cover
Contact Name
Destiarini
Contact Email
informatika@unbara.ac.id
Phone
+6281310745870
Journal Mail Official
informatika@unbara.ac.id
Editorial Address
Jl. Ratu Penghulu No.2301 Karang Sari, Baturaja OKU Sumatera Selatan 32115
Location
Kab. ogan komering ulu,
Sumatera selatan
INDONESIA
INTECH (Informatika dan Teknologi)
Published by Universitas Baturaja
ISSN : 27227367     EISSN : 27227367     DOI : https://doi.org/10.54895/intech
Core Subject : Science,
INTECH - Informatika Dan Teknologi diterbitkan 2 (dua) kali setahun pada bulan Mei dan November oleh Program Studi Informatika, Fakultas Teknik dan Komputer, Universitas Baturaja yang telah terbit pertama kali pada tahun 2020. Tujuan Jurnal INTECH adalah sebagai sarana untuk menerbitkan makalah/artikel dalam bidang Sains dan Teknologi Informasi pada bidang penggunaan komputer, internet, perangkat lunak dan perangkat keras dibidang teknologi informasi. Selain itu jurnal INTECH juga meliputi daerah yang mendukung integrasi dan pengembangan teknologi pada bidang lainnya. INTECH menerima makalah/artikel yang belum pernah diterbitkan oleh media lain atau sedang dalam proses (under review) untuk diterbitkan oleh media lainnya. Review akan dilakukan terhadap semua naskah yang masuk. Hasil dari review akan disampaikan kepada setiap penulis dalam kurun waktu 1 (satu) bulan sejak naskah dikirim ke editor. Bahasa pada Jurnal INTECH adalah Bahasa Indonesia. Hak Cipta dan Orisinalitas dari setiap makalah/artikel yang akan diterbitkan akan diminta kepada seluruh penulis dengan menyertakan “Surat Pernyataan Etika Publikasi” yang telah kami sediakan. Makalah yang sebelumnya telah dipresentasikan pada sebuah conference/seminar tetapi telah mengalami proses editing yang cukup besar akan dipertimbangkan untuk diterbitkan pada Jurnal INTECH. Kami mengundang Anda untuk mengirimkan makalah ke INTECH. Makalah yang akan disubmit dapat mengikuti template INTECH dan harus mengikuti pedoman penulisan yang kami sediakan. dalam bentuk softcopy dapat dikirim melalui laman Submission dalam bentuk file dengan ekstensi .docx (Mircrosoft Word) dan BUKAN dalam bentuk Portable Document File (PDF). Editor berhak mengedit naskah untuk keperluan perbaikan dan layout setting, tanpa mengubah intisari dari tulisan. Untuk perbaikan yang sangat mendasar, editor akan meminta perbaikan kepada penulis.
Articles 108 Documents
Analisis Keefektifitasan Model Pembelajaran Daring Pada Masa Pandemi Covid-19 (Studi kasus: Kelas V SDN 12 OKU) Destiarini Destiarini
INTECH (Informatika dan Teknologi) Vol 2 No 1 (2021): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v2i1.871

Abstract

Director General of the World Health Organization (WHO) Tedros Adhanom Ghebreyesus officially announced the Coronavirus (Covid-19) as a pandemi on Wednesday, March 11, 2020, so all world activities changed including education. The Covid-19 pandemi has forced the learning system in schools to drastically change from face-to-face meetings to online learners. Many schools that do not yet have an online learning infrastructure are forced to do online lectures. This study aims to analyze the effectiveness of online learning during the Covid-19 Pandemi. The purpose of this research is to get information about the effectiveness of the online learning process during the Covid-19 pandemi. The research uses qualitative explorative methods with inductive approaches. In this study, respondents related to 5 people consisting of 1 principal, 1 teacher, 1 teacher in the field of science, 1 parent, and 1 student. To maintain the confidentiality of the respondent's identity, the researcher named the respondents P1, P2, P3, P4, and P5. Interviews are structured with questions that are compiled and associated and developed with related literature. The result of this study is the lack of effective online learning due to the lack of facilities and infrastructure and the unpreparedness of technology education for teachers and students.
Systematic Literature Review: Permasalahan Ransomware pada Aplikasi Berbasis Cloud Zidnii Ilma Rimbarawa; Elis Kholisoh; Zahwa Putri Rahmayani
INTECH (Informatika dan Teknologi) Vol 2 No 2 (2021): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v2i2.877

Abstract

Ransomware has created questions on the security aspects of a cloud architcture, especially with cloud services being adopted by more enterprises. Ransomware encrypts data and makes it inaccessible. Victims are given instructions to pay the attacker a fee in exchange for having their data accessible again. Ransomware has organizations and is increasingly targeting applications running on databases. To prevent this problem, this study uses the Systematic Literature Review method to provide information about ransomware problems in cloud-based applications, as well as ransomware prevention in cloud-based applications and its challenges including the differences in effectiveness for each type of ransomware and the strategies that do not apply to server-side attacks. The research review shows that backup and recovery is a key defense strategy against ransomware. Ransomware protection, applications, and databases require the right strategy, including reliable recovery. This research is useful to ensure that the cloud-based is protected from ransomware attacks.
Pemanfaatan Big Data dalam Bisnis E-commerce OLX Airlangga Maulana H; Citra Adinda Hartawan; Firda Della Irawan; Pramoedya Seta Ananta
INTECH (Informatika dan Teknologi) Vol 2 No 2 (2021): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v2i2.880

Abstract

Basically, the emergence of online sales sites is a positive impact on the development of information technology. Not a few online markets selling similar goods and services. However, there are many considerations between consumers in sorting and choosing what goods they will buy as well as the inventory of goods displayed on the online market. Every online marketplace must compete to increase its sales profit by researching the data entered on the account sites used by consumers. The type of research used is quantitative research. By utilizing advances in technology, the use of data mining is an efficient way to retrieve and collect the required data. Data mining, often also called knowledge discovery in database (KDD), is an activity that includes collecting, using historical data to find regularities, patterns, or relationships in large data sets. The output of this data mining can be used to improve decision-making in the future. So the term pattern recognition is now rarely used because it is part of data mining. Observations are carried out directly on the olx.co.id web by visiting the site, then documenting the site by printing a screen to be able to take pictures of the website display in other words we can compare one product with other products and see how many products there are. sold out. In this study, researchers also explain the flow of product orders using OLX e-commerce. E-commerce platforms also allow businesses to gather a wealth of statistics about how many customers come to their website, how they choose or compare alternatives, and what the logic is in each buying situation.
PERANCANGAN SISTEM INFORMASI PENGELOLAAN KEUANGAN SEKOLAH BERBASIS WEB DAN SMS GATEWAY DI SMK JAYABEKA 02 KARAWANG Apit Priatna; Arif Maulana Yusuf
INTECH (Informatika dan Teknologi) Vol 2 No 2 (2021): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v2i2.1013

Abstract

SMK Jayabeka 02 is a private school located in the Karawang area, which has 4 expertise programs, namely mechanical engineering, light vehicle automotive engineering, office administration and computer network engineering. School financial management still uses Microsoft Excel which requires accuracy in managing and recording, then the data processing process requires a lot of time and energy if the data is already queuing a lot. The purpose of this study is to facilitate the administrative transactions of school payments and expenses as well as to produce accurate data and increase the confidence of parents in students and schools. The method used is observation, interviews and literature study to obtain the required data and use SDLC for the system development model described by the waterfall. With the creation of the system, it is hoped that it can further facilitate every existing process and can improve the quality and trust of parents of students towards students and the school.
MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA KULIAH PERIPHERAL DAN TROEBLESHOOT Johan Eka Wijaya DN; Yamanto Isa; Meliana Sari
INTECH (Informatika dan Teknologi) Vol 2 No 2 (2021): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v2i2.1167

Abstract

Penelitian ini bertujuan untuk mengembangkan Media Pembelajaran Berbasis Android pada mata kuliah Peripheral and Troebleshoot. Jenis penelitian yang digunakan adalah penelitian Research and Development (R&D). Metode yang digunakan adalah metode prosedural dengan teknik pengumpulan data berupa angket. Dari hasil expert review, ahli media memberikan nilai 87% dengan kategori “Baik Sekali”. Ahli desain memberikan nilai 78% dengan kategori “Baik”. Dan ahli materi memberikan nilai 76% dengan kategori “Baik”. Pada uji coba produk skala perorangan dengan objek penelitian 3 orang responden yaitu mahasiswa semester II kelas A.2.1 pada mata kuliah Peripheral and Troubleshoot diperoleh nilai 89,75% dengan kategori “Baik Sekali”. Uji coba kelompok kecil dengan objek penelitian 6 orang responden yaitu mahasiswa semester II kelas A.2.1 pada mata kuliah Peripheral and Troubleshoot memperoleh nilai 86,40% dengan kategori “Sangat Baik”. Kemudian dilakukan uji coba skala besar dengan objek penelitian 23 orang sebagai responden yaitu mahasiswa semester II kelas A.2.2 pada mata kuliah Peripheral and Troubleshoot memperoleh nilai 80,16% dengan kategori “Baik”. Data hasil penelitian dianalisis dengan menggunakan rumus persentase. Hasil perolehan data uji coba produk menunjukkan tingkat kelayakan produk dalam kriteria “Baik”.
MULTIMEDIA BERBASIS ANDROID DENGAN APP INVENTOR PADA MATA KULIAH BAHASA PEMROGRAMAN Yelmi Yunarti; Ayu Purnama; Muhammad Nang Al Kodri
INTECH (Informatika dan Teknologi) Vol 2 No 2 (2021): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v2i2.1168

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis android dengan menggunakan App Inventor pada mata kuliah bahasa pemrograman. Jenis penelitian yang digunakan penelitian research and development (R&D). Model yang digunakan model prosedural dengan teknik pengumpulan data berupa angket. Data hasil penelitian dianalisis dengan menggunakan rumus persentase, dari hasil uji coba ahli media memberikan nilai 86%, dengan predikat “baik sekali”. Ahli desain meberikan nilai 79,30% dengan predikat “baik”. ahli materi meberikan nilai 81,90% dengan predikat “baik”. Pada uji coba produk per orangan (one to one) dengan objek 3 orang mahasiswa diperoleh nilai 92,97% dengan predikat “baik sekali”. Pada uji coba kelompok kecil (small group) dengan objek 6 orang mahasiswa diperoleh nilai 86,37% dengan predikat “ baik sekali”. Uji coba lapangan (field test) dengan objek 15 orang mahasiswa diperoleh nilai 81,51% dengan predikat “baik”. hasil uji coba produk menunjukkan tingkat kelayakan produk dengan kriteria baik dan layak digunakan pada mata kuliah bahasa pemrograman.
Pengembangan Media Pembelajaran Matematika Kelas XI Berbasis Android Desy Aprima
INTECH (Informatika dan Teknologi) Vol 2 No 2 (2021): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v2i2.1169

Abstract

This study aims to develop an android-based learning class XI mathematics learning media to support the mathematics learning process both online and face-to-face. This research type was Research and Development (R&D). The steps of the development procedure including: the design stage, the production stage, and the evaluation stage. The subjects in this study were validated in the early stages by experts (design experts, media experts, and subject matter expert). Then proceed with individual-scale product trials, small group-scale trials and field trials. Data collection techniques in this study used a questionnaire. Questionnaires are used to obtain information and data to measure the feasibility of the resulting product. Based on the assessments made by experts, the average percentages were: design experts (79.17), media experts (80.09), subject matter experts (82.09). So, from the overall average value, it can be concluded that on the validation the experts get the eligibility criteria ”Good”. Based on the results of field trials, the percentages obtained are: individual scale (82.33) small scale (82.44), large scale (82.91). So, it can be concluded that the overall average value of the percentage of field trials on the respondents obtained the eligibility criteria of ”Very Good”. In other words, the media developed in this study was considered feasible and very good for use in learning mathematics.
Analisis Aplikasi DAPODIK SD Versi 2022.a Dengan Menggunakan Metode Usability Testing Destiarini Destiarini; Amin Munir
INTECH (Informatika dan Teknologi) Vol 2 No 2 (2021): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v2i2.1172

Abstract

Perkembangan teknologi saat ini begitu pesatnya. Semua kegiatan pada dunia pendidikan telah teraplkasi baik itu sistem pembelajaan maupn pelaporan. Aplikasi Data Pokok Pendidikan atau Dapodik adalah Sistem pendataan skala Nasional yang terpadu, dan merupakan sumber data utama Pendidikan Nasional, yang merupakan bagian dari Program perancanaan pendidikan nasional dalam mewujudkan insan Indonesia yang Cerdas dan Kompetitif. Keberadaan Aplikasi Dapodik SD Versi 2022.a dalam pendataan di sekolah mulai dari data periodik sekolah, keadaan sarana dan prasarana, Pendidik dan Tenaga Kependidikan, Peserta Didik, Rombongan belajar, Jadwal, dan penilaian siswa. Sehingga dengan adanya aplikasi Dapodik SD Versi 2022.a ini merupakan jantung sekolah yang menentukan pencairan Dana BOS, Sertifikasi Guru, Peserta Ujian, dan menghadirkan informasi tentang info Guru dan Tenaga Kependidikan. Penelitian ini bertujuan untuk memberikan informasi yang lengkap mengenai kelebihan dan kekurangan dari aplikasi Dapodik SD Versi 2022.a, sehingga aplikasi ini benar-benar sempurna. Adapun metode yang digunakan untuk menganalisa aplikasi Dapodik ini dengan mengguakan metode usability testing, dimana indikator pada metode ini seperti: learnabilty, memorability, effeciency, errors, dan satisacton. Dalam pengambilan sampel, peneliti menggunakan guru dan operator sekolah dengan wawancara dan tebar kuisioner. Hasil akhir dari analisa ini dapat disimpulkan Aplikasi Dapodik SD versi 2022.a belum bisa memberikan layanan secara otomatis untuk kenaikan pangkat bagi guru yang berstatus PNS.
Sistem Informasi Sekolah Pada SMK Kader Pembangunan Joko Kuswanto; M. Ilham Maulidan; Jovanca Esha Nandini; M. Ikhsan Abdi Rabani; Putu Agus Indra Yoga; M. Erick Deppiko Syaputra
INTECH (Informatika dan Teknologi) Vol 2 No 2 (2021): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v2i2.1173

Abstract

Speaking more about school information systems, today there are many computer applications that are devoted to the creation of applications, for example Mirosoft Access, Borland Delphi, and Visual Basic or web-based. But, in fact in SMK Kader Pembangunan Baturaja school data processing has not used computer-based application programs. This research aims to create a school information system in SMK Kader Pembangunan. The research method used is by waterfall method. This system is expected to facilitate and speed up the process of collecting, processing, and managing data or information, and support the implementation of teaching and learning in schools.
Penerapan Metode Scrum pada Pembuatan Aplikasi Sistem Tanda Tangan Digital dengan QR Code Berbasis Website Cahya Kamila; Yoga Rizky Putra; Tohpatti Crippa Praha
INTECH (Informatika dan Teknologi) Vol 3 No 1 (2022): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v3i1.1175

Abstract

Sign systems that are still traditional are considered less effective and are starting to be replaced by digital because they can save resources and time compared to having to meet in person the traditional way. According to several studies that have been reviewed previously, the use of digital signatures using a QR Code based on a website has proven to be effective and efficient to implement. At this time the use of digital signatures has begun to be used in various places, because signatures that are done manually using a wet pen are considered less efficient because it requires a long process and is easy to manipulate, which causes the validity of the signature to decrease. . With these problems, we developed a Website-Based Digital Signature System for the Informatics and Computer Engineering Education Study Program, State University of Jakarta by applying the scrum method. Scrum is an additional responsive framework for developing software and managing product or application development. Scrum is a complex process in which many factors affect the final result. Based on our development, we conclude that it is proven that the existence of a website-based signature application using a QR Code can make the signature process more efficient and effective and can increase the level of validity of the signature because QR Codes are difficult to manipulate. that we created can be applied in many places and reduce the problem of the length of the process of requesting a signature.

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