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INDONESIA
Jurnal Ilmiah Betrik : Besemah Teknologi Informasi dan Komputer
ISSN : 23391871     EISSN : 27157369     DOI : https://doi.org/10.36050/betrik.v10i03
Core Subject : Science,
Besemah Informatika dan Teknologi Komputer (BETRIK) adalah jurnal nasional yang diterbitkan oleh Lembaga Penelitian dan Layanan (LPPM), Sekolah Tinggi Teknologi Pagar Alam (STTP). Karya ilmiah ini diterbitkan sebanyak 6 manuskrip, dengan topik yang berkaitan dengan masalah Teknologi Informasi dan Komunikasi termasuk Rekayasa Perangkat Lunak, Programming, Mobile Aplication, Networking, Security, Internet of Things (IoT), Artificial Intelgence, dan Multimedia.
Articles 181 Documents
PORTAL APLIKASI KAJIAN ILMU KEISLAMAN BERBASIS ANDROID PADA MAJLIS TAKLIM DKM NURUL HUDA Buhori Muslim; Eva Susilawati; Emil Herdiana
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.569

Abstract

Cianjur as a City of Santri, of course, there are many Islamic studies carried out in langgar, mosque, surau, Islamic boarding school or school, currently these studies are only local and can only be heard by people around mosques, Information Technology and Information Systems (SITI) has been found to be the most effective disseminator of information and of course it can also be an alternative in Islamic religious studies so that studies can be carried out by anyone anywhere. In making this portal application the study of Islamic science is the system development method used, namely waterfalls, the waterfall application in this study is the most suitable because the system is built with great systematic and good accuracy so that the resulting system is good and in accordance with the needs of users from application. This application that is built requires an analysis of computer hardware and android-based smartphones, where the creation begins with the design, the design is modeled with UML and the Java programming language, android and database using firebase. The results of this study are the application portal for Islamic studies that is most suitable for Android smartphone users.
ANALISIS PENGARUH GAME ONLINE DAN MOTIVASI BERMAIN TERHADAP MINAT BELAJAR SISWA SD Hendi Sama; Jevon Junanto
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.586

Abstract

This study aims to determine the effect of online game and gaming motivation on elementary students' learning interest. This study uses a qualitative and quantitative approach with the variables of Online Game and Gaming Motivation as independent variables and Learning Interest as the dependent variable. In the qualitative method, 30 samples of elementary school students were taken and in the quantitative method, 392 samples of elementary school students were taken with the population number set at 20,000, due to the absence of a specific number. Interviews were conducted as a data collection technique with a qualitative approach, while the quantitative approach was carried out by distributing questionnaires. Data analysis in both methods was carried out using the SPSS application, specifically for the qualitative approach which was codified beforehand. Based on the results of qualitative and quantitative data analysis, the authors conclude that the variables of Online Game and Gaming Motivation partially and simultaneously have a significant effect on the Learning Interest variable with an effect of 59.9% and 52.2% respectively.
PREFERENSI NARRATIF RDR 2 ANTARA GAME PEMAIN BATAM DENGAN PENDEKATAN MULTI METODE Zulkarnain; Rifki
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.587

Abstract

The research conducted by the author aims to find out what makes RDR2 video game players like the narrative of the game. In this study the authors used two approaches, namely qualitative and quantitative. The variables used are Empathy (X1), Usability (X2) and Satisfaction (Y) variables. In the qualitative method, 30 samples were taken and in the quantitative method, 385 samples were taken from people who met the criteria, namely those who had played the video game RDR 2. The author collected qualitative research method data by conducting interviews with respondents, while the quantitative method collection technique was by distributing questionnaires to respondents. . For qualitative data, the data from the interviews will be coded before being tested and analyzed. Qualitative data, the writer can conclude that the Empathy variable is influenced by the Usability and Satisfaction variable by 80%, while 20% is influenced by other variables which include variables not examined by the authors in this study. In quantitative data, the authors can conclude that the Empathy variable is influenced by the Usability and Satisfaction variables by 34%, while 66% is influenced by other variables which include variables not examined by the authors in this study.
KLASIFIKASI MAMALIA MENGGUNAKAN EXTREME GRADIENT BOOSTING BERDASARKAN FITUR HISTOGRAM OF ORIENTED GRADIENT Yohannes Yohannes; Johannes Petrus
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.589

Abstract

Mammals are one type of animal that has many characteristics and characteristics. The shape of the face in each type of mammal has a similar shape. The faces of mammals in the form of frontal images are a challenge in image classification. In this study, the Histogram of Oriented Gradient (HOG) is used as a feature of the facial shape of mammals. HOG is used as a strengthening feature in the classification process using the eXtreme Gradient Boosting (XGBoost) method. The test was carried out using a dataset of frontal facial imagery of mammals consisting of 15 species. The results of the tests show that the XGBoost method with the HOG feature is able to provide better classification results for mammals than without the HOG feature. This is indicated by an increase in the value of precision, recall, and f1-score on XGBoost with the HOG feature which is almost twice as high as XGBoost without the HOG feature.
ANALISIS KUALITAS IKLAN VIDEO DAN EFEKTIFITASNYA SEBAGAI MATERI PEMASARAN PADA PEREMPUAN DI KOTA BATAM: STUDI KASUS PERHIASAN Veri Hartanto; Deli
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.593

Abstract

Advertising is a form of promotion as a marketing medium used in delivering a message from a product offered to consumers. The study was conducted to determine the effectiveness of advertising on jewelry products using the AIDA model (Attention, Interest, Desire, Action) and the MDLC method (Multimedia Development Life Cycle). The population in this study was 608.010 million women in Batam and with a sample of 100 respondents. The study was conducted by distributing questionnaires on social media that were analyzed and data processed using the SPSS application. The results showed that each variable has a positive and effective influence on advertising. The attention variable got a result of 4.41, the interest variable got a result of 4.30, the desire variable got a result of 4.28, and the action variable got a result of 4.22. The overall average score of AIDA got 4.30 which concluded that the advertisements of jewelry products displayed were in a very effective category.
STUDI EKSPLORASI DAN ANALISIS PENGARUH VIDEO GAME PADA KUALITAS PERTEMANAN: STUDI KASUS IT TAKES TWO Kevin Anderson; Heru Wijayanto Aripradono
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.595

Abstract

It Takes Two is a game that is played in co-op with other players, this game can be played locally or online. Where each player controls one of the characters and works together to solve a problem such as passing obstacles and defeating enemies. In the It Takes Two game itself there are 9 chapters, namely Chapter 1: The Shed, Chapter 2: The Tree, Chapter 3: The Pillowfort, Chapter 4: Space Station, Chapter 5: Road to the Magic Castle, Chapter 6: Gates of Time, Chapter 7: Snowglobe, Chapter 8: Garden, Chapter 9: The Attic. This study aims to determine the effect of playing cooperative games on the quality of friendship. The method used in this research is the exploration and observation method. The results obtained in this study are that playing cooperative games has a positive influence on the quality of friendship at least temporarily because this study only takes 15 minutes, this is seen from observations by the author of the video recording with a duration of 15 minutes, namely the existence of mutual assistance between partners such as giving directions to partners, smiling at partners, and laughing at partners in playing the game.
ANALISIS PERSEPSI ORANG DALAM KEPERCAYAAN MENGGUNAKAN CRYPTOCURRENCY DI INDONESIA Hendi Sama; Nelson
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.604

Abstract

This study aims to determine people's perceptions of trust in using cryptocurrency in Indonesia. This study uses a qualitative and quantitative approach with Cryptocurrency and Blockchain variables as independent variables and Trust as the dependent variable. In the qualitative method, 30 samples of people who used cryptocurrency were taken and in the quantitative method, 400 samples were taken of people who used cryptocurrency with a population as of July 2021 of 7.4 million based on data from the Commodity Futures Trading Supervisory Agency (Bappebti) of the Ministry of Trade (Ministry of Trade). The method of collecting data on the qualitative approach is the interview method while the quantitative approach uses the method of distributing questionnaires. Data analysis uses the SPSS application, for qualitative data it will be codified first. Based on the results of qualitative and quantitative data analysis, the authors conclude that the Cryptocurrency and Blockchain variables partially and simultaneously affect the Trust variable with percentages of 87.8% and 73.2% respectively.
ANALISIS PENGARUH MUSIK GAME TERHADAP PENGALAMAN BERMAIN GAME GENSHIN IMPACT Muhammad Ardiansyah; David Pramono
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.606

Abstract

ABSTRAK Tujuan utama dari penelitian yang aini adalah untuk mengetahui pengaruh musik pada game terhadap pengalaman bermain game genshin impact. Penelitian ini menggunakan metode penelitian eksperimen dan kualitatif. Variabel yang digunakan dalam penelitian ini adalah variabel Musik (MU) dan Pengalaman bermain video game (VGE). Pada metode eksperimen dan kualitatif masing-masing peneliti akan menyeleksi 30 orang sebagai responden. Teknik pengumpulan data yang digunakan pada penelitian eksperimen adalah dengan meminta responden untuk memainkan game genshin impact dengan menggunakan musik pada game dan tidak menggunakan musik dalam game, yang kemudian peneliti akan memberikan kuisoner untuk responden,kemudian untuk penelitian kualitatif peneliti akan melakukan mewawancara responden. Analisis data kedua metode dilakukan denan aplikasi SPSS dan akan dikodifikasikan terlebih dahulu. Berdasarkan hasil analisis data eksperimen dan kualitatif yang telah dilakukan, penulis menyimpulkan bahwa variabel musik berpengaruh terhadap variabel pengalaman bermain game.
ANALISIS ALGORITMA MONTE CARLO UNTUK MEMPREDIKSI KEUNTUNGAN PEMBANGUNAN APARTEMEN MENGGUNAKAN SCRUM FRAMEWORK Welliam Ali; Syaeful Anas Aklani
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.612

Abstract

This study aims to predict profits in apartment projects. This research was made using the Scrum framework in making AI applications and predicting the benefits of using Monte Carlo. Besides that, making AI applications uses PHP and Xampp to make AI. This study uses qualitative methods to 5 people at different developers. The findings of this study indicate that the results on the analysis of ai applications on the benefits of apartment projects are in accordance with the results on the benefits of projects in the field. The model used by the author is Scrum to help authors complete work one by one quickly and can be recognized in doing Scrum. Scrum is divided into 3 namely Product Owner, Development Team and Scrum Master. Where the Scrum Master is in charge of ensuring the sprint goes well and the Development Team and Product Owner to analyze and design applications. The findings of this study are useful for developers to predict profits in apartment projects to be built.
ANALISIS TEKNIK FOOD PHOTOGRAPHY SEBAGAI MEDIA PROMOSI PADA MASYARAKAT KOTA BATAM Kevin Antonio; Jimmy Pratama
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.613

Abstract

Photography is a method of producing images by recording the reflection of light hitting an object. Food photography is widely used by food bloggers and is also commonplace for Instagram application users. Food photography demands that the product photos displayed be more attractive, not just showing the food on the plate, but how to attract the attention of someone who sees it can immediately feel hungry with the appearance of the details and textures presented. Food photography is currently able to be used as an alternative way of developing a business in the business world, one of which is efforts in the development of a business by entrepreneurs or business people. In this study, the author made a photographic design that will be used as culinary marketing to attract the attention of the audience to cause a feeling of wanting to try food objects in the photos displayed. However, producing an interesting photo requires maximum shooting process, supporting light, detailed setup, and the precision of a photographer. In this study, the author used Gregory's formula for 2 media experts in the form of lecturers who are experts in the field of photography or multimedia, 2 content experts in the form of café administrators. In addition, the author also uses google form as a medium to collect test data for respondents of 37 people in Batam City who have seen the results of food photography designs and analyzed using the Likert Scale formula. The test results of 2 media experts and 2 content experts got a coefficient value of "1.00" with a "Very High" level of validity, and the respondent validity test carried out obtained results in the form of an index value of 94% with a qualification level of "Strongly Agree".

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