cover
Contact Name
Andry Fajar Zulkarnain
Contact Email
andry.zulkarnain@ulm.ac.id
Phone
+6281223932020
Journal Mail Official
andry.zulkarnain@ulm.ac.id
Editorial Address
Jl. Brigjen H. Hasan Basry Komp. Kampus ULM Kayu Tangi Banjarmasin, Kalimantan Selatan Phone / Fax: 0511-3304405
Location
Kota banjarmasin,
Kalimantan selatan
INDONESIA
JTIULM (Jurnal Teknologi Informasi Universitas Lambung Mangkurat)
ISSN : 25275399     EISSN : 25282514     DOI : http://dx.doi.org/10.20527
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) is intended as a media for scientific studies on the results of research, thinking and analytical-critical studies regarding research in Systems Engineering, Informatics / Information Technology, Information Management and Information Systems. As part of the spirit of disseminating knowledge from the results of research and thought for service to the wider community and as a reference source for academics in the field of Technology and Information.
Articles 142 Documents
Maturity Level Analysis of FT ULM Service System Using The Cobit 2019 Framework Muhammad Asriannoor
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 9 No. 2 (2024)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v9i2.338

Abstract

Effective use of Information Technology (IT) is a key factor in improving the quality of educational services offered by the Faculty of Engineering, Lambung Mangkurat University (FT ULM). To achieve this goal, FT ULM is committed to continuously improving its performance and services in IT governance. This research focuses on measuring the maturity level of IT governance in FT ULM's service system, particularly in the service aspect. The objective is to analyze the maturity level of FT ULM's service system using the COBIT 2019 framework. The evaluation is conducted to identify the gap between the current and desired conditions, and provide recommendations for improving IT governance. The methods employed include literature review, data collection through questionnaires and interviews, and data analysis using the COBIT 2019 framework. Data collection is focused on relevant domains, such as Build, Acquire, and Implement (BAI), Align, Plan, and Organize (APO), Deliver, Service, and Support (DSS), and Evaluate, Direct, and Monitor (EDM). The research results indicate that the average maturity level is at Level 3 (Established Process). There is a significant gap between the current and desired conditions, highlighting the need for improvement and enhancement in several aspects of IT governance. The recommendations provided include strengthening risk management, improving service system integration, and enhancing infrastructure and policies related to IT governance.
Usability Evaluation of i-Saku Mobile Application Using Usability Testing Method With PACMAD Model Charvia Cipta Wijaya
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 9 No. 2 (2024)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v9i2.339

Abstract

The i-saku application is a digital wallet or money app published by PT Inti Dunia Sukses and used for transactions at Indomaret. Currently, the i-saku app has a low rating and many negative user reviews on the Google Play Store. In this study, the PACMAD model was used to test seven usability attributes: Effectiveness, Efficiency, Satisfaction, Learnability, Memorability, Error, and Cognitive Load. Data was collected through three techniques: Performance Measurement, System Usability Scale (SUS), and Retrospective Think Aloud (RTA). The research findings showed an effectiveness rate of 85.33% for the i-saku app, an efficiency rate of 0.04398689 goals/second, a satisfaction rate of 43, good learnability and memorability levels, an error rate of 0.026, and 26 complaints regarding cognitive load. This study provides information on the usability evaluation of the i-saku app using the PACMAD model and offers suggestions for improvement based on the findings
Analysis of Internet Network Quality of Service (QoS) on ULM Hotspot at Universitas Lambung Mangkurat Banjarmasin Rizky Fatra Wijaya
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 9 No. 2 (2024)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v9i2.340

Abstract

With the internet, the technique of having information or records will become quicker and extra efficient. present day college students are very dependent on the internet in phrases of gaining knowledge of, doing assignments, accumulating assignments, even within the studying method using the internet. the present facility at Lambung Mangkurat university is ULM HOTSPOT to facilitate college students to get entry to the internet without cost, however at certain times ULM HOTSPOT regularly decreases its network speed. The intention of the research became to analyze the quality of the ULM HOTSPOT network in five faculties of Lambung Mangkurat university, Banjarmasin, specifically the faculty of Engineering ULM, faculty of Eco- nomics and business ULM (FEB ULM), faculty of teacher training and education ULM (FKIP ULM), faculty of Social and Political Sciences ULM (FISIP ULM), in addition to the ULM faculty of law, by using searching out parameter calculations for quality of provider, particularly Throughput, Jitter, delay, and Packet Loss primarily based on TIHPON standardization and in order to be able to discover what factors impact the parameter values of quality of service. The research turned into accomplished by collecting parameter data from quality of service using the network Protocol Analyzer software, specifically Wireshark in five faculties of Lambung Mangkurat university, Banjarmasin through getting access to the ULM HOTSPOT network in each faculty and establishing Simari, Gmeet, and Zoom as substances for accumulating quality of service parameter records. . The outcomes of this observe obtained a quality of service rating based on standards from TIHPON, faculty of Engineering with a rating of 2.75 (Unsatisfactory), FEB-ULM with a rating of 3 (excellent), FKIP-ULM with a value of 2.75 (Unsatisfactory), FISIP-ULM with a value of 3 (excellent), and the faculty of law with a value of 3 (excellent). The factors that have an effect on the decrease within the quality of service rating based on the ULM HOTSPOT internet network consumer capability exceeds the limit.
Analysis of the KompuLearn Application to Improve Cognitive Skills According to the Growth Mindset Framework Aisyah Nursyahidah; Enjang Ali Nurdin; Enjun Junaeti; Eka Fitrajaya Rahman; Erna Piantari
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.459

Abstract

Informatics education at the vocational high school level continues to face challenges, particularly in students' limited understanding of algorithmic and programming concepts and the prevalence of a fixed mindset. This study aims to enhance students’ cognitive skills and foster a growth mindset by integrating a growth mindset framework into the instructional design of informatics learning. The learning design incorporates the Problem-Based Learning (PBL) model and is supported by a digital mobile application called KompuLearn. The research employed a Research and Development (R&D) methodology using the ADDIE model and a one-group pretest-posttest design. The participants consisted of 30 tenth-grade students from a vocational high school. Results showed an improvement in average scores from 52.6 (pretest) to 76.2 (posttest), with a normalized gain (N-gain) of 51.1%, categorized as moderate. One-way ANOVA analysis revealed a significant difference (p < 0.001) in cognitive gains among students with different mindset tendencies. Moreover, the proportion of students exhibiting growth mindset characteristics increased, as reflected in both the data distribution across learning phases and the questionnaire responses. These findings indicate that integrating a growth mindset framework into informatics learning design—through a PBL approach and digital support—positively contributes to cognitive improvement and mindset development among vocational high school students.
Real-Time K-Means Clustering with Firebase ML Kit: Segmenting Barber Shop Customers by Booking Behavior and Churn Risk Rafie Rafie; Helda Yunita; Amrul Hadiyanoor
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.461

Abstract

This study addresses the challenges of high churn rates and the need for real-time customer behavior analysis in barber shops by developing a K-Means model integrated with Firebase ML Kit. The research analyzes 70,000 booking records from an Android application, focusing on features such as booking frequency, average cancellations, and recency day. The model achieves optimal performance with 5 clusters, validated by a Silhouette Score of 0.58 and a Davies-Bouldin Index of 0.541. Key segments like "Inactive Members" and "High Volume Churners" are successfully identified, enabling targeted business strategies such as reactivation campaigns and priority booking offers. The system is implemented in a mobile application, providing real-time customer segmentation and actionable insights. This approach offers a scalable solution to enhance customer retention and operational efficiency in the barber shop industry
Network Security Analysis with Hybrid Intrusion Detection System, Firewall, and Attacker Log Visualisation Sulthan Alfarisy; Eka Setya Wijaya; Muhammad Fajrian Noor; Muhammad Bahit
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.462

Abstract

The current digital era brings convenience to people in various industries, including access to information that can be obtained from various sources on the Internet. However, the freedom of the Internet has also led to an increase in cybercrime, which has become a serious problem. According to a monitoring report from the National Cyber and Crypto Agency (BSSN), Indonesia experienced a total of around 2.4 billion cyberattack anomalies between January 2021 and August 2022. With so many cases, an effective system is needed to detect, prevent, and monitor computer networks. This research applies a hybrid Intrusion Detection System (IDS) system that uses OSSEC and Suricata, and uses Elastic Stack for log management for server monitoring. The results show that this hybrid IDS system is able to detect all types of attacks tested, including port scanning, brute force, SQL injection, and denial of service (DoS). In addition, this system can also block attack access by utilising firewall features such as Iptables. The detection results of the hybrid IDS were successfully visualised using Elastic Stack, demonstrating the effectiveness of the system in improving computer network security.
Evaluation of User Experience in the Game "Night's Reach" Using the Game Experience Method Questionnaire (GEQ) Sherly Damaiyanti; Andreyan Rizky Baskara; Muhammad Fajrian Noor; Muti'a Maulida
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.463

Abstract

Students from Lambung Mangkurat University developed a game called "Game Night's Reach" aimed at introducing and preserving wetland environments. To assess the game's viability for release, it is crucial to test the UI/UX to gauge its efficiency. This involves understanding how well players interact with the game and their over-all user experience. The testing is conducted through distributing questionnaires to collect gameplay experience data from new users. The method used is the Game Experience Questionnaire (GEQ), which measures the efficiency of user experience by evaluating players' feelings and experiences while playing the game, beyond just usability aspects like efficiency, perspective, and dependency. Based on the questionnaire data, a redesign was performed in the first phase to improve the game, which will be compared in the second phase. The usability evaluation of "Game Night's Reach" using the GEQ method showed the following changes after redesign: Competence, Increased by 0.198 from 0.872 to 1.068. Immersion, Increased by 0.196 from 0.853 to 1.051. Flow, Increased by 0.29from 0.742 to 1.032. Tension, Increased by 0.1 from 0.51 to 0.61. Challenge, Increased by 0.13 from 0.588 to 0.718.Negative affect, Decreased by 0.103 from 0.545 to 0.442. Positive affect, Increased by 0.106 from 0.894 to 1.008.Empathy, Increased by 0.235 from 0.723 to 0.958. Negative feelings, Decreased by 0.072 from 0.482 to 0.41. Behavioural involvement, Increased by 0.388 from 0.59 to 0.978. Positive experience, Increased by 0.168 from 0.89to 1.058. Negative experience, Decreased by 0.078 from 0.501 to 0.423. Tiredness, Decreased by 0.01 from 0.505 to 0.495. Returning to reality, Increased by 0.334 from 0.646 to 0.986.
Quality Analysis of the Digital Library Website of Universitas Lambung Mangkurat with Webqual 4.0 Method and User Experience Questionnaire (UEQ) Nurul Huda; Andreyan Rizky Baskara; Nurul Fathanah Mustamin; Yuslena Sari
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.464

Abstract

The current digital literature resources are widely provided by various libraries, especially those associated with higher education institutions. One such example of a digital library is the Lambung Mangkurat University Digital Library (Digilib ULM). Pre-evaluation results indicate that around 50% of the issues are related to the quality of the website, such as its appearance and functionality. Therefore, this research examines the quality of the ULM Digital Library to identify indicators that match user preferences and require improvement. The Webqual 4.0 method and User Experience Questionnaire are uti- lised for this purpose. The research is quantitative with a descriptive approach. Data is collected through a questionnaire, with 100 respondents sampled from the entire population, consisting of ULM students. Webqual 4.0 comprises three dimensions: usability, information quality, and service interaction. Meanwhile, UEQ consists of six aspects: attractiveness, dependability, efficiency, perspicuity, stimulation, and novelty. The research findings from Webqual 4.0 indicate a service interaction score of 2.75, information quality of 2.68, and usability of 2.45. The usability aspect falls into the low category or does not meet user expectations, while the other aspects fall into the moderate category. The UEQ results show an attractiveness score of 1.130, efficiency of 0.648, and novelty of 0.673, all scoring below the average compared to benchmarks, while other aspects score above average. Based on these results, it is evident that the Digilib ULM website does not meet user expectations and can be considered suboptimal, requiring improvement and enhancement.
Evaluating Recommendation Accuracy in E-Commerce: A Comparison Between Content-Based and Collaborative Filtering Methods Muhammad Fajrian Noor; Sofyar; Siti Aminah
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.465

Abstract

Product recommendation systems play an important role in helping users find products that match their interests and needs on e-commerce platforms. This research aims to compare the effectiveness of two popular methods in recommendation systems, namely Content-Based Filtering and Collaborative Filtering. The research method used is quantitative with data collection through questionnaires which are then analysed using evaluation metrics such as precision, recall, and F1-score to measure the accuracy level of each method. The results show that Content-Based Filtering provides more accurate recommendations than Collaborative Filtering in the context of this research. This finding indicates that product characteristics relevant to user preferences have a more dominant influence in generating appropriate recommendations, compared to other user preferences. This research makes an important contribution to the development of a more effective recommendation system to improve user experience in finding relevant products on e-commerce platforms. Thus, the results of this study can serve as a reference for recommendation system developers in choosing the most suitable method to improve user satisfaction and system performance.
IOT System Design for Motion Detection from Remote Monitoring Camera with Telegram Notification to Mobile Phone M. Auliani Assauri; Helda Yunita; Samsuri; Husnul Ma'ad Junaidi
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.466

Abstract

Crime does make people restless, especially if they have to leave their hometown to travel to a faraway place. Becauseo f this concern, humans have begun to create innovations in the field of security, namely a monitoring system using CCTV (Closed Circuit Television) and NVR (Network Video Recorder) as servers and storage devices. However, it tends to be expensive, therefore a security camera monitoring system was created using a Raspberry Pi device which aims to replace the task of CCTV as a security system in a room. The method used is the Waterfall method, one type of application development model that applies sequential and systematic phases. This security system has a motion detection feature that will immediately take pictures and record what is captured by the surveillance camera, then the system will send a notification to the user's Telegram application. In this study, 3 tests were carried out, namely motion detection testing which resulted in overall data being sent, then the second was telegram bot notification testing which resulted in an average loading time of 18.81 seconds, then the last Google Drive auto backup testing which was able to send the most data of 14 images and 14 videos with a time of 69.39 seconds. After several tests, it can be concluded that using a Raspberry Pi device and a web camera can replace CCTV tasks with additional notification features in the Telegram application and auto backup to Google Drive cloud storage.