cover
Contact Name
Purnomo Hadi Susilo
Contact Email
teknikinformatika_unisla@yahoo.co.id
Phone
+6285733290212
Journal Mail Official
teknikinformatika_unisla@yahoo.co.id
Editorial Address
Joutica : Journal of Informatic Unisla Program Studi Teknik Informatika - Fakultas Teknik - Universitas Islam Lamongan Jl. Veteran 53 A Lamongan
Location
Kab. lamongan,
Jawa timur
INDONESIA
Joutica : Journal of Informatic Unisla
ISSN : 2503071X     EISSN : 2621511X     DOI : https://doi.org/10.30736/jti.v7i1.747
Topics cover the following areas (but are not limited to): Enterprise Systems (ES) Enterprise Resource Planning Business Process Management Customer Relationship Management Marketing Analytics System Dynamics E-business and e-Commerce Marketing Analytics Supply Chain Management and Logistics Business Analytics and Knowledge Discovery Production Management Task Analysis Process Mining Discrete Event Simulation Service Science and Innovation Innovation in the Digital Economy Information Systems Management (ISM) Software Engineering Software Design Pattern System Analysis and Design Software Quality Assurance Green Technology Strategies Strategic Information Systems IT Governance and Audits E-Government IT Service Management IT Project Management Information System Development Research Methods of Information Systems Adoption and Diffusion of Information Technology Health Information Systems and Technology Accounting Information Systems Human Behavior in Information System Social Technical Issues and Social Inclusion Domestication of Information Technology ICTs and Sustainable Development Information System in developing countries Software metric and cost estimation IT/IS audit IT Risk and Management Data Acquisition and Information Dissemination (DAID) Open Data Social Media Knowledge Management Social Networks Big Data Web Services Database Management Systems Semantics Web and Linked Data Visualization Information Social Information Systems Social Informatics Spatial Informatics Systems Geographical Information Systems Data Engineering and Business Intelligence (DEBI) Business Intelligence Data Mining Intelligent Systems Artificial Intelligence Autonomous Agents Intelligent Agents Multi-Agent Systems Expert Systems Pattern Recognition Machine Learning Soft Computing Optimization Forecasting Meta-Heuristics Computational Intelligence Decision Support Systems IT Infrastructure and Security (ITIS) Information Security and Privacy Digital Forensics Network Security Cryptography Cloud and Virtualization Emerging Technologies Computer Vision and Image Ethics in Information Systems Human Computer Interaction Wireless Sensor Networks Medical Image Analysis Internet of Things Mobile and Pervasive Computing Real-time Systems and Embedded Systems Parallel and Distributed Systems
Articles 164 Documents
PEMBANGKITAN DATA UJI BERBASIS DIAGRAM AKTIVITAS DAN DIAGRAM STATECHART Arif Rahman Sujatmika; Yanuangga Gala Hartlambang
Joutica Vol 3, No 1 (2018)
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (303.275 KB) | DOI: 10.30736/jti.v3i1.200

Abstract

Testing is the stage of software development used to determine whether a software is ready for release or not. In making test cases using reference activity diagrams and statechart diagrams, a help representation was made, ie State-Activity-Diagram (SAD). The generation of test cases using a reference between the statechart diagram and the status diagram is still inadequate because in the case of the test produced there is no test data. The selection of test data for many test cases will be tedious and time consuming. In this paper, it is proposed to generate test data automatically based on existing test cases. Test data created based on class diagrams, and data dictionaries. The test case data consists of inputs and results. First enter information about the functions involved in the test case into the SAD node so that the SAD-S Diagram is obtained. Second, after the process of making the test case is completed, the test data is made by looking at the data dictionary function so that the test data is formed.
PERBANDINGAN METODE REGRESI LINEAR DAN NEURAL NETWORK BACKPROPAGATION DALAM PREDIKSI NILAI UJIAN NASIONAL SISWA SMP MENGGUNAKAN SOFTWARE R Masruroh Masruroh
Joutica Vol 5, No 1 (2020)
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (444.353 KB) | DOI: 10.30736/jti.v5i1.347

Abstract

Metode regresi linear dan neural network backpropagation merupakan metode yang kerap digunakan dalam model prediksi. Penelitian ini bertujuan untuk membandingkan akurasi metode regresi linear dan backpropagation dalam prediksi nilai Ujian Nasional siswa SMP. Data yang digunakan berupa data nilai ujian akhir semester dan ujian sekolah sebagai input dan nilai ujian nasional sebagai output. Data didapatkan dari SMPN 1 dan SMPN 2 Lamongan.. Jumlah dataset sebanyak 701 dibagi menjadi 75% data training dan 25% data testing. Simulasi prediksi dilakukan menggunakan software R. Parameter akurasi yang digunakan adalah Root Mean Squared Error (RMSE) dan Mean Absolute Percentage Error (MAPE). Hasil penelitian menunjukkan model prediksi menggunakan metode regresi linear menghasilkan RMSE sebesar 9,04 dan MAPE sebesar 3,94%, sedangkan model prediksi menggunakan backpropagation menghasilkan RMSE sebesar 7,28 dan MAPE sebesar 0,55%. Dengan demikian dalam penelitian ini metode neural network backpropagation memiliki akurasi yang lebih baik dalam prediksi nilai Ujian Nasional siswa SMP.
PENGEMBANGAN E-BOOK BERBASIS ANDROID PADA MATA PELAJARAN SISTEM KOMPUTER DI SMK YAPALIS KRIAN Cindy Cahyaning Astuti
Joutica Vol 6, No 2 (2021)
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (698.848 KB) | DOI: 10.30736/jti.v6i2.670

Abstract

SISTEM APLIKASI PENGELOLAHAN DATA KOMPLAIN UNTUK MENGUKUR KUALITAS KINERJA UNIT PDE BERBASIS WEB DI RSUD Teguh Pradana; Anggit Septa Yurika
Joutica Vol 2, No 2 (2017)
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (365.517 KB) | DOI: 10.30736/jti.v2i2.67

Abstract

Decision Support Systems (DSS) are interactive computer-based system, which helps decision-makers to use the data and models to solve unstructured problems. Decisions can be taken by right (time and objective) and can be accounted for if it is supported by a system without doing individual aspects of the decision itself as well as the context of the problems faced.Thus the authors will take advantage of the application system pengelolahan complaint of data to measure performance web-based EDI unit. This system which will bridge the gap between students and the concentration of the majors to be taken with the help of the head of the study program. Decision Support System for Determination of Concentration Programs are designed using the programming language PHP and Mysql data base. And system design using CMS as decision support in determining the concentration of the majors to be taken in studying at the Faculty of Economics, University of the Free Pasuruan. Students are no longer confused / scared wrong in taking decisions for determination majors is to be retrieved
MEDIA PEMBELAJARAN RAWAT TANAMAN HIDROPONIK BERBASIS MOBILE ANDROID taufik - kurnialensya
Joutica Vol 4, No 2 (2019)
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (581.609 KB) | DOI: 10.30736/jti.v4i2.278

Abstract

Perkembangan teknologi berbasis mobile android sangat berpengaruh didalam kehidupan manusia. Teknologi mobile android sudah banyak digunakan manfaatnya dalam berbagai bidang, salah satunya pemanfaatannya didalam bidang pertanian yaitu sebagai media pembelajaran rawat tanaman hidroponik. Didalam media pembelajaran rawat tanaman hidroponik berbasis mobile android memiliki banyak manfaatnya, salah satunya menjadikan pemakai menjadi mandiri dalam rawat tanaman hidroponik. Media pembelajaran rawat tanaman hidroponik didalamnya terdapat paparan-paparan materi tentang rawat tanaman hidroponik, pengenalan terhadap jenis tanaman, penanganan penyakit dan hama, dan kuis yang berisikan tentang materi-materi berkaitan dengan rawat tanaman hidroponik. Dari hasil penelitian ini adalah menghasilkan aplikasi media pembelajaran rawat tanaman hidroponik berbasis mobile android yang lebih friendly untuk pemula dalam belajar bertanam tanaman hidroponik. Dari hasil kuisioner yang telah dilakukan mendapat nilai aspek rekayasa perangkat lunak sebesar 82%, berkaitan dengan aspek desain pembelajaran sebesar 80%, berkaitan aspek komunikasi visual sebesar 82%.
PENGEMBANGAN MEDIA PEMBELAJARAN PELAKSANAAN DAN PENGAWASAN PEKERJAAN KONSTRUKSI GEDUNG (P3KG) MOBILE LEARNING BERBASIS ANDROID PADA PESERTA DIDIK KELAS XII BISNIS KONSTRUKSI DAN PROPERTI DI SMK NEGERI 1 SINGOSARI Mohammad Musthofa Al Ansyorie
Joutica Vol 6, No 1 (2021): Jurnal Teknik Informatika
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (452.996 KB) | DOI: 10.30736/jti.v6i1.516

Abstract

Bedasarkan pengalaman Penulis pada saat menempuh Kajian dan Praktik Lapangan (KPL) di SMK terdapat bahwa peserta didik kurang memahami konsep materi maupun konsep praktikum yang disampaikan oleh Mahasiswa KPL maupun Guru Pamong pada saat kegiatan belajar berlangsung. Selain itu, ketergantungan peserta didik pada smartphone sangat banyak. Namun, penggunaan pada jenjang tersebut lebih cenderung digunakan untuk Hiburan yang dapat menghambat proses pembelajaran peserta didik pada saat sekolah maupun pada saat diluar sekolah. Tujuan penelitian ini adalah menghasilkan Produk Media Pembelajaran Pelaksanaan dan Pengawasan Pekerjaan Konstruksi Gedung (P3KG) Berbasis Mobile Learning untuk Platform Android di SMK Negeri 1 Singosari. Penelitian ini mengunakan metode R & D yang sudah dimodifikasi oleh penulis. Langkah-lahngah penelitian dan pengembangan ini meliputi, analisis kebutuhan dan pengumpulan data, desain produk, Validasi, Revisi Produk Awal, Pengujian Produk, Produk Jadi. Subjek Penelitian ini adalah siswa kelas XII SMK Negeri 1 Singosari yang berjumlah 34 siswa, ahli materi dari satu Dosen Teknik Sipil Universitas Negeri Malang dan ahli media dari satu Dosen Teknik Sipil Universitas Negeri Malang. Hasil yang diperoleh dari penelitian pengembangan ini adalah media pembelajaran berbasis android pada mata pelajaran Pelaksanaan dan Pengawasan Pekerjaan Konstruksi dan Gedung dengan spesifikasi berisi (1) Halaman Pengantar Aplikasi, (2) Main Menu, (3) Kompetensi, (4) Materi, (5) Video Pembelajaran, (6) Latihan Soal, (7) Panduan Penggunaan, (8) Profil Pengembang. Hasil penelitian untuk uji kelayakan menunjukkan bahwa Pengembangan Media Pembelajaran Pelaksanaan Dan Pengawasan Pekerjaan Konstruksi Gedung (P3KG) Mobile Learning Berbasis Android Pada Peserta Didik Kelas XII Bisnis Konstruksi Dan Properti Di Smk Negeri 1 Singosari ini termasuk dalam klasifikasi cukup valid dan dapat disebarkan.
APLIKASI GAME WIN START LA BERBASIS ANDROID Roiduddin Al Adib; Nurul Fuad; Retno Wardhani
Joutica Vol 1, No 2 (2017)
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (720.717 KB) | DOI: 10.30736/jti.v1i2.49

Abstract

Game is one of the entertainment that is fun and interesting way to spend leisure time or relieve boredom at the time of waiting, a variety of games or game has been created and produced many free or paid. Starting from a brain teaser game theme, sports, to adventure. An android based games can provide entertainment for players. The purpose of this study was to design and build a game that can be played in your spare time and eliminate boredom when waiting. The method used in designing and building this game is the method of "Multimedia Development". Stages in the process of this study is Phase Concept , Design , Material Collection and Testing. By using the Unity Game Engine programming language and Android SDK, will produce an android game titled "Application-Based Android Game Win Start" to increase knowledge in making games with the theme of brain teasers and applying the lessons of artificial intelligence (Playing Game) with a greedy algorithm, uses 2D graphics and is designed for a single player
DESIGN IMPLEMENTASI KECERDASAAN BUATAN PADA CHATBOT LINE DALAM PERMAINAN TEBAK ANGKA Mayatopani Hendra; Nurdiana Handayani
Joutica Vol 4, No 1 (2019)
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (421.376 KB) | DOI: 10.30736/jti.v4i1.282

Abstract

Information technology provides a new change in the increasingly diverse world of games with play games that are fun when played and content is given in such an interesting way in packaging, artificial intelligence in games can provide interactive play between users and the system adds to the playing experience, the game world has entered Social media applications are some of the applications that were originally formed for relationships and now add realtime gaming features to play with friendships that have been added to the application. The game that will be designed using the chatbotline on social media Line starts from the game play flow about guessing a number that will later come out whether the guess results from the user are correct or wrong based on artificial intelligence and the highest score is the winner. The results obtained from game design provide the user experience for interaction in playing or with other users to increase the excitement in using social media.
MEDIA PEMBELAJARAN KOMPOSISI FOTO DIGITAL PADA SISWA KELAS XI PROGRAM KEAHLIAN MULTIMEDIA SMK MUHAMMADIYAH 1 LAMONGAN Kurnia Yahya
Joutica Vol 2, No 1 (2017): Jurnal Informatika UNISLA
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (389.989 KB) | DOI: 10.30736/jti.v2i1.29

Abstract

Digital Photo Composition is one of the competencies that must be mastered by students in completing learning in Multimedia Vocational High School. Digital Photo Composition is a very important part in the world of graphic design. To master this competence requires a deep understanding. In the delivery of the material either theoretically or practicum of a teacher should really be able to attract students sympathy that students finally feel comfortable and motivated in learning. Interactive Media Learning DIGITAL PHOTOGRAPHY used to take Competency Standard Composition Digital Photos, In this learning media, learners will learn from knowing the parts of the camera to the process of photo editing. It consists of interactive content and includes animations, videos, text, photos and simulations. There is also a random evaluation for the answer as well as the scoring system at the end of the evaluation. This media is expected to be a learning material for the students mengasikkan mengasikkan and ultimately students can understand and able even without any learning in the classroom
SISTEM INFORMASI PENDAFTARAN ONLINE ANGGOTA ASOSIASI PROGRAM STUDI INFORMATIKA PGRI JAWA TIMUR Ahmad Bagus Setiawan
Joutica Vol 3, No 2 (2018)
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (140.237 KB) | DOI: 10.30736/jti.v3i2.230

Abstract

Asosiasi Program Studi Informatika (APSI) PGRI Jawa Timur Merupakan Asosiasi yang didirikan oleh PGRI Jawa Timur untuk mengayomi Program Studi dalam bidang Informatika, dalam hal kerja sama antar lembaga diantaranya, penelitian, pengabdian masyarakat, sistem bembelajaran dan pelatihan. Dalam sistem pendaftaran Asosiasi ini, maka dibuatkan sebuah sistem pendaftaran berbasis online, dimana banyak Calon anggota asosiasi yang ingin mendaftarkan diri sebagai anggota APSI. Dengan adanya Sistem Informasi Pendaftaran Online ini,pendataan calon anggota Asosiasi lebih mudah dan dapat dikenali lebih rinci biodata dari calon anggota Asosiasi.

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