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INDONESIA
Jurnal Teknoinfo
ISSN : 16930010     EISSN : 2615224X     DOI : -
Core Subject : Science,
Jurnal Teknoinfo is a peer-reviewed scientific Open Access journal that published by Universitas Teknokrat Indonesia. This Journal is built with the aim to expand and create innovation concepts, theories, paradigms, perspectives and methodologies in the sciences of Informatics Engineering. The articles published in this journal can be the result of conceptual thinking, ideas, innovation, creativity, best practices, book review and research results that have been done. Jurnal Teknoinfo publishes scientific articles twice a year in January and July.
Arjuna Subject : -
Articles 270 Documents
SISTEM DETEKSI PENYAKIT DAN CRAWLING INFORMASI PADA TANAMAN BUAH NAGA BERBASIS WEB DAN ANDROID Lutfi Hakim; Sepyan Purnama Kristanto; Dianni Yusuf; Aditya Roman Asyari; Khoirul Umam
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2256

Abstract

Buah naga merupakan jenis tanaman holtikultura yang memiliki banyak manfaat bagi Kesehatan manusia. Namun, dibalik banyaknya manfaat yang dimiliki oleh buah ini, tak lantas membuat petani selalu berhasil dalam meningkatkan kualitas dan kuantitas hasil panen. Serangan penyakit seringkali menghantui para petani buah naga, terutama di Kabupaten Banyuwangi. Oleh karena itu, pada penelitian ini dilakukan pengembangan aplikasi berbasis web dan android. Pada penelitian ini, diusulkan metode Extreme Programming untuk melakukan pengembangan sistem. Aplikasi ini dapat digunakan oleh petani untuk melakukan deteksi melalui perangkat android yang dimiliki berdasarkan data citra. Aplikasi ini dikembangkan dengan menjalan fitur *h5 dan tflite untuk menjalankan model deteksi yang telah dibuat. Aplikasi deteksi dapat diakses melalui aplikasi berbasis web dan android yang dikembangkan. Selain itu, pada sistem ini juga diimplementasikan teknik web crawling untuk mengekstraksi informasi yang berkaitan dengan penyakit pada batang buah naga beserta cara penangannya. Teknik web crawling menggunakan library selenium dan beautifulSoup. Berdasarkan pengujian yang dilakukan menggunakan scenario test, didapatkan bahwa sistem dapat digunakan sesuai yang diharapkan dengan ditunjukkan sebesar 86,67% untuk aplikasi web menunjukkan hasil valid dan 90,5% untuk aplikasi android.
DEVELOPMENT OF INFORMATION SYSTEMS FOR SERVICE AND CUSTOMER COMPLAINTS USING THE EXTREME PROGRAMMING METHOD Rhaishudin Jafar Rumandan
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2405

Abstract

The Regional Drinking Water Company (abbreviated as PDAM in Indonesian) Tirta Yapono strives to provide the best service for its customers by providing access to information and complaints for the general public. However, currently the provision of information about company programs uses the company's web portal. This is considered insufficient, because the web portal is static or only provides information without interaction with its users. Apart from that, for public complaints, only provide telephone numbers and email complaints. This system causes slow handling of complaints due to the accumulation of incoming complaints via telephone or email. For this reason, a website-based system is needed that can provide services to the community dynamically and the public can submit complaints directly and can communicate with related officers through the website. This study aims to develop a website-based customer service and complaint system using the Extreme Programming (XP) system development method, so that users can interact directly so that information and resolution of complaints can be handled immediately. The XP method is a method for developing an agile development system that is capable of producing a short system and is proven by short development results. The developed customer service and complaint information system can manage new installations, customer complaints, announcements and customer chats. The resulting application is in the good category, because based on usability testing it shows an average value of 90% in the good category, so the application is feasible to use and as needed.
PEMANFAATAN E-COMMERCE MODEL BUSINESS TO CONSUMER PADA PUTRI TAPIS LAMPUNG Auliya Rahman Isnain; Muhammad Indigo; Adhie Thyo Priandika
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2368

Abstract

This study aims to build an E-Commerce system based on the Business to Consumer website model, in order to increase sales at Putri Tapis Lampung and make it easier to check stock in the Warehouse using the Extreme Programming method. The results of the test calculations that have been carried out using black box testing have not found any errors or bugs in each application's functional testing process. practical and useful to the public) and hedonic qualities (perceptions of pleasurable qualities). Utilization of the E-commerce business-to-consumer model for Putri Tapis Lampung, built using the Laravel framework, and the method used is extreme programming and testing is carried out using black box testing and UEQ (User Experience Questionnaire).
VISUALISASI REKOMENDASI PEMILIHAN JURNAL BIDANG INFORMATIKA DENGAN MENGGUNAKAN R DAN SHINY Vega Purwayoga; Andi Nurkholis
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2325

Abstract

Lecturers are required to carry out the Tri Dharma, one of which is research. In the research process a lecturer sometimes encounters several obstacles. Some of the factors that become obstacles include incentives related to publication costs and the unavailability of appropriate journal references. Several ways to overcome obstacles in the publication process have been carried out, but there are still problems with lecturers being confused about publishing their scientific work in a journal. This obstacle is due to the absence of a journal selection recommendation system. This study recommends journals based on the scope of the journal, the number of editions of the journal, and the cost of publication of the journal. The recommendation process is carried out using a skyline query algorithm, namely Block-nested loop (BNL). BNL works by comparing domination between objects on an attribute. The object, in this case the journal, is recommended if the journal dominates several attributes or at least one attribute. This study also developed a visualization of journal recommendations in the form of a web-based application. This visualization is expected to facilitate the journal recommendation process to users, so that it can help find journals that are in accordance with the papers to be published in a journal.
IMPLEMENTASI TEKNIK ROTOSCOPING PADA VIDEO PROFILE TIM E-SPORT AMIKOM E-SPORT ARENA (AEA) Argiyan Dwi Pritama; Hellik Hermawan; Irma Nur Cahyani
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.1900

Abstract

Perkembangan E-Sport di Universitas Amikom Purwokerto ditandai dengan berdirinya Amikom E-Sport Arena, sebuah wadah komunitas bagi pegiat E-Sport di Amikom Purwokerto. Masih kurangnya informasi terkait tim E-Sport yang akan dibentuk dirasa menjadi suatu hambatan. Video profile melalui media sosial Instagram dirasa tepat agar Amikom E-Sport Arena dapat lebih dikenal masyarakat luas. Teknik rotoscoping digunakan agar dapat memudahkan untuk menyampaikan informasi, karena lebih menonjolkan informasi objek yang akan disampaikan. Metode yang digunakan dalam penelitian ini adalah metode MDLC (multimedia development cycle). Tujuan dari penelitian ini adalah untuk membuat video profile untuk mengenalkan Tim E-Sport AEA (Amikom E-Sport Arena), terkait game yang dimainkan, roster atau pemain, dan role pemain. Sedangkan hasil dari penelitian ini adalah sebuah video profile menggunakan teknik rotoscoping untuk mengenalkan tim E-Sport AEA (Amikom E-Sport Arena), terkait game yang dimainkan, roster atau pemain, dan role pemain. Video profile ini dapat dilihat di media sosial instagram Amikom E-Sport Arena.
DEVELOPMENT OF RABBIT GOALS GAME TO INCREASE STUDENT MOTIVATION IN THEMATIC LEARNING AT PRIMARY SCHOOL Uswatun Hasanah
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2349

Abstract

Playing is an activity that cannot be separated in children lives. Children preference for playing needs attention so that the games they do support their competence. Especially with the development of technology in the era of the Industrial Revolution 4.0, it has changed the pattern of conventional games into digital-based games. So it is necessary to develop educational games that can meet the needs of children in playing and learning. The purpose of this study was to develop an educational game for thematic subjects called rabbit goals and to find out the impact of using this game on children learning motivation. This research was conducted at MI Barokah At-Tahdzib for 2nd grade students. The results of this development are in the form of a game that contains thematic material and displays for 2nd grade students. The impact of using this educational game includes increasing student motivation, increasing student accuracy, improve students ability in arithmetic operations, and build independent learning in students, because according to students learning by using rabbits is the goal to be more exciting and fun.
IMPLEMENTATION OF THE SIMPLE ADDITIVE WEIGHTING (SAW) METHOD FOR SELECTION OF SALESPERSON Jefri Rahmadian; Julia Fajaryanti; Rogayah Rogayah
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2351

Abstract

The purpose of this study is to apply the Simple Additive Weighting (SAW) method in determining the best salesperson at XYZ company in terms of sales performance. This SAW method is considered very suitable in determining the best salesperson because the SAW method carries out a weighted summation process based on the performance rating of each alternative on all existing attributes. The calculation process for selecting the best salesperson is carried out based on criteria that have been determined by the company based on the results of discussions and each criterion has weight. In the best salesperson assessment, the Company determines the criteria that become a reference in decision making.  The criteria used are total sales, attendance, product knowledge, communication, and creativity. The results of the calculation of the final score obtained by the best salesperson ranked 1st were Rangga Dwi Nugroho getting a final score of 0.9. Rank 2 Nurlia Arbaini got a final score of 0.8436. And in 3rd place, Defri Akbarias got a final score of 0.8364. From the results of these calculations, it shows that the SAW method has provided more effective results in terms of providing the best salesperson assessment results, so this is a very important information for company leaders in determining outstanding salesperson based on existing criteria using the SAW method.
IDENTIFICATION OF POTENTIAL AND PLANNING FOR DISASTER RECOVERY USING THE ISO/IEC 24762 STANDARD AT XYZ UNIVERSITY Devi Yurisccca Bernanda; Yanthi Charolina; Ozmar Azhari; Cynthia Pangrestu; Johanes Fernandes Andry
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2295

Abstract

XYZ University is a college that annually accepts large numbers of students and has tens of thousands of students. This organizations have an obligation to maintain information and maintain the existence of information against various risks of accidents, whether intentional or unintentional. With the possibility of a risk in the form of a disaster which is a threatening and disruptive event, a disaster can cause loss of organizational data so that risk management is needed that can control it. The progress of information technology development has made technology a means to assist disaster recovery plans in tertiary institutions. The Disaster Recovery Plan is a strategic step to restore the system due to the impact of disasters, both natural and non-natural disasters. Disaster Recovery Plan (DRP) is a set of documents that defines every activity, action, and procedure that must be carried out related to disaster recovery, continuing delayed business processes in a short time and can save existing assets. The research was conducted using the ISO / IEC 24763: 2008 standard. The results obtained are in the form of Risk Recapitulation Based on Literature, then the severity and detection levels are obtained through FMEA analysis which is assessed at levels 1-10, and with business impact analysis the RTO and RPO results are obtained.
PEMILIHAN PLATFORM E-COMMERCE PADA KALANGAN MAHASISWA ITS DENGAN MENGGUNAKAN METODE WEIGHTED PRODUCT Liefran Satrio Sim; Michael Christopher; Hasna Dhiya Nafitra; Juan Septian Veron Panjaitan; Nur Aini Rakhmawati
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2252

Abstract

Semakin banyaknya e-commerce yang berkembang di Indonesia, semakin meningkat daya saing pada masing-masing platform. Para penggunanya juga pasti memiliki preferensi tersendiri dalam memilih e-commerce favorit mereka. Critical Success Factors menjadi suatu hal yang harus diketahui dan diperhatikan karena menjadi penentu sukses atau tidaknya sebuah perusahaan. Dengan menggunakan metode weighted product, penulis melakukan penelitian untuk mengetahui kriteria apa saja yang menjadi penentu suatu e-commerce lebih disukai dibandingkan dengan e-commerce lain dikalangan para mahasiswa Institut Teknologi Sepuluh Nopember, Surabaya. Mahasiswa-mahasiswi yang  terlibat dari penelitian ini berjumlah 49 orang, yakni total 27 perempuan dan 22 laki-laki dengan rentang usia 18-22 tahun. Proses pengumpulan data dari responden dilakukan dengan cara survei yang kemudian akan dianalisis dengan metode penunjang keputusan.  Adanya metode penunjang keputusan, seperti weighted product, membantu pengambilan keputusan dapat memberikan hasil yang lebih objektif. Metode ini dipilih dikarenakan perhitungan dan dapat dipahami dengan mudah. Weighted product merupakan metode yang mempertimbangkan berbagai kriteria dan juga bobot dari masing-masing kriteria yang akan dinilai dengan memberikan skala pada alternatif-alternatif yang ada. Adapun kriteria yang digunakan berjumlah 10 yang dalam penelitian ini dikelompokkan menjadi empat kelompok, yakni efisiensi, pemenuhan, ketersediaan sistem, dan privasi.  Hasil  akhir  dari  penelitian  ini  diketahui bahwa Tokopedia (A1) berada di peringkat pertama sebagai e-commerce yang paling banyak dipilih oleh mahasiswa dengan nilai 0.3498. Di peringkat kedua ada Shopee (A2) dengan nilai 0.3369, dan Bukalapak (A3) dengan nilai 0.3133 berada di posisi ketiga. Tokopedia menempati peringkat pertama karena memiliki keunggulan di beberapa kriteria, yaitu kemudahan untuk diakses (C2), memiliki keakuratan mesin pencarian (C3), kesesuaian barang yang diterima (C7), memiliki sistem yang bekerja dengan baik dilihat dari rata-rata rating yang diberikan (C8), memiliki kecepatan pada saat melakukan transaksi (C9), dan memiliki keamanan data privasi dan transaksi yang baik (C10). Dari hasil penelitian ini, diharapkan dapat memberikan gambaran kepada perusahaan e-commerce terkait tentang produk mereka dari sudut pandang pengguna.
PERANCANGAN PURWARUPA DASHBOARD DIGITAL UNTUK PENGUKURAN PRODUKTIVITAS KERJA DENGAN METODE DESIGN THINIKING Firly Wiryandhani; Suprih Widodo; Rian Andrian
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2074

Abstract

Employee productivity is one of the important factors in the progress of the company, to measure productivity time and motion methods are used and a dashboard is needed to review the level of employee productivity. Making dashboards manually takes a long time, while stakeholders need progressive and fast information. So a digital dashboard prototype design was made to meet user needs, then a research method focused on user needs, namely Design Thinking. The stages of this method are empathize, define, ideate, prototype, and test. The implementation of this method begins with interviewing potential users with questions that can explore user needs and direct observation, the answers of potential users will be analyzed so that they are properly defined, and problems that are defined will be given solution ideas that meet user needs, solution ideas will be applied as a digital dashboard prototype design and will be tested to test the prototype using usability testing to determine the effectiveness and efficiency of the prototype made. From the steps carried out to produce conclusions such as defined problems, solution ideas are obtained that are applied to the prototype, with the previously designed image making it easier to work on the prototype design and the test results proving that the prototype that has been designed is effective and efficient, the level of completion of the task carried out. the tester got a perfect score with a 100% success rate and a relatively fast task completion speed.