Systemic: Information System and Informatics Journal
SYSTEMIC (Information System and Informatic Journal) publishes articles on information technology from various perspectives, including literature studies, laboratory studies, and field studies. The journal prioritizes studies related to the theme: -Information System -IT Governance and Management -Information Security -Artificial Intelligent and Its Application -Internet of Things.
Articles
104 Documents
Menakar Penerapan Knowledge Management di Indonesia: Sebuah Studi Literatur
Sutoto Sutoto
Systemic: Information System and Informatics Journal Vol. 5 No. 2 (2019): Desember
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya
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DOI: 10.29080/systemic.v5i2.736
The purpose of this study is to determine the extent to which knowledge management has been adopted by organizations in Indonesia. For this purpose, a study was conducted through a systematic literature review to summarize the use of knowledge management in Indonesia in the last ten years. From the literature found that the level of implementation of knowledge management in Indonesia is still low, although it has experienced a significant increase since 2015. The author also found that attention on knowledge management are still dominated by academics and researchers from government body. Comparisons were made with documents index in Scopus published by authors from Indonesia and other ASEAN countries. The results show that the number of publications by Indonesian researchers is less than half of the publications made by Malaysian researchers. Of the five countries sampled, Indonesia ranks second in number of publications, but ranks 4th when measured by publication productivity per million population.
Application of Agile Unified Process in Fasting Application Development Ramadhan Based on Android Mobile
Aditya Alfin Kurniawan;
M. Andik Izzudin;
Faris Amin
Systemic: Information System and Informatics Journal Vol. 5 No. 2 (2019): Desember
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya
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DOI: 10.29080/systemic.v5i2.740
Bulan Ramadhan merupakan bulan yang istimewa dalam agama Islam, sehingga setiap orang berusaha melakukan ibadah di bulan Ramadhan sebanyak-banyaknya. Keterbatasan waktu dan tempat untuk mengetahui amalan yang ada pada bulan Ramadhan, membuat kurang maksimalnya ibadah yang dilakukan pada bulan Ramadhan. Pengembangan aplikasi Puasa Ramadhan bertujuan guna membantu umat Islam dalam menjalankan puasa Ramadhan. Aplikasi Puasa Ramadhan berbasis Android dikembangkan menggunakan bahasa pemrograman Java dengan metode pengembangan Agile Unified Process (AUP). Penelitian ini menghasilkan sebuah aplikasi Puasa Ramadhan berbasis Android yang dibangun menggunakan metode pengembangan AUP. Hasil pengujian standar ISO 25010 menunjukan apabila aplikasi telah memenuhi pada kriteria compatibility dengan nilai 96.5% atau sangat layak dan performance efficiency berjalan dengan baik tanpa terjadi memory leak atau force close.
Rancang Bangun Game Edukasi Media Pembelajaran Bahasa Inggris Menggunakan Pemodelan Finite State Machine
dodik arwin dermawan;
Agnesia Putri Yani;
Mayloka Yona Charnelia;
Satria Dear Rizaldy Abror Cahyono
Systemic: Information System and Informatics Journal Vol. 5 No. 2 (2019): Desember
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya
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DOI: 10.29080/systemic.v5i2.741
English is an international language, and in Indonesia it can also be a daily language in society. This makes learning English very important to be introduced as a child. The focus of this research is to develop an English language learning media that can attract children's learning interests. The form of learning media based on educational English games, because a child will be more interested if the learning media is full of colors, shapes and characters. The design of this educational game utilizes the Finite State Machine which is a modeling to build the behavior of a non player character (NPC). In this English learning media, NPCs depict enemy characters so that educational games are more interesting to be played by children. The results of this study are a game that can be used as a medium for material enrichment, in the teaching and learning process that is based on the development of information technology. Learning English based on educational games can also attract children's interest, so as to increase the average value of 81.9, compared to conventional English learning when the average value of 67.1
Studi Dan Analisa Faktor-faktor Yang Mempengaruhi Kepuasan Pelanggan Pada Sistem Informasi Penjualan Online (e-Commerce) Pada CV Selaras Batik
Himawan Wijaya;
Omar Pahlevi;
Harriansyah Harriansyah
Systemic: Information System and Informatics Journal Vol. 5 No. 2 (2019): Desember
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya
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DOI: 10.29080/systemic.v5i2.774
Online or e-commerce businesses in Indonesia continue to seek ideas and innovations to increase the number of customers and also retain old customers, so that it is expected to increase the volume of sales transactions and ultimately provide benefits for e-commerce companies. Research conducted by researchers is a continuation of research from previous research conducted in 2014, where research conducted on this occasion is one form of evaluation of services that have been carried out by CV. Selaras Batik to its customers, so as to provide data and information on satisfaction customers who have made a purchase transaction. Where in this study customer satisfaction factors that will be the focus of the study will be divided into 4 categories which is product factors, price factors, delivery time speed factors and also after sales service factors. Where the four factors are considered factors that can affect customer satisfaction to continue to make transactions in CV. Selaras Batik. The research method that will be used in this research is a combination of sampling data and descriptive analysis, so that this research can produce feedback from customers of CV. Selaras Batik and also can be an optimal marketing strategy for CV. Selaras Batik management to continue to exist amid world competition ecommerce is increasingly stringent and competitive.
Image Segmentation Using Watershed Transform Method Based on Image Enhancement in Detection of Egg Embryos
Shoffan Saifullah
Systemic: Information System and Informatics Journal Vol. 5 No. 2 (2019): Desember
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya
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DOI: 10.29080/systemic.v5i2.798
Image processing dapat diterapkan dalam proses deteksi embrio telur. Proses deteksi embrio telur dilakukan dengan menggunakan proses segmentasi, yang membagi citra sesuai dengan daerah yang dibagi. Proses ini memerlukan perbaikan citra yang diproses untuk memperoleh hasil optimal. Penelitian ini akan menganalisis deteksi embrio telur berdasarkan image processing dengan image enhancement dan konsep segmentasi menggunakan metode watershed transform. Image enhacement pada preprocessing dalam perbaikan citra menggunakan kombinasi metode Contrast Limited Adaptive Histogram Equalization (CLAHE) dan Histogram Equalization (HE). Citra grayscale telur diperbaiki dengan menggunakan metode CLAHE, dan hasilnya diproses kembali dengan menggunakan HE. Hasil perbaikan citra menunjukkan bahwa metode kombinasi CLAHE-HE memberikan gambar secara jelas daerah objek citra telur yang memiliki embrio. Proses segmentasi dengan menggunakan konversi citra ke citra hitam putih dan segmentasi watershed mampu menunjukkan secara jelas objek telur ayam yang memiliki embrio. Hasil segmentasi mampu membagi daerah telur memiliki embrio secara nyata dan akurat dengan persentase sebesar » 98%.
Implementasi Kriptografi AES untuk Keamanan Pengiriman Data Internet of Things Menggunakan Web Service Rest pada NodeMCU
Afrijal Rizqi Ramadan;
Ardito Wahyu Prakoso;
Ghifari Dwi C
Systemic: Information System and Informatics Journal Vol. 6 No. 1 (2020): Agustus
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya
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DOI: 10.29080/systemic.v6i1.752
The emergence of the term Internet of Things in this era generally has a positive role for humans in various aspects such as health, industry, cities and even agriculture. However, there is a problem that is a serious threat in the IoT environment, namely data security. Data security is something that is required in storing or sending important information. It is dangerous if the data falls and is taken by parties who will be used irresponsibly who can later retrieve and even change the actual data. Therefore, the use of AES cryptography is needed to solve this problem. AES stands for Advanced Encryption Standard is a symmetric key encryption algorithm that has a faster data security process than an asymmetric algorithm. The purpose of this study is to describe how to apply the AES algorithm to IoT devices as an effort to secure data. Data in the form of temperature and humidity values are encrypted by the AES algorithm before being sent to the database server with a container in the form of a wireless network or called wifi. In the web server, encrypted data is returned in the form of the original data before entering the database. The results of this test are to confirm that the system is running optimally. The use of the AES algorithm is declared successful in meeting the objectives, namely for data security and confidentiality.
Perancangan Game Edukasi Kuis Lingkungan Menggunakan Metode Multimedia Development Life Cycle Dan Algoritma Fisher Yates Shuffle Pada Pengacakan Soal
Widi Aulia Widi
Systemic: Information System and Informatics Journal Vol. 6 No. 1 (2020): Agustus
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya
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DOI: 10.29080/systemic.v6i1.886
Knowledge of nature or the environment is very important in life. Learning of this knowledge is also needed so that students know anything that can happen in this world, especially the current technological developments of science and knowledge can be easily provided through various media, one of which is a game that is widely developed and desired by the public. In its use, games can be used as a medium of learning at school so that learning activities can become more interesting and enjoyable. Another goal of this research is for students to know and care more about nature or the environment. The design and construction of this game uses the method of Multimedia Development Life Cycle (MDLC). This environmental quiz game is a learning medium that contains natural science lessons about living organization systems, the interaction of living things with the environment and environmental pollution. Components in this game are in the form of material and quiz and puzzle games. Quiz questions given will be randomized using the Fisher Yates Shuffle algorithm so that the position of the questions that come out is not the same. Keywords: Quiz game, Multimedia Development Life Cycle, Natural Knowledge, Shuffle, Fisher Yates Shuffle.
Analisis Usabilitas Pada Website iLab Universitas Gunadarma Menggunakan Metode Heuristic Evaluation
Ahmad Apandi
Systemic: Information System and Informatics Journal Vol. 6 No. 2 (2020): Desember
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya
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DOI: 10.29080/systemic.v6i2.918
Gunadarma University's independent laboratory (iLab) is one of the laboratories that provides convenience in providing information through the website. The ease of accessing the website cannot be separated from the website's usability. Good usability is very influential for website users and must be met. In this study, the method used is heuristic evaluation. Heuristic is an evaluation method used to find errors in interface design. Based on the measurement of the iLab website using the heuristic evaluation method by Nielsen, it was found that ten aspects studied got one and two values, which means that the iLab website has several deficiencies that do not cause a problem or in other words are not a problem and do not interfere with users when accessing the iLab website. The highest severity rating of 2.00 is in the aspect of helping user recognize, diagnose, and recover from errors.
Rancang Bangun Service Application Program Interface Sistem Machine Learning Klasifikasi Teks Menggunakan Algoritma Support Vector Machine
Ottoh Hidayatullah;
Victor Amrizal;
Arini
Systemic: Information System and Informatics Journal Vol. 6 No. 1 (2020): Agustus
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya
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DOI: 10.29080/systemic.v6i1.920
Data shows very large numbers for Internet use in Indonesia. In the field of education, online libraries are an effort to facilitate researchers to search for references to research documents. Based on observations, UIN Jakarta already has a good repository of research documents, but the online research document repository does not fulfill the Knowledge Acquisition feature. This capability allows users to obtain knowledge information that is not easily accessible to users. This research build a machine learning system using the Support Vector Machine algorithm so that the system built can categorize documents based on the informatics research fields. This research also builds a system services API (Application Program Interface) so that data output from machine learning systems can be used by a variety of platforms and different operating system environments. The accuracy of the machine learning system in this study resulted in a percentage of classification accuracy of 73.2% with a parameter value of 0.9. At the preprocessing stage the selection of unigram-bigram is the best in this study. Preprocessing affects the level of classification of machine learning systems. Preprocessing using stemming improves the results of ability accuracy. The amount of data affects the accuracy of the machine learning classification ability, it can be seen when the data is increased to 488 accuracy increases to 74.49. When the experiment was done again so that the data increased to 492 data, the accuracy increased again to 77.78%.
Analisis Perbandingan Sensitivitas Metode Simple Additive Weighting dan Weighted Product pada Pemilihan Kos di Sekitar UIN Sunan Kalijaga Yogyakarta
Irsalina Santi Khasanah;
Agus Mulyanto;
Muhammad Galih Wonoseto
Systemic: Information System and Informatics Journal Vol. 6 No. 1 (2020): Agustus
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya
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DOI: 10.29080/systemic.v6i1.926
The methods in decision support systems are so diverse that we need to know which methods are more sensitive in solving a case. This study aims to compare the sensitivity of the Simple Additive Weighting method and the Weighted Product method in the selection of boarding around UIN Sunan Kalijaga Yogyakarta. Sensitivity analysis was carried out on 6 trials by changing the weight values starting from 1, 1.5, and 2 by increasing the weight values by 0.5 and 0.1. Based on research conducted, the sensitivity in the SAW Method is 31.26% and the sensitivity in the WP Method is 30.53%. In this study, the SAW method has a higher sensitivity value compared to WP.