help plant entrepreneurs in managing and marketing their stores optimally. In the implementation of this application is expected to provide convenience for sellers and plant shop owners in utilizing the plant shop application. The results of testing conducted on ten users show that this application is 53% satisfactory and feasible to use by users, namely plant shop admins and customers.
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.