cover
Contact Name
Hairani
Contact Email
matrik@universitasbumigora.ac.id
Phone
+6285933083240
Journal Mail Official
matrik@universitasbumigora.ac.id
Editorial Address
Jl. Ismail Marzuki-Cilinaya-Cakranegara-Mataram 83127
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
MATRIK : Jurnal Manajemen, Teknik Informatika, dan Rekayasa Komputer
Published by Universitas Bumigora
ISSN : 18584144     EISSN : 24769843     DOI : 10.30812/matrik
Core Subject : Science,
MATRIK adalah salah satu Jurnal Ilmiah yang terdapat di Universitas Bumigora Mataram (eks STMIK Bumigora Mataram) yang dikelola dibawah Lembaga Penelitian dan Pengabadian kepada Masyarakat (LPPM). Jurnal ini bertujuan untuk memberikan wadah atau sarana publikasi bagi para dosen, peneliti dan praktisi baik di lingkungan internal maupun eksternal Universitas Bumigora Mataram. Jurnal MATRIK terbit 2 (dua) kali dalam 1 tahun pada periode Genap (Mei) dan Ganjil (Nopember).
Articles 418 Documents
Analisis Pengukuran Tingkat Kepuasan Pengguna Terhadap Penerapan Aplikasi SISKEUDES Pada Kabupaten Banyuasin Sumatera Selatan Mardiana Mardiana; Eka Hartati
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 1 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i1.478

Abstract

SISKEUDES is a village finance application that was developed in 2015 by the Financial and Development Supervisory Agency. Banyuasin District has implemented SISKEUDES, and in 2017 as many as 227 villages have used this system. The application of SISKEUDES with the level of user satisfaction can determine the success of the implementation of the SISKEUDES system itself. This study took a sample in Banyuasin district, South Sumatra province. The aim of the study analyzes the level of user satisfaction in the application of SISKEUDES using multiple linear regression. In this study, researchers used quantitative research methods with the application of the Green-Pearson model consisting of Easy of Use, Customization, Download Delay, and Content variables. This study uses a questionnaire measuring device consisting of 93 respondents from nineteen districts in Banyuasin district, where the measurement scale used is a Likert scale and data analysis is tested for validity, reliability and multiple regression. The results of the study get the regression equation Y = -0.4.727 + 0.1.050 X1 + 0.1.222 X2 + -0.082 X3 + 0.042 X4. The variables X1 and X2 significantly influence the variable Y, while the variables X3 and X4 have no effect on the variable Y.
Perancangan Arsitektur Sistem dan Teknologi Informasi Menggunakan Togaf ADM (Studi Kasus Dinas Perhubungan Kota Balikpapan) Soleh Ardiansyah; Adani Setiorini; Lovinta Happy Atrinawati; Tegar Palyus Fiqar
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 1 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i1.481

Abstract

Utilization of information systems or technology in an organization is needed to improve organizational efficiency. This relates to the rapid development of information systems or technology that affect the ongoing business processes. The effectiveness is in the form of aligning business strategy with information system strategy and business transformation. However, the dilemma faced especially in Government agencies such as the Balikpapan City Department of Transportation is how to align business strategies and information systems strategies that will be used so as to achieve organizational goals. Responding to the problem, it is necessary to align between the business needs of the organization and the needs of the application to support the vision and mission to be achieved by the Balikpapan City Department of Transportation. This can be achieved by using the framework of The Open Group Architecture Framework (TOGAF) which provides a detailed method of how to build, manage and implement an enterprise architecture known as the Architecture Development Method (ADM), hereafter referred to as TOGAF ADM. This research produces a mapping of business needs and application needs to support the vision and mission to be achieved through the information systems or technology architecture design including business architecture modeling, information system architecture, and technology architecture on the Balikpapan City Department of Transportation.
Penerapan Sistem Tertanam untuk Monitoring Kandang Ayam Broiler Fathurrahmani Fathurrahmani; Wiwik Kusrini; Khairul Anwar Hafizd; Arif Supriyanto
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 1 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i1.490

Abstract

Broilers are fast growing animals that are influenced by environmental conditions. Routine monitoring is needed, especially temperature, humidity and ammonia levels. In this study, the authors propose an embedded system that can detect temperature, humidity and ammonia levels. This system works by sending temperature, humidity and ammonia gas information routinely once a day to the henhouse operator via text message (SMS), or information will be sent if environmental conditions are above/below the threshold. The embedded system was built using microcontrollers, temperature and humidity sensors as well as ammonia sensors. The microcontroller uses Arduino. Temperature and humidity sensors use DHT11, while the ammonia level sensor uses MQ-135. Embedded system communication uses the GSM SIM800L module, this module is responsible for sending the henhouse environmental conditions to the operator via SMS. Testing is done in two stages, namely functionality and connectivity. The functionality test proves that the sensor can produce information on temperature, humidity and ammonia levels by comparing it with conventional tools. The connectivity test proves that the GSM SIM800L module can send monitoring data every day and certain conditions.
Prototipe Alat Kirim Pesan Singkat Tindak Kejahatan sebagai Solusi Peningkatan Keamanan Berbasis Lokasi Wire Bagye; Maulana Ashari; Mohammad Taufan Asri Zaen
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 1 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i1.491

Abstract

Very rarely the crime can be done early help or handled by the security forces while the perpetrators are still at the scene of the crime. The effort to get help from crime by reporting to the police requires a relatively long time, which is between 30 minutes to 2 hours. To reduce the number of criminal acts and early relief efforts, a tool to send short messages of crime was developed. Development of tools implements the Arduino Uno R3 microcontroller as the main component for program storage. Location coordinates are obtained from the Ubox 160n GPS module. Short messages containing biodata and location coordinates will be sent by the GSM SIM900L module. The destination number will receive a message that can be used to trace the location of the crime through Googlemaps. This tool equipped with a battery that can be recharged with a cell phone charger making this tool portable, practical and efficient. Using this Alat kirim pesan singkat tindak kejahahatan is very time efficient. The sending of a crime message is done in a very short time. By tapping the message directly the Googlemaps application opens and displays the location of the crime.
Media Pembelajaran Tentang Klasifikasi Binatang Berbasis Video Animasi 3 Dimensi di SMP Negeri 2 Wangon Debby Ummul Hidayah; Pungkas Subarkah
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 1 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i1.492

Abstract

The media is one of the supporting factors that can influence success in education. An education system that only gives lectures tends to make students get bored quickly. Even students are often sleepy when the teacher explains. As a result, the knowledge delivered by the teacher is not optimally absorbed. This proves that students tend to be interested in explanations in the form of visual images. It is hoped that the existence of a 3-dimensional animated video-based media to explain material about animal classification, especially in SMP Negeri 2 Wangon. Media itself is a component that can stimulate a person's mind so they have the desire to learn. The method in making 3-dimensional video animation, through the pre-production, production and post-production stages. In making 3-dimensional video, it explains the classification of animals consisting of pisces, amphibians, reptiles, aves, and mammals. Each is briefly explained and there are examples of each. The final results in the implementation of 3-dimensional video at SMP Negeri 2 Wangon have been successful and enthusiastic students and teachers, hoping that there will be improvements in making 3-dimensional animated videos, especially in animal modeling.
Implementasi Algoritma Long Short-Term Memory (LSTM) Untuk Mendeteksi Ujaran Kebencian (Hate Speech) Pada Kasus Pilpres 2019 Aini Suri Talita; Aristiawan Wiguna
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 1 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i1.495

Abstract

Researches involving Artificial Neural Network (ANN) or its derivative have been published all around the world, spesifically to solve data mining problem, classification, clusterinf, or detection problems. Recurrent Neural Network is a class of ANN with Long Short Term Memory (LSTM) as its one of the architecture that commonly used in deep learning problems. On this paper, we use LSTM to detect hate speech on social media related with Indonesia President Election on 2019. There are several steps on this research, we start with literature study, data collection, data preprocessing, training step, and testing step. The dataset consist of 950 sentences, while the testing data consist of 190 comments on Facebook. The best model performance was reached with recall value 0.7021, which menas that from the whole relevant instances on the testing data, 70.21% were categorized as relevant, on this case as hate speech (HS). The other performance parameter value as in accuracy and precision still quite low due to the testing data that comes directly from social media which highly possible consist of inconsistent choises of words, informal words, or contains grammatically error sentences.
Meningkatkan Rasa Nasionalisme Siswa Melalui Game Base Learning Anugerah Bagus Wijaya; Suliswaningsih Suliswaningsih; Argiyan Dwi Pritama
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 1 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i1.496

Abstract

The birth of Game Based Learning take a new prespective to learing method while using a Game for learning proccess. This is a good opportunity for lecturer and theacher to increas and update their learning instrument that can be used. Some studies about game founded the approach of through the medium of games of the match learning in a significant way capable of effecting the improve achievement , the motivation to study , and the level of satisfaction in the style of of students to study. This study focused on increasing students nationalism through the game base learning in learning procces for Senior high students where players trained to make a deccision, analyze, and decide own attitude in the games. This game based learning research apply for learning nationalism lessons consists of four phases, design phase, data collection stage, the analysis and discussion stage phase, the documentation and research results phase. To stage of game design base learning with learning and analysis mapping game mechanics for serious games analysis (LM-GM) as the mapping of learning in the game. The purpose through this game is learning from the game play can be shown that the approach proposed effectively gives understanding of learning that given. In addition, also found that game is can help students studies learning the history.
Pemilihan Merek Beras yang Diminati Konsumen Studi Kasus CV Beras Alami Menggunakan AHP Agus Salim; Baginda Oloan Lubis
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 1 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i1.497

Abstract

Rice is one of the staple foods of society in general, the need for rice supply is increasing every year. The increasing population in the Jababeka area is a threat to staple food supplies. To determine the selection of Rice Brands, it takes rice criteria in order to determine the best quality of rice, and increase sales. So that it can meet consumer needs for rice. In the selection of rice brands at CV Beras Alami uses a voting system, this is clearly less valid in its election because it is subjective. Analytical Hierarchy Process (AHP) method is used as a method for decision making, as a solution in selecting rice brands in CV Beras Alami. The Expert Choice application is used as a support system to facilitate the selection of rice brands that are in demand by consumers. The results can be known during the 2018 period that rice is widely consumed is Garuda Utama.
Implementasi Algoritma Fuzzy C-Means dalam Mengelompokkan Kecamatan di Tana Luwu Berdasarkan Produktifitas Hasil Perkebunan Bobby Poerwanto; Baso Ali
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 1 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i1.499

Abstract

This study aims to classify sub-districts in Tana Luwu (Kabupaten Luwu, Luwu Timur, Luwu Utara, dan Palopo City ) using Fuzzy C-Means algorithm. The data used are data from BPS on the results of estate crops, namely coconut, oil palm, coffee, pepper, cocoa, clove, and land area. The results obtained from this study are from 45 sub-districts, there are 8 districts that are included into productive categories namely Burau, Sabbang, Mappedeceg, Baebunta, West Malangke, Sukamaju, Bone-Bone, and Tanalili. In addition, this study also found that matrix pseudo-partition selection can affect this algorithm in terms of the number of iterations produced.
Pengujian Usability dengan Teknik System Usability Scale pada Test Engine Try Out Sertifikasi Suyanto Suyanto; Usman Ependi
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 1 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i1.503

Abstract

Test engine try out is an information system used by prospective alumni students to practice the questions in taking the certification exams at Bina Darma University. Exercises that can be done on this test engine are vendor certifications such as Microsoft Technology Associate, SAP, NIIT, PASAS, CISCO, and various other certifications. To ascertain whether the test engine is in line with the expectations and needs of the participants try out then an evaluation is carried out. The evaluation technique used is usability with the system usability scale approach. System usability scale is an information system evaluation technique that looks at three aspects, namely adjective rating, grade scale, acceptability by involving end users in the evaluation process. In the process of evaluating the usability scale system, ten instruments were used as a measure of evaluation. From the evaluation, the final result is 87.33. According to these conditions, it can be concluded that the test engine try out from the side of the adjective rating includes the excellence group, from the grade scale side including B group, and from the acceptability side including the acceptable group.