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INDONESIA
Jurnal Sistim Informasi dan Teknologi
ISSN : 26863154     EISSN : 26863154     DOI : 10.37034
Core Subject : Science,
The Jurnal Sistim Informasi dan Teknologi (JSISFOTEK) aims to publish manuscripts that explore information systems and technology research and thus develop computer information systems globally. We encourage manuscripts that cover the following topic areas: - Analytics, Business Intelligence, and Decision Support Systems in Computer Information Systems - Mobile Technology, Mobile Applications - Human-Computer Interaction - Information and/or Technology Management, Organizational Behavior & Culture - Data Management, Data Mining, Database Design and Development - E-Commerce Technology and Issues in computer information systems - Computer systems enterprise architecture, enterprise resource planning - Ethical and Legal Issues of IT - Health Informatics - Information Assurance and Security-Cyber Security, Cyber Forensics - IT Project Management - Knowledge Management in computer information systems - Networks and/or Telecommunications - Systems Analysis, Design, and/or Implementation - Web Programming and Development - Curriculum Issues, Instructional Issues, Capstone Courses, Specialized Curriculum Accreditation - E-Learning Technologies, Analytics, Future.
Articles 216 Documents
Analisis Penggunaan Metode Port Knocking pada Sistem Keamanan Jaringan Komputer (Studi Kasus di Universitas Baiturrahmah) Roby Nurbahri; Yuhandri; Gunadi Widi Nurcahyo
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 1
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jsisfotek.v5i1.211

Abstract

Sistem keamanan jaringan digunakan untuk mencegah dan mengidentifikasi masuk pengguna yang tidak sah (penyusup) di jaringan komputer. Tujuannya adalah untuk mengantisipasi bahaya jaringan komputer, yang berupa ancaman fisik atau logik. Ancaman fisik adalah ancaman yang merusak komponen fisik atau perangkat keras komputer, sedangkan ancaman logik meliputi pencurian data atau peretasan akun. Pihak-pihak yang tidak dapat dipercaya dapat menyalahgunakan akses ke sistem keamanan yang tidak dieksploitasi secara maksimal dan menimbulkan risiko yang signifikan. Serangan terhadap keamanan jaringan dilakukan dengan terlebih dahulu mempelajari detail port yang terbuka, kemudian memanfaatkannya. Mayoritas cracker menggunakan sistem port terbuka  untuk menyerang sistem jaringan. sebagai ilustrasi, Serangan Dos atau ddos yang menargetkan host atau komputer target dengan sejumlah besar paket yang datang dari beragam host.. Dalam hal ini  cracker perlu mengetahui port yang terbuka dan target agar serangan ini berhasil.  Serangan masuk lewat celah terbuka di jaringan komputer, salah satunya adalah port yang terbuka, sehingga memungkinkan pengguna internet yang tidak memiliki izin akses atau yang tidak berkepentingan dapat dengan mudah mengelola port-port yang terbukaIde di balik metode port-knocking adalah menyembunyikan layanan jarak jauh di balik Firewall dan hanya mengizinkan akses ke port tersebut ketika klien dapat diautentikasi ke firewall. Hal ini dapat bertindak sebagai pencegah serangan zero-day dan membantu mencegah pemindai menemukan service yang tersedia dan dapat diakses pada host. Dalam hal ini blocking port dapat melindungi firewall dari pemindai.
Improving Student Text Writing Ability by Utilizing the Use of Augmented Reality Feature Fitria Meisarah; Cut Susan Octiva; Purwo Agus Sucipto; Ika Rahayu Satyaninrum; Asri Ady Bakri
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 1
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jsisfotek.v5i1.213

Abstract

This study used a quantitative methodology. Experimental research is used, with a post-test-only control design as the study design. There were 100 students in the study's population, and students from classes A (the experimental type) and C (the control class) made up the sample. This study uses assemblers as a learning medium applied to those classes. Two variables are used in this study: the independent variable (the augmented reality feature in the assembler application) and the dependent variable (the ability to write descriptive texts for class students). Data collection techniques used are interview techniques, documentation, and observation. The application used to process research data is SPSS. This study's results show an influence between using augmented reality features and students' writing abilities. This is evident from the average value of the experimental class and control class.
Perancangan Sistem Informasi Praktek Kerja Industri pada SMKTI Bali Global Denpasar Erik Cahya Pradana; I Wayan Gede Narayana; I Made Arya Budhi Saputra
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jsisfotek.v5i2.223

Abstract

Praktek Kerja Industri (Prakerin) merupakan suatu kegiatan pendidikan dan pembelajaran yang dilakukan pada dunia Industri dalam upaya pendekatan atau untuk meningkatkan mutu para siswa SMK. Untuk menunjang hal tersebut, siswa kelas XI pada SMKTI Bali Global Denpasar diwajibkan untuk melaksanakan prakerin di salah satu perusahaan selama kurang lebih tiga bulan. Salah satu permasalahan yang terjadi pada SMKTI Bali Global Denpasar adalah dalam mengelola data prakerin masih dilakukan secara manual. Pengelolaan data manual tersebut dan banyaknya siswa yang terdiri dari 5 jurusan dan 14 kelas yang berbeda mengakibatkan bagian humas kesulitan dalam proses rekap data prakerin dari setiap kelas, bahkan seringkali mengalami data tertukar sehingga hasil rekaptulasi menjadi tidak maksimal dan terlambat. Pengelolaan dokumen yang masih dilakukan secara manual, juga mengakibatkan kesulitan saat mencari data tersebut ketika sewaktu-waktu diperlukan. Penelitian ini dilakukan dengan tujuan untuk membantu SMKTI Bali Global Denpasar untuk mencari solusi dan membantu atas permasalahan yang dihadapi. Pada penelitian ini dilakukan dengan menggunakan metode waterfall. Sistem ini dibangun dengan berbasis website dan menggunakan framework Laravel dan LeafletJS. Sistem ini dirancang menggunakan Diagram Use Case, Activity Diagram dan Entity Relationship Diagram (DFD). Lalu sistem diuji menggunakan metode pengujian blackbox testing. Penelitian ini menghasilkan suatu sistem informasi prakerin yang dapat digunakan untuk membantu bagian humas dan guru pembina dalam mengelola dan menyimpan data prakerin serta membantu siswa dalam mendapatkan informasi yang berkaitan dengan prakerin dengan lebih mudah dan jelas.
Sistem Informasi Pengaduan Pada Komite Olahraga Nasional Indonesia Provinsi Bali Berbasis Web Alfiani; Dedy Panji Agustino; I Gusti Agung Vony Purnama
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jsisfotek.v5i2.224

Abstract

Kemajuan teknologi saat ini, Komite Olahraga Nasional Indonesia Provinsi Bali diharapkan semakin berkembang dalam pelayanannya. Pada Komite Olahraga Nasional Indonesia Provinsi Bali tidak menyediakan pengaduan, sehingga jika terdapat kendala pada fasilitas ataupun pelayanan yang dialami masyarakat saat berkunjung, tidak langsung ditangani. Penilitian ini dilakukan untuk membangun sistem yang bertujuan untuk manajemen pengaduan pada Komite Olahraga Nasional Indonesia (KONI) Provinsi Bali, sistem ini menyediakan media komunikasi antara masyarakat, atlet dan staf kantor komite dalam penginformasian aduan kendala fasilitas atau pelayanan yang dialami agar penangan dapat dilakukan lebih cepat. waterfall merupakan metode yang digunakan pada penelitian ini untuk pengembangan website. Ada lima tahap yang harus dilakukan dalam proses pelaksanaanya yaitu, analisis, perancangan, implementasi, maintenance, dan pengujian. Cara agar mendapatkan hasil yang maksimal adalah dengan melakukan pengujian secara menyeluruh antarmuka sistem website menggunakan black box testing dengan tujuan untuk mengetahui apakah fungsi-fungsi pada website sudah berjalan sesuai dengan fungsinya. Hasil akhir penelitian dengan pengujian blackbox dapat disimpulkan bahwa website pengaduan komite olahraga nasional dapat digunakan oleh masyarakat sebagai tempat pengaduan menganai fasilitas dan pelayanan pada KONI Provinsi bali.
The Application of Mobile Security Framework (MOBSF) and Mobile Application Security Testing Guide to Ensure the Security in Mobile Commerce Applications Chairul Anwar; Chevy Herli Sumerli A; Sultan Hady; Novi Rahayu; Kraugusteeliana Kraugusteeliana
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jsisfotek.v5i2.231

Abstract

The use of mobile devices is one aspect of information technology that is now expanding quickly. In recent years, the use of mobile applications has increased in various areas of Indonesian society. However, cybercrimes such as data leaks are also increasing in Indonesia. One of them is the case of data theft in mobile commerce applications in Indonesia, where as many as more than 90 million user records were illegally traded by hackers on dark web sites. The mobile commerce application also stores sensitive user data for use in its business processes, such as email, passwords, addresses, telephone numbers, and account numbers. The goal of this study is to evaluate and identify security vulnerabilities or loopholes that could harm providers and users of the Android-based mobile commerce application using the Mobile Security Framework (MOBSF) and the OWASP Mobile Application Security Testing Guide (MASTG). This research was carried out in five stages: preparation, data collection, mapping the application (mapping vulnerabilities), exploitation, and reporting. The results of the study found that the mobile commerce application has a security gap issue in the data storage range in the parameter (MSTG-STORAGE-5) and in the authentication architecture range in the parameter (MSTG-AUTH-5 and MSTG-AUTH-6).
Analisis Pengaruh Kombinasi Fitur Spektral terhadap Tingkat Akurasi Speech Emotion Recognition Mifta Nur Farid; Arya Fatur Rahman; Himawan Wicaksono
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jsisfotek.v5i2.234

Abstract

Telah banyak penelitian tentang pengenalan emosi suara dengan akurasi yang berbeda-beda. Hal tersebut disebabkan oleh dataset, fitur-fitur, dan model klasifikasi yang digunakan. Hal yang paling mempengaruhi tingkat akurasi pengenalan emosi suara adalah fitur-fitur yang digunakan. Sehingga pada penelitian ini dilakukan eksplorasi terhadap kombinasi kombinasi fitur-fitur spektral dan bagaimana pengaruhnya terhadap akurasi dari pengenalan emosi suara. Kombinasi fitur yang digunakan adalah fitur-fitur spektral low level descriptor yaitu mel-frequency cepstral coefficient (mfcc), chroma, mel-spectrogram, spectral contrast, spectral bandwidth, dan tonnetz, dan fitur-fitur high-statistical function (HSF), yaitu mean, standar deviasi, jangkauan interkuartil, skewness, dan kurtosis dari fitur-fitur LLD sebelumnya. Model yang digunakan adalah long short-term memory (LSTM). Hasil yang didapatkan adalah dari keseluruhan percobaan kombinasi fitur LLD dan HSF, fitur mfcc dan spectral contrast memberikan nilai akurasi dan UAR tertinggi. Jika fitur mfcc ini dihilangkan maka nilai akurasi dan UAR akan turun secara signifikan. Selain itu penelitian ini memberikan bukti bahwa semakin banyak fitur yang digunakan tidak selalu memberikan hasil akurasi dan UAR yang baik. Namun yang paling mempengaruhi adalah fitur apa yang digunakan, bukan seberapa banyak fitur yang digunakan.
Implementation of Supply Chain Management in Web-Based Support Systems Employee Recruitment in Private Hospitals Musran Munizu; Muh. Risal Tawil; Giatika Chrisnawati; Helson Hamid; Muhammad Lukman Hakim
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jsisfotek.v5i2.239

Abstract

This public hospital still has many weaknesses in recruiting employees, so the time needed for hiring employees is long and not organized properly, which hampers the need for employees. Therefore, in order to support the smooth running of the employee recruitment system, it is necessary to create an executive support system that can provide solutions for the process of employee recruitment activities at the hospital later. To design an executive support system, a literature study, interviews with executives, observations, and final test results are calculated using a rule-based expert system. The proposed executive information system design includes a model design, data design, dialogue design, and implementation plan. The approach employed in this research is the object-oriented system development approach utilizing the Unified Modeling Language (UML) design tool and the waterfall strategy system development model. The programming languages utilized are Hypertext Preprocessor (PHP) and My Structure Query Language (MySQL). The outcome of this investigation is a web-based information system for supply chain management that can assess potential new hires and merge internal departments to enhance the seamless flow of information and the approval of candidate reports.
The Implementation of Simple Additive Weighting Method for Designing A Web-Based Waste Management Saving Transaction System Nursalim; Muhamad Ziaul Haq; Nalis Hendrawan; Roy Mubarak; I Putu Dody Suarnatha
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jsisfotek.v5i2.244

Abstract

The Garbage Bank is an organization initiated for all students to support the management of inorganic waste into something of value so as to create additional income. The increasing number of customers has caused the treasurer to be overwhelmed in ranking customer rankings and to not be on target in determining the best customer with the same amount of waste. In addition, there is no system security in handling the transaction process, so unwanted access can occur. The purpose of this research is to develop a savings transaction system for waste management so that it becomes a green Campus. The decision-making method uses Simple Additive Weighting. The system development methodology used is Rapid Application Development (RAD). The tools used in system design are the Unified Modeling Language. The implementation of this system uses the PHP programming language with the Laravel and MySQL frameworks for database processing. The resulting system can simplify and speed up the process of recording and managing waste bank data.
The Implementation of Android-Based Gamification to Design an Interactive Quiz Educational Game for Support Learning Activities Anwar; Andy Rachman; Faiz Muqorrir Kaaffah; Astried Silvanie; Syamsu Hidayat
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jsisfotek.v5i2.245

Abstract

Today's gadget technology has developed rapidly and has many features, along with the expansion of the internet network. In Indonesia alone, according to a survey from APJII, as much as more than 50% of the population has smartphone gadgets for daily use, and as much as more than 75% are dominated by children aged 12 years and over. However, only a few use smartphones for learning, which will affect smartphone users in terms of changing attitudes, behaviors, and motivation for learning. For this reason, the authors designed a quiz educational game application for learning, especially learning English, that utilizes gamification to increase children's motivation to learn while playing so they don't feel bored. The system was created using the GDLC development method with the Unity 3D Engine software, and for the Gamification system, using the Shephertz App42 API. Alpha testing shows that the functions in the game run well, and the gamification function works well and according to its function. The BETA test shows that the students taught by the author can improve their understanding of the English subject matter through the educational games made.
The Application of Extended Expectation-Confirmation Model to Identify Influencing Factors Digital Loyalty for Mobile-Based Travel Platform Frans Sudirjo; Vivid Violin; Arnold Sultantio Hutabarat; Lely Indriani; Budi Utami
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jsisfotek.v5i2.246

Abstract

The aim of this study was to determine the factors that impact the faithfulness of users on digital travel platforms, using the model proposed by researchers on satisfaction and loyalty based on user perceptions using the Expectation-Confirmation Model, which was enhanced by incorporating the variables of security and loyalty. Surveys were distributed online using a purposive sampling technique, and the minimum number of samples was determined using the Slovin formula with a 5% confidence interval. Subsequently, the data collected was analyzed using Ms. Excel and the PLS-SEM approach with SmartPLS. According to the findings of this study, out of the seven hypotheses, two hypotheses from travel A and B were rejected, specifically the security hypothesis regarding satisfaction and the satisfaction hypothesis regarding continuance intention. Similarly, the perceived usefulness hypothesis regarding continuance intention was rejected for travel A and B due to the path coefficient value and t-test of the hypothesis being less than 0.1 and 1.96. However, four hypotheses were accepted for all three platforms. According to the calculation of R2, satisfaction, continuance intention, and perceived utility are the three criteria that have the most impact on loyalty on the three digital travel platforms.