cover
Contact Name
Donna Setiawati
Contact Email
jitudonna@gmail.com
Phone
+6287888259367
Journal Mail Official
jitu@uby.ac.id
Editorial Address
Jl. Pandanaran No.405, Dusun 1, Winong, Kabupaten Boyolali, Jawa Tengah
Location
Kab. boyolali,
Jawa tengah
INDONESIA
JITU : Journal Informatic Technology And Communication
Published by Universitas Boyolali
ISSN : -     EISSN : 26205157     DOI : 10.36596
JITU : Journal Informatic Technology And Communication adalah terbitan berkala ilmiah yang fokus pada teknologi informasi dan komunikasi yang berbentuk kumpulan/akumulasi pengetahuan baru, pengamatan empirik atau hasil penelitian, dan pengembangan gagasan atau usulan baru. Beberapa sub bidang ilmu yang menjadi fokus ilmu komputer antara lain: Internet of Things (IoT), electronics engineering, software engineering, mobile technology and applications, robotics, database system, information engineering, artificial intelligence, interactive multimedia, computer networking, information system audit, accounting information system, information technology investment, information system development methodology, strategic information system (business intelligence, decision support system, executive information system, enterprise system, knowledge management), e-learning, and e-business (e-health, e-commerce, e-supply chain management, e-customer relationship management, e-marketing, and e-government).
Articles 109 Documents
Membangun Aplikasi Sistem Informasi Komunitas Motor Berbasis Android (Studi Kasus : GSX Community Boyolali-Klaten) Fairus Yuliagustin; Saiful Bahri; Dwi Kristiani
JITU : Journal Informatic Technology And Communication Vol 4 No 1 (2020)
Publisher : Universitas Boyolali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jitu.v4i1.184

Abstract

Research titled utilization of android application to support the Information System and Registration of new members of the GSX community who are secretariat in Boyolali-Semarang Street Dusun I, Winong, Boyolali, Boyolali. The research began from March 18, 2019 until June 18, 2019, with the aim of a) Building an Android-based application in accordance with the problems that have been analyzed, b) Designing an Android-based application program that can help facilitate prospective members who wish to register GSX Community Boyolali-Klaten members, c) Creating an android-based application so that members can more easily access and find the latest information about the community. The research methodology used is the PIECES Method, object modeling using UML. The results achieved are an android application to facilitate the registration of new members and providing information.
Pembangunan E-Commerce Pada Kegiatan Penjualan Probiotik Herbal Sari Rempah Berbasis Website Study Kasus UKM “Wiro Djoyo” Reksosari Khoirul Umam; Saiful Bahri; Donna Setiawati
JITU : Journal Informatic Technology And Communication Vol 4 No 1 (2020)
Publisher : Universitas Boyolali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jitu.v4i1.186

Abstract

The study is entitled the use of E-commerce to support MSMEs in marketing the "Wiro Djoyo" Case Study. UKM Wiro Djoyo Is one of the small and medium businesses engaged in selling herbal probiotics from Semarang such as herbal probiotics, tough and oil. This business is addressed to Reksosari, RT 09 / RW 01, Reksosari, Suruh, Semarang Regency. The product marketing system at Wiro Djoyo UKM is still very simple, namely by verbally conveying it by several people who have family ties or friends working with UKM Wiro Djoyo. Whereas for marketing the buyer still has to come to UKM Wiro Djoyo. So consumers who are far outside the area do not know the available address, so they are reluctant to come directly. The purpose of this study is to design, implement, and test e-commerce web-based e-commerce applications for product marketing at Wiro Djoyo. The research method used is a waterfall. Object modeling using UML. For coding using PHP and for databases using Myql. The results achieved are an e-commerce web to facilitate promotion and facilitate consumers in product marketing.
Aplikasi Kehadiran Mahasiswa Secara Otomatis Dengan Smartphone Nur Ahmad; Saiful Bahri; Dwi Kristiani
JITU : Journal Informatic Technology And Communication Vol 4 No 1 (2020)
Publisher : Universitas Boyolali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jitu.v4i1.187

Abstract

The study is titled Online Student Attendance Application with Smartphone. With affordable education costs and a very strategic location, Boyolali University is one of the universities in Boyolali district. Boyolali University is ready to meet the challenges of the education world towards competition at regional and national levels. The Boyolali University attendance process is still manual by using the attendance book, this makes students often commit attendance cheating with the help of other students who attend lectures and cause lecturers to find it difficult to develop the potential of students. The purpose of this research is to design, implement, and test student attendance applications automatically with a smartphone at Boyolali University, producing an online attendance application to improve the learning process and reduce student cheating while doing attendance at Boyolali University. The research methodology used is the Iconix process, object modeling using UML. For coding using php Mysql, and android client. The results achieved are an online attendance application to facilitate lecturers in making attendance and improving the learning process for students.
Perancangan Prototipe Perangkat Lunak Expert System Dengan Metode Backward Chaining Untuk Membantu Proses Pemeriksaan Antenatal Di Tingkat Pelayanan Dasar S.M. Santi Winarsih; Retno Palupi
JITU : Journal Informatic Technology And Communication Vol 4 No 1 (2020)
Publisher : Universitas Boyolali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jitu.v4i1.226

Abstract

Antenatal care at the Basic Service Level is defined antenatal checks will be undertaken to examine the circumstances of the mother and fetus at regular intervals, followed by an attempt correction of deviations found. The goal is to keep pregnant women can go through pregnancy, childbirth and post-partum properly and safely, and to produce a healthy baby.Procees Antenatal still done manually and is very dependent on the health workers so that the necessary software that can help this problem. The present study emphasizes the design of a prototype expert system software to assist in the level of antenatal examination of basic services.The purpose of this research is to make protitipe design software in order to help workers in antenatal care at the level of basic services.The method used in the design of a prototype expert system software that helps antenatal checks the method used in the design of a prototype expert system software to assist in the level of antenatal examination of basic services. The stages are done systematically in this study is a study phase began with a reference library to find supporters then gathered data, to identify and to determine the extent of the problem konseptualisiasi and experts involved, then formalize the knowledge base includes the manufacture of that relate to the topic, determining ie backward chaining inference method, followed by the drafting of a database, and then to design new prototype expert system software with backward chaining method that can assist antenatal examination in basic service level.
Penerapan HOTs Pada Media Pembelajaran Game Matematika Dengan Metode DGBL Anugerah Bagus Wijaya; Randi Octavian Andriyono
JITU : Journal Informatic Technology And Communication Vol 4 No 2 (2020)
Publisher : Universitas Boyolali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jitu.v4i2.258

Abstract

Melalui hasil wawancara penulis dengan murid di SD Negeri 2 Kembangan diperoleh informasi bahwa murid yang kesulitan dalam pembelajaran dikelas pada matapelajaran Matamatika. Dalam dunia pendidikan banyak game edukasi yang sudah dibuat sebagai media pembelajaran untuk anak-anak. Digital Game Basic Learning (DGBL) adalah salah satu metode yang menggunakan teknologi game, sebuah game digital apa pun bisa dianggap sebagai media jika terdapat unsur pembelajaran didalamnya. Masih terdapat kesenjangan penting dalam literatur tentang DGBL, karena metode tersebut masih perlu penekanan pada hasil pembelajaran dalam lingkungan kelas yang lebih otentik, dalam hal ini adalah kajian dalam segi keterampilan berpikir penggunanya dalam proses memahami materi atau pembelajaranya. Higher-Order Thinking Skills (HOTs), adalah salah satu komponen utama dalam keterampilan berpikir kreatif dan kritis dan ini adalah tingkat tertinggi dalam hierarki proses kognitif. Metode pengembangan sistem yang penulis gunakan untuk mengembangan game edukasi ini adalah Digital Game Based Learning-Infrastructure Design (DGBL-ID). Berdasarkan hasil pengujian yang telah dilakukan dapat disimpulkan bahwa game edukasi pembelajaran Matematika yang dibangun, dapat memberikan pengetahuan dan semangat belajar matematika pada siswa
Aplikasi Managemen Surat Berbasis WEB pada SMK Negeri 1 Boyolali Indri Ikasari; Donna Setiawati; Dwi Kristiani
JITU : Journal Informatic Technology And Communication Vol 4 No 1 (2020)
Publisher : Universitas Boyolali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jitu.v4i1.266

Abstract

The study entitled Building a web-based mail management application at SMK Negeri 1 Boyolali has the aim to develop a mail management information system in accordance with the administrative requirements of the archives section, simplifying the process of finding incoming and outgoing documents, structuring better mail archives. The research method used to solve various problems that occur is first to collect data. Data collected through observation, interviews and literature study. The next stage is the development of systems that use the waterfall method. This method consists of the stages of system planning (system engineering), needs analysis, design, program writing, testing and system maintenance. The result of his research is that the application is able to shorten the time in the process of managing incoming and outgoing mail, making it easier for users to manage agenda papers, making dispositions, and searching the archive of letters easier and faster.
Metode Offline Forensik Untuk Analisis Digital Artefak Pada TOR Browser Di Sistem Operasi Linux Wisnu Sanjaya; Bambang Sugiantoro; Yudi Prayudi
JITU : Journal Informatic Technology And Communication Vol 4 No 2 (2020)
Publisher : Universitas Boyolali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jitu.v4i2.345

Abstract

The rapid development of the IT world has covered all aspects of life and among IT technology products is the creation of Operating Systems and Web browser applications. Privacy in the use of IT in the open era is now highly expected, therefore now widely developed Operating Systems and Web browser applications that have facilities to protect user privacy. Linux and TOR Browser is a combination that is widely used in the field of security, but unfortunately many are misused by the person in a crime. The motivation to use both is to eliminate or minimize the digital footprint of the browsing activity so that it will complicate the search of digital evidence in a crime. This research proposes a framework of stages for TOR Browser analysis in Linux Operating System which aims to provide solution in forensic investigation using offline forensic method. The use of offline forensic methods to obtain detailed information from a digital proof on a computer in a off state
Penilaian User Experience Menggunakan Metode Technology Acceptance Model (TAM) Terhadap Aplikasi Augmented Reality Gamelan Jawa Sitaresmi Wahyu Handani; Septiana Nur Hidayah; Ito Setiawan
JITU : Journal Informatic Technology And Communication Vol 4 No 2 (2020)
Publisher : Universitas Boyolali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jitu.v4i2.348

Abstract

Gamelan merupakan salah satu budaya lokal Indonesia yang perlu dipelihara eksistensinya. Beberapa penelitian terkait pengenalan gamelan ke generasi muda telah banyak dilakukan, diantaranya menghasilkan aplikasi yang menggabungkan antara gamelan dengan teknologi terkini yaitu augmented reality. Penggunaan teknologi augmented reality untuk menampilkan dan memperkenalkan alat musik gamelan merupakan inovasi baru dan perlu diapresiasi. Namun perlu sebuah penilaian tersendiri untuk mengetahui apakah penggunaan teknologi tersebut berdampak positif terhadap penggunanya. Melalui penelitian ini, peneliti melakukan kajian lebih dalam dengan menggunakan metode Technology Acceptance Model (TAM) untuk mengetahui pengalaman pengguna dalam berinteraksi dengan aplikasi gamelan berbasis augmented reality. Terdapat lima aspek yang diuji yaitu aspek kemudahan penggunaan (Perceived Ease of Use), manfaat penggunaan (Perceived Usefulness), sikap pengguna (Atitude Toward Using), keinginan pengguna (Behavioral Intention of Use), kesadaran pengguna (Actual System Usage). Dari hasil uji validitas dan realibiltas yang dilakukan didapatkan hasil bahwa semua butir komponen dalam kuisoner yang dibagikan valid dan reliable. Sedangkan dari analisis data deskriptif yang dilakukan, didapatkan hasil bahwa persepsi pengguna terhadap lima aspek tersebut di atas sangat baik dengan nilai skor tertinggi 4.10 pada aspek kemudahan penggunaan dan sikap pengguna.
Sistem Informasi Manajemen Mutu Produk Di PT Deltomed Laboratories Wonogiri Fajar Dwi Septian; Donna Setiawati; Ari Pantjarani
JITU : Journal Informatic Technology And Communication Vol 4 No 2 (2020)
Publisher : Universitas Boyolali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jitu.v4i2.111

Abstract

This research is entitled Sistem Informasi Manajemen Mutu Produk Di PT Deltomed Laboratories Wonogiri. This study aims to create a product quality management information system at PT Deltomed Laboratories, facilitate information management & product quality administration, and create efficiency and effectiveness in the process of product quality management for the better. The system development method used in this study is Waterfall where the process starts from Communication, Planning, Modeling, Construction and Deployment. For system design tools using UML diagrams with the Visual Basic programming language and MySQL Database. The results achieved are a product quality management information system that facilitates information management & product quality administration, as well as creating work efficiency and effectiveness in the process of product quality management for the better.
Perbandingan Algoritma N-gram dan Algoritma Knuth Morris Pratt untuk Mengukur Tingkat Akurasi Plagiarisme pada Dokumen Abstrak Skripsi Berbasis Website Dwi Krisbiantoro; Sofyan Fathur Rohim; Irfan Santiko
JITU : Journal Informatic Technology And Communication Vol 5 No 1 (2021)
Publisher : Universitas Boyolali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jitu.v5i1.390

Abstract

Plagiarism is a crime that often occurs in the academic world, plagiarism occurs because of theft of other people's work that is illegally recognized as if the work is his own. N-gram is an algorithm by cutting as many characters as N-characters in a sentence or word. While the Knuth Morris Pratt (KMP) algorithm is a string search algorithm, this algorithm is used to maintain information that is used to carry out the number of shifts whenever there is no matched patency in the text. The purpose of this study is to create a system to measure the comparison of the accuracy of the N-gram algorithm with a website-based KMP on a thesis abstract document. This research uses the waterfall system development method which has stages, namely analysis, design, coding, and testing. The KMP test results are better than N-gram where kmp has an average percentage of 3.8% while the N-gram 3.5% results are obtained from an average of 10 trials and 5 documents tested.

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