cover
Contact Name
Hadi Kurnia Saputra
Contact Email
hadiksaputra@ft.unp.ac
Phone
+62751-444614
Journal Mail Official
voteteknika@ft.unp.ac.id
Editorial Address
Jurusan Teknik Elektronika Fakultas Teknik UNP Jalan Prof. Dr. Hamka Air Tawar Padang, Sumatera Barat
Location
Kota padang,
Sumatera barat
INDONESIA
Voteteknika (Vocational Teknik Elektronika dan Informatika)
ISSN : 23023295     EISSN : 27163989     DOI : -
Jurnal Vocational Teknik Elektronika dan Informatika (VoteTEKNIKA) is a peer-reviewed, scientifc journal published by Department of Electronics Engineering, Faculty of Engineering, Universitas Negeri Padang, Indonesia. The aim of this journal is to publish articles dedicated to all aspects of the latest outstanding developments in the fields of Vocational Education, Electronics Engineering and Informatics. Jurnal Vocational Elektronika dan Informatika (VoteTEKNIKA) is published twice in one year in March and September with the scopes and focus of the research, but it is not limited to : Vocational Education, Electronics, Telecommunication, Robotic Instrumentation, Control Systems, Artificial Intelligence , Internet of Things, Information Systems, Data Mining, Expert Systems, Mobile Technology & Applications, Web Technology, Computer Network, Network Management and Security, Computer & Embedded System, IT Governance, Enterprise Resource Planning, Software Testing, Modeling and Simulation
Articles 606 Documents
Contribution of Teacher Readliness and Learning Facilities to the Implementation of the Independent Curriculum at SMK Negeri 5 Padang Putri Ardini; Efrizon Efrizon; Ilmiyati Rahmy Jasril; Dedy Irfan
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 13, No 1 (2025): Voteteknika (Vocational Teknik Elektronika dan Informatika)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v13i1.133028

Abstract

Teachers' preparedness and sufficient learning resources are necessary for vocational schools to adopt the Independent Curriculum (Kurikulum Merdeka). This study aims to investigate the effects of learning resources and teacher preparation on SMK Negeri 5 Padang`s implementation of the Independent Curriculum. 18 teachers from the departments of electrical installation and electronics were given questionnaires to complete in order to gather data for the study, which uses a quantitative correlational approach. According to the results, learning facilities account for 23% of the implementation of the Independent Curriculum, while teacher preparedness accounts for 37.2%. Additionally, the combined effect of these two elements is 46.4%, indicating that the availability of learning facilities and teacher preparedness are both essential for the successful implementation of the curriculum. According to the study, in order to maximize the effectiveness of the Independent Curriculum, schools should improve learning infrastructure and teacher training.
Analisis Efektivitas Pembelajaran Berbasis Proyek di SMK 2 Pariaman: Studi Kasus dalam Pengajaran Animasi Zalins Adekory, Nusrito; Lofandri, Wiki; Fajri, Bayu Ramadhani
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 4 (2024): Vol. 12, No 4, Desember 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i4.131192

Abstract

Penelitian ini mengkaji efektivitas metode Project-Based Learning (PBL) dalam meningkatkan keterampilan animasi siswa di SMK N 2 Pariaman. Melalui pendekatan Thematic Analysis, penelitian ini melibatkan 10 narasumber yang terdiri atas siswa, guru, profesional animasi, dan alumni, untuk menggali pandangan dan pengalaman mereka terkait penerapan metode ini. Lima tema utama yang diidentifikasi sebagai pendukung keberhasilan PBL adalah kerjasama tim, alur kerja, manajemen proyek, keterampilan teknis, dan kreativitas. Data dikumpulkan melalui wawancara mendalam yang dianalisis menggunakan tahapan sistematis sesuai panduan Braun dan Clarke (2018). Hasil penelitian menunjukkan bahwa PBL berkontribusi signifikan dalam meningkatkan keterampilan teknis, kemampuan kerjasama, serta kreativitas siswa, yang sangat relevan dengan kebutuhan industri animasi. Penelitian ini merekomendasikan evaluasi kurikulum secara berkala untuk memastikan pengalaman praktis yang diterima siswa lebih optimal dan sesuai dengan standar industri. Selain itu, implikasi dari penelitian ini dapat digunakan oleh institusi pendidikan vokasional lainnya untuk mengadopsi metode PBL dalam menciptakan pembelajaran berbasis praktik yang mendukung kesiapan kerja siswa di dunia industri kreatif.Kata kunci : Project-Based Learning, Pengajaran Animasi, SMK, Keterampilan Teknis, Kreativitas.This study examines the effectiveness of the Project-Based Learning (PBL) method in enhancing animation skills among students at SMK N 2 Pariaman. Using a Thematic Analysis approach, the research involved 10 participants, including students, teachers, animation professionals, and alumni, to explore their perspectives and experiences with the implementation of this method. Five key themes identified as contributors to the success of PBL are teamwork, workflow, project management, technical skills, and creativity. Data were collected through in-depth interviews and analyzed systematically following Braun and Clarke’s (2018) guidelines. The findings indicate that PBL significantly improves students' technical skills, collaboration abilities, and creativity, which are highly relevant to the needs of the animation industry. This study recommends regular curriculum evaluations to ensure students gain optimal practical experiences aligned with industry standards. Furthermore, the implications of this research can be applied by other vocational education institutions to adopt PBL methods, fostering practice-based learning that enhances students’ readiness for careers in the creative industries.Keywords: Project-Based Learning, Animation Teaching, Vocational School, Technical Skills, Creativity.
Pengembangan E-Modul Mata Pelajaran Sistem Kendali Elektronik Kelas XI Teknik Elektronika Industri berbantuan Web MIT App Inventor Azmil Umur; Thamrin Thamrin
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 4 (2024): Vol. 12, No 4, Desember 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i4.131062

Abstract

Penelitian ini bertujuan untuk mengembangkan E-Modul berbantuan Web MIT App Inventor yang digunakan sebagai media pembelajaran pada mata pelajaran Sistem Kendali Elektronik di SMK Negeri 5 Padang. Metode yang digunakan pada penelitian ini adalah model 4D (Define, Design, Develop, Disseminate). Perancangan e-modul dimulai dengan melakukan beberapa analisis, setelah itu dilakukan perancangan desain awal e-modul untuk dilihat tingkat kevalidannya. Validasi dilakukan oleh 2 orang validator ahli materi dan 2 orang validator ahli media. E-Modul yang dinyatakan layak akan diuji untuk mengetahui respon pengguna melalui uji praktikalitas. Hasil dari penelitian pengembangan e-modul telah divalidasi oleh validator ahli materi dan validator ahli media. Hasil penilaian dari validator ahli materi sebesar 80.3 % dengan kategori sangat valid. Hasil penilaian dari validator ahli media sebesar 88.6 % dengan kriteria sangat valid. Hasil uji respon pengguna e-modul melalui uji praktikalitas kepada 20 orang siswa/i kelas XI TEI memperoleh hasil sebesar 86 % dengan kategori sangat praktis.Kata kunci : E-Modul, MIT App Inventor, Sistem Kendali Elektronik, 4DThis research aims to develop an E-Module assisted by Web MIT App Inventor which is used as a learning media in the Electronic Control System subject at SMK Negeri 5 Padang. The method used in this research is the 4D model (Define, Design, Develop, Disseminate). The design of the e-module begins with conducting several analyzes, after which the initial design of the e-module is carried out to see the level of validity. Validation was carried out by 2 material expert validators and 2 media expert validators. E-Modules that are declared feasible will be tested to determine user response through a practicality test. The results of the e-module development research have been validated by material expert validators and media expert validators. The assessment results from material expert validators amounted to 80.3% with a very valid category. The assessment results from media expert validators amounted to 88.6% with very valid criteria. The results of the e-module user response test through the practicality test to 20 students in class XI TEI obtained a result of 86% with a very practical category.Keywords: E-Modul, MIT App Inventor, Electronic Control System, 4D
Pengembangan Aplikasi Pelayanan Servis Mobil Berbasis Mobile Septian Yogi Kurniawan; Yuli Asriningtias
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 4 (2024): Vol. 12, No 4, Desember 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i4.131042

Abstract

Pemanfaatan teknologi mobile dapat mempermudah semua orang dalam berbagai bidang, salah satunya adalah bidang otomotif. Banyak bengkel yang perlahan mengadopsi teknologi mobile dengan penggunaan aplikasi mobile. Salah satu bengkel tersebut adalah Bengkel Integral, saat ini Bengkel Integral menggunakan aplikasi WhatsApp untuk berkomunikasi dengan pelanggan, baik itu konsultasi mengenai mobil, pemberitahuan status servis, pemesanan antrian servis mobil, maupun pembelian sparepart. Penelitian ini bertujuan untuk mengembangkan aplikasi berbasis mobile yang memfasilitasi pelanggan dalam pemesanan servis dan pembelian sparepart, serta meningkatkan efisiensi pelayanan bengkel. Aplikasi ini dikembangkan menggunakan framework Flutter untuk platform mobile, dengan integrasi Google Maps API untuk memudahkan pelanggan dalam menentukan lokasi pengambilan mobil. Metode pengembangan yang digunakan adalah Model Waterfall dengan tahapan analisis kebutuhan, desain, implementasi, pengujian, dan maintenance. Hasil penelitian ini berupa aplikasi yang menyediakan fitur pemesanan servis, fitur pemesanan servis dengan pengambilan mobil di rumah, serta fitur pembelian sparepart secara online. Aplikasi dapat menampilkan lokasi pengguna dengan akurat sehingga pengambilan mobil oleh mekanik bengkel dapat dilakukan dengan mudah. Aplikasi ini memiliki implikasi praktis bagi bengkel dalam meningkatkan efisiensi operasional, mengurangi waktu tunggu pelanggan, menyediakan platform terintegrasi untuk pengelolaan layanan servis dan penjualan sparepart.Kata kunci : Aplikasi, Bengkel, Flutter, Google Maps API, PelayananThe utilization of mobile technology can simplify various fields, including the automotive sector. Many workshops are gradually adopting mobile technology through the use of mobile applications. One such workshop is Bengkel Integral, which currently uses WhatsApp to communicate with customers for car consultations, service status updates, service appointment bookings, and spare part purchases. This study aims to develop a mobile-based application that facilitates customers in booking services and purchasing spare parts, as well as improving the efficiency of workshop services. The application is developed using the Flutter framework for the mobile platform, integrated with Google Maps API to help customers specify the location for vehicle pick-up. The development method used is the Waterfall Model, which includes the stages of requirements analysis, design, implementation, testing, and maintenance. The result of this study is an application that provides features for service booking, service booking with home vehicle pick-up, and online spare part purchases. The application accurately displays the user's location, allowing easy vehicle pick-up by the workshop mechanic. This application has practical implications for workshops in improving operational efficiency, reducing customer waiting times, and providing an integrated platform for managing service and spare part sales.Keywords: Application, Workshop, Flutter, Google Maps API, Service
Pengembangan Aplikasi Mobile Learning Sebagai Media Pembelajaran Interaktif pada Elemen Pemasangan dan Konfigurasi Perangkat Jaringan Sonia Saputri; Hadi Kurnia Saputra; Ahmaddul Hadi; Khairi Budayawan
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 4 (2024): Vol. 12, No 4, Desember 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i4.131202

Abstract

Aplikasi Mobile Learning ini dikembangkan untuk mendukung Kurikulum Merdeka yang berfokus pada pengembangan kompetensi siswa, terutama pada Elemen Pemasangan dan Konfigurasi Perangkat Jaringan. Aplikasi ini dirancang sebagai media pembelajaran interaktif berbasis Android, sehingga lebih efisien dan praktis serta memungkinkan siswa mempelajari materi secara mandiri di luar jam sekolah, baik di rumah maupun di lokasi lainnya. Aplikasi ini diharapkan dapat meningkatkan motivasi dan minat belajar siswa. Pengembangan aplikasi dilakukan dengan metode Multimedia Development Life Cycle (MDLC) yang meliputi enam tahapan: konsep, perancangan desain, pengumpulan materi, pembuatan, pengujian, dan distribusi. Melalui metode MDLC, pengujian dilakukan dengan Alpha Test, yang menunjukkan bahwa aplikasi Mobile Learning ini berfungsi sesuai tujuan dan layak digunakan oleh siswa maupun pengguna umum lainnya.Kata kunci : Mobile Learning, Media Pembelajaran Interaktif, Android, Pemasangan dan Konfigurasi Perangkat Jaringan , MDLC.This Mobile Learning application was developed to support the Independent Curriculum which focuses on developing student competencies, especially in the Network Device Installation and Configuration Elements. This application is designed as an interactive learning media based on Android, so that it is more efficient and practical and allows students to study the material independently outside of school hours, either at home or in other locations. This application is expected to increase students' motivation and interest in learning. Application development is carried out using the Multimedia Development Life Cycle (MDLC) method which includes six stages: concept, design planning, material collection, creation, testing, and distribution. Through the MDLC method, testing is carried out with the Alpha Test , which shows that this Mobile Learning application functions according to its objectives and is suitable for use by students and other general users.Keywords: Mobile Learning, Interactive Learning Media, Android, Network Device Installation and Configuration , MDLC.
Prototype GPS Tracker Pada Bus Politeknik Negeri Jakarta Menggunakan GSM SIM808 Berbasis IoT Regitta Octavia Siswono; Harits Lukmanul Hakim; Shita Fitria Nurjihan; Rifqi Fuadi Hasani
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 4 (2024): Vol. 12, No 4, Desember 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i4.128915

Abstract

Bus Politeknik Negeri Jakarta (PNJ) menempuh rute yang cukup panjang dari lapangan PNJ menuju halte bus Universitas Indonesia (UI). Oleh karena itu, sulit untuk memperkirakan waktu yang dibutuhkan bus untuk kembali ke PNJ. Penelitian ini bertujuan untuk membuat sistem GPS tracker menggunakan modul SIM808 dan aplikasi Android untuk memudahkan mahasiswa dan pegawai Politeknik Negeri Jakarta dapat mengetahui lokasi bus. Antenna GPS pada modul SIM808 akan ditempatkan pada bagian atas bus sehingga dapat terdeteksi oleh satelit GPS. Antenna GPS akan menerima data dari satelit dan mengirimkan data tersebut ke ESP32. ESP32 mengambil data lokasi seperti lintang, bujur, dan koordinat kecepatan. Selain itu, ESP32 akan mengirim data dari satelit ke thingspeak menggunakan modul GSM yang disertakan dalam SIM808 dengan kartu SIM IoT Telkomsel dan posisi bus dapat dilihat di aplikasi Android. Jika antena GPS sedang menerima sinyal dari satelit maka lampu LED hijau akan menyala, sebaliknya jika antena GPS tidak menerima sinyal dari satelit maka lampu LED merah akan menyala. Layar LCD akan menampilkan lokasi halte bus yang sedang dilintasi. Modul DFPlayer menyediakan informasi lokasi terkait nama halte melalui pengeras suara. Delay perpindahan waktu lokasi bus sebesar ±15-30 detik.Kata kunci : GPS Tracker, GSM, Internet of Things, SIM808The Politeknik Negeri Jakarta (PNJ) bus takes a long route from the PNJ field to the University of Indonesia (UI) bus stop. Therefore, estimating the time it takes for the bus to return to PNJ isn't easy. This research aims to create a GPS tracker system using a SIM808 module and an Android application to make it easier for students and employees of Politeknik Negeri Jakarta to know the location of the bus. The GPS antenna on the SIM808 module will be placed on top of the bus so that GPS satellites can detect it. The GPS antenna will receive data from the satellite and send the data to the ESP32. The ESP32 retrieves location data such as latitude, longitude, and speed coordinates. In addition, the ESP32 will send data from the satellite to Thingspeak using the GSM module included in SIM808 with a Telkomsel IoT SIM card and the position of the bus can be seen on the Android application. If the GPS antenna is receiving a signal from the satellite, the green LED light will light up, otherwise if the GPS antenna does not receive a signal from the satellite, the red LED light will light up. The LCD screen will display the location of the bus stop being traveled. The DFPlayer module provides location information related to the bus stop name through loudspeakers. The delay in changing the bus location is ±15-30 seconds.Keywords: GPS Tracker, GSM, Internet of Things(IoT), SIM808
Initial Study of Public Address Usage in Mosque Audio Systems Safiq Rosad; Anton Yudhana; Tole Sutikno
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 13, No 1 (2025): Voteteknika (Vocational Teknik Elektronika dan Informatika)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v13i1.133053

Abstract

Abstract - The use of mosque audio systems as daily necessities, ensuring the message can be heard clearly, having a pleasant experience, and the congregation is more comfortable lingering while walking. People in Indonesia are accustomed to calling the type of audio system intended for mosques by calling one brand, even though this is the name of a loudspeaker manufacturing company that focuses on audio systems for public spaces, and in fact there are many other similar manufacturers, and this audio system is called Public Address (PA). This study aims to prove the type of PA, maintenance, problems, and handling of audio system problems that are often faced in the mosque environment. The research method used is descriptive qualitative which describes a phenomenon that occurs in the mosque environment, with data collection through questionnaires, and aims to verify existing knowledge and assess its validity. The results obtained from the distribution of a population of 200 mosques, resulted in 93,1% of mosques using the same PA manufacturer brand, but the satisfaction level was only 47,2%. The influencing factors are that 60% of the takmir/congregation are only users, and the average age of the takmir/congregation is 50 years and above or an age that is no longer productive and more protective of new technology. This study also discusses proposals for the development of PA in the future that can especially in active amplifiers (Self-applified) using decentralized rules which are distributed on ready nodes (speakers) with the aim of adaptability to room acoustics.
Perbandingan Metode Pembobotan Teks dari Algoritma Winnowing dan TF-IDF dikombinasikan Algoritma Cosine Similarity Santi Purwaningrum; Oman Somantri; Nur Wachid Adi Prasetya
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 4 (2024): Vol. 12, No 4, Desember 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i4.130627

Abstract

Tugas akhir di perguruan tinggi adalah syarat kelulusan untuk mendapatkan gelar sarjana atau ahli madya. Tingginya keinginan mahasiswa untuk segera lulus terkadang membuat mahasiswa melakukan tindakan plagiarisme. Plagiarisme adalah tindakan meniru dan mengutip bahkan menyalin atau mengakui hasil karya orang lain sebagai hasil karya dirinya sendiri. Penelitian ini bertujuan untuk mengembangkan sistem yang mendeteksi kesamaan antar dokumen teks berbahasa Indonesia dengan membandingkan dua metode pembobotan teks. Algoritma Winnowing dan TF-IDF adalah metode pembobotan teks yang dikombinasikan dengan metode Cosine Similarity. Cosine Similarity merupakan algoritma yang berfungsi untuk mencari nilai kesamaan antar dokumen dari hasil pembobotan algoritma winnowing dan TF-IDF. Hasil penelitian menunjukkan bahwa algoritma Winnowing memiliki nilai kesamaan rata-rata 66%, lebih tinggi dibandingkan TF-IDF yang hanya memiliki rata-rata 57%. Performa algoritma diukur menggunakan akurasi dan RMSE. Nilai akurasi pada algoritma Winnowing adalah 90.47% dan algoritma TF-IDF 81.84%. Nilai RMSE pada algoritma Winnowing sebesar 5,44 dan TF-IDF sebesar 5,34.Kata kunci : Winnowing, TF-IDF, Cosine Similarity.The final project at a higher education institution is a graduation requirement to obtain a bachelor's or associate degree. The strong desire of students to graduate quickly sometimes leads them to commit plagiarism. Plagiarism is the act of imitating, quoting, or even copying or acknowledging someone else's work as their own. This research aims to develop a system that detects similarities between Indonesian text documents by comparing two text weighting methods. The Winnowing and TF-IDF algorithms are text weighting methods combined with the cosine similarity method. Cosine similarity is an algorithm used to find the similarity value between documents based on the weighting results of the Winnowing and TF-IDF algorithms. The results of the study showed that the Winnowing algorithm had an average similarity value of 66%, higher than TF-IDF which only had an average of 57%. The performance of the algorithm uses measurements and RMSE. The algorithm's performance was measured using accuracy and RMSE. The accuracy value of the winnowing algorithm is 90.47% and the TF-IDF algorithm is 81.84%. The RMSE value of the Winnowing algorithm is 5.44 and TF-IDF is 5.34.Keywords: Winnowing, TF-IDF, Cosine Similarity. 
AR-JarKom: Enhanced Mobility of Computer Network Learning Akrimullah Mubai; Elfi Tasrif; Asrul Huda; Naseh Ulwan; Yulia Mandasari; Kyaw Zay Ya
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 13, No 1 (2025): Voteteknika (Vocational Teknik Elektronika dan Informatika)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v13i1.133205

Abstract

The limited use of practicum tools in the laboratory is a problem in learning Computer Networks. In addition to the limited number, prices, and regulations also limit their use. Whereas Computer Network learning is very dependent on practicum tools. For this reason, this research aims to create an application that is able to present practicum tools whenever and wherever students want to learn Computer Networks. The application is called AR-JarKom which stands for Computer Network-based Augmented Reality in Indonesian. The AR-JarKom application is made using a waterfall model with the stages of needs analysis, design stages, development stages, testing stages, and maintenance stages. The result of this research is an AR-JarKom application that is able to display 3D objects and videos of practicum tools from Computer Network learning. Computer Network learning tools or videos can be displayed only by scanning images of tools in the printed or digital version of the labsheet. The AR-JarKom application can be run on Smartphone devices with the Android operating system. This makes student mobility to learn Computer Networks better without having to rely on practicum tools in the laboratory. Therefore, the results of this study are expected to be one of the qualified options in increasing the effectiveness of Computer Network learning. In the future, the AR-JarKom application will continue to be developed to improve its capabilities and existence.
Penerapan Metode Scrum dalam Pengembangan Aplikasi Pemesanan Makanan dan Minuman Muhammad Fatu Rohim; Suhirman Suhirman
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 4 (2024): Vol. 12, No 4, Desember 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i4.131221

Abstract

Perkembangan teknologi telah mengubah paradigma industri makanan dan minuman, mengarah pada peningkatan penggunaan sistem pemesanan berbasis mobile. Penelitian dilakukan dengan tujuan untuk merancang aplikasi pemesanan makanan menggunakan pendekatan Agile Development, khususnya framework Scrum. Studi kasus dilakukan pada restoran Saku – Saku Japanese Food, yang saat ini masih menggunakan sistem pemesanan manual, sering menyebabkan inefisiensi dan kesalahan dalam pemrosesan pesanan. Untuk mengatasi masalah ini, diusulkan pengembangan aplikasi pemesanan makanan yang memanfaatkan realtime database. Dengan menerapkan metodologi Agile Development melalui framework Scrum, penelitian ini bertujuan untuk menghasilkan solusi pemesanan yang inovatif, responsif, dan dapat beradaptasi dengan cepat terhadap perubahan kebutuhan. Penelitian dilakukan dalam kurun waktu 2 bulan dengan melewati setiap tahap pada metode. Melalui pengujian BlackBox, seluruh fungsionalitas aplikasi telah terverifikasi sesuai dengan skenario pengujian, menunjukkan tingkat keberhasilan yang tinggi. Fitur yang ada memudahkan pelanggan untuk memilih kursi yang masih tersedia. Informasi terkait menu restoran juga dapat diakses dengan mudah. Aplikasi mampu memberikan dampak yang signifikan dalam meningkatkan pengalaman pelanggan dan efisiensi operasional restoran. Kata kunci : Agile Development, Scrum, Real-time Database, Pengujian BlackBoxTechnological developments have changed the paradigm of the food and beverage industry, leading to the increased use of mobile-based ordering systems. Research was conducted with the aim of designing a food ordering application using the Agile Development approach, specifically the Scrum framework. The case study was conducted at Saku - Saku Japanese Food restaurant, which currently still uses a manual ordering system, often causing inefficiencies and errors in order processing. To overcome this problem, the development of a food ordering application that utilizes a realtime database is proposed. By applying the Agile Development methodology through the Scrum framework, this research aims to produce an ordering solution that is innovative, responsive, and can adapt quickly to changing needs. The research was conducted over a period of 2 months by going through each stage of the method. Through BlackBox testing, all application functionality was verified according to the test scenarios, showing a high success rate. The existing features make it easy for customers to choose seats that are still available. Information related to the restaurant menu can also be accessed easily. The application is able to have a significant impact in improving customer experience and restaurant operational efficiency. Keywords: Agile Development, Scrum, Real-time Database, Black Box Testing

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