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Contact Name
Sepriano
Contact Email
sepriano@uinjambi.ac.id
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+6285726173515
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febri@stie-trianandra.ac.id
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Komplek Purwokerto City Walk (PCW) Jl. H.R. Bunyamin Blok A 11-12 Purwokerto 53121 email : admisi@politeknikpratama.ac.id, website : www.politeknikpratama.ac.id
Location
Kab. banyumas,
Jawa tengah
INDONESIA
Jurnal Teknik Informatika dan Teknologi Informasi
ISSN : 28279379     EISSN : 28279387     DOI : https://doi.org/10.55606/jutiti.v1i3.85
Core Subject : Science,
Jurnal Teknik Informatika dan Teknologi Informasi (JUTITI) : ISSN: 2827-9379 (cetak), 2827-9387 (Online) berfokus pada penerbitan artikel berkualitas tinggi yang didedikasikan untuk semua aspek penelitian, masalah, dan perkembangan terbaru di bidang Teknologi Informatika dan Teknologi Informasi. Artikel dapat ditulis dalam bahasa Inggris atau bahasa Indonesia. Jurnal ini diterbitkan 3 (tiga) kali dalam satu tahun yaitu Edisi April, Agustus, dan Desember.
Articles 69 Documents
Studi Literatur Perbandingan Bahasa Pemrograman C++ dan Bahasa Pemrograman Python pada Algoritma Pemrograman Adawiyah Ritonga; Yahfizham Yahfizham
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 3 No. 3 (2023): Desember : Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v3i3.2863

Abstract

Programming Language is a language used to write computer program codes. Programming languages ​​allow programmers to instruct computers to perform certain tasks. There are many different programming languages ​​such as Python, Java, C++, PHP, JavaScript and so on. This article only focuses on explaining the C++ and Python programming languages. The aim of this article is to find out the differences between the C++ and Python programming languages ​​and to find out the advantages and functions of each programming language. From the results obtained, the two C++ programming languages ​​are more focused on Windows development, while Python is more often used in software development and the C++ programming language is more difficult to understand than the Python programming language.
IMPLEMENTASI METODE ACCESS CONTROL LIST PADA MIKROTIK DALAM MENGAMANKAN JARINGAN INTERNET DI KANTOR LURAH AIR SELEMBA Sulaiman, Rahmat; Al Fathul, Rab Sahf; Raya, Agustina Mardeka
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 4 No. 1 (2024): April: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v4i1.2880

Abstract

To meet the minnimum requirements of people who want to get information quickly and easily, the need for internet access is very high. Thus, we must continue to look for and strive for quality. There is a delay in communication and there is no filtering for devices connected to Office of Salemba’s internet. This is because there is no way to regulate the access rights for each device on the network, therefore it is necessary to implement the Access Control List (ACL) method on computer networks with the aim of making staff or employees more stable when working. In getting internet access, the development used is NDLC consisting of Analysis, Design, Prototyping Simulation, Implementation, Monitoring and Management. Data collection methods are literature study, observation and interviews. The routerboard that has been used is RB941-2nd. The results obtained from this research are that this method is very helpful in limiting the number of clients who get the internet and filtering unauthorized packets.
Konsep Pembelajaran Mahasiswa Dalam Memahami Algoritma Melalui Komputer Pemograman Icha Amelia; Yahfizham Yahfizham
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 3 No. 3 (2023): Desember : Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v3i3.2885

Abstract

A programing algorithm means a number of activities to complate a process. Its done according to the procedure. Algorithm can be basis for the development of computer programs. The core of the science is algorithms.. The literary based on data metodology found in various refrences. The goal is tho get help students recognize and faciliate student understanding theeby increasing motivation in learning.
Pengukuran Kualitas Website SIM Polije Berdasarkan Respon Pengguna Erlangga Lesmana putra; Fitri Dwi Fadilah; Kevin Igor Ibnu Listanto; Megawati Putri Martinez; Rani Purbaningtyas
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 3 No. 3 (2023): Desember : Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v3i3.2914

Abstract

This study aims to evaluate the quality of the SIM Polije website using the ISO 9126 framework. The evaluation covers six main characteristics such as functionality, reliability, usability, efficiency, maintainability, and portability. The research method involves descriptive statistical analysis with a questionnaire distributed to 25 respondents. Each indicator is assessed and classified into three answer options. Validity is tested through Pearson Product Moment correlation analysis, and reliability is measured with Cronbach Alpha using SPSS. The results of the software quality measurement show an average percentage of 86%, indicating that the SIM Polije website meets the ISO 9126 standard with the criteria of "EXCELLENT," providing a foundation for further development.
Perancangan Dan Implementasi Media Pembelajaran Gerbang Logika Berbasis Augmented Reality Menggunakan Standar ISO 25010 Ombai, Taufiq Ombai; Putri, Putri Mandarani; Eko, Eko Kurniawanto Putra; Anna, Anna Syahrani; Anisya, Anisya
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 4 No. 1 (2024): April: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v4i1.2944

Abstract

This research discusses the use of Augmented Reality (AR) based learning media with the aim of building learning applications in the field of Digital Electronics Engineering with a focus on the topic of Logic Gates. The application was built using the Software Development Life Cycle (SDLC) method which refers to the ISO 25010 standard to ensure the quality and desirability of the application. The application has gone through a series of tests which include evaluation of 5 (five) different aspects, namely Functional Suitability, Performance Efficiency, Usability, Compatibility and Portability. The test results show that the application has an average response time of around 00.03.26 seconds in displaying AR objects. In addition, the app achieved a usability rate of 80% for users who had never studied the material before, so it can be classified as 'Fine'. Positive evaluation results on the usability aspect show that this application has the potential to improve the learning experience for users who do not have prior knowledge of the material.
Analisis Transaksi Penjualan Pada Recovery.u Computer Menggunakan Algoritma Naive Bayes Almira Dwi Yuliarti; Corrinna Salsabila Amelia; Dewi Ika Sukarno Putri; Chaerur Rozikin
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 3 No. 3 (2023): Desember : Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v3i3.3144

Abstract

As time passes, the competition in the realm of venture and technologyis quickly increasing, so that business people are competing to expand their business by utilizing existing technology, and also that their business always survives and thrives in the rapid business competition. Sales at Recovery.u Computer are supposed to continue to mount benefit, one of which is by providing products to market demand so that no harm occur. During this time the company often suffers losses because it does not have a system to predict sales. This research has been past perform and attest that the Naïve Bayes Algorithm can be used to predict sales of products and services at Recovery.u Computer. The research data consists of 4 attributes, namely, transaction date, product line, brand, and purchase status obtained from Recovery.u Computer from January 2023 – October 2023. The yield of the estimation that have been it is known that the calculation procces is assisted by WEKA software, by making a possibility table of each variable and an exactness rate of 98,6248% on the test data that has been curried out, and purposeful this can be informed to Recovery.u Computer to do wiser policy in the future.
Pengembangan Media Pembelajaran Interaktif Berbasis Mobile Bermuatan Problem Based Learning Mata Pelajaran Informatika Pada Kelas X Fase E Di SMA N 1 Koto Balingka Eti Safitri; Hari Antoni Musril; Sinta Marito
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 3 No. 3 (2023): Desember : Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v3i3.3252

Abstract

Researchers conducted research at SMA N 1 Koto Balingka which was motivated by the decline in the quality of student learning outcomes. This is due to the lack of learning media facilities in Informatics subjects, such as the lack of development of interesting and effective mobile-based interactive learning media with the Problem Based Learning model in class X phase E at SMA N 1 Koto Balingka, thus making students experience difficulties in understanding the material. lesson . This research aims to design and build Android-based interactive learning media with the theme Problem Based Learning in informatics subjects. This research is field research (field research) which is descriptive qualitative in nature. The key informants in this case are class X students and Informatics teachers at SMA N 1 Koto Balingka. To analyze the data, researchers grouped it based on existing problems.
Analisis Berfikir Komputasional Siswa SMP pada Kurikulum Merdeka Mata Pelajaran Informatika Ike Sugiarti; Hari Antoni Musril; Silviani Dwi Putri
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 3 No. 3 (2023): Desember : Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v3i3.3350

Abstract

The aim of this study was to determine the analysis of students' computational thinking skills on spreadsheets using Microsoft Excel. This type of research is descriptive with the use of qualitative methods. This study used a population of class VII students at SMP Negeri 2 Koto Baru. The sample used was 36 students in class VII-D. Data collection was carried out using practicum tests in the computer lab according to the lesson schedule, by assigning the creation of population information tables in Microsoft Paint. The assignment contains all indicators of computational thinking agility including; abstraction, decomposition, algorithm, and data recognition. The ability to think computationally produces student output with a high category of 31%, a moderate category of 50%, and a low category of 19%. Through the results of observations, it can be concluded that students who are in the high category have exceeded all standardized computational capacity indicators. While students in the moderate category show that all indicators of computational thinking capacity have been achieved. Meanwhile, most students who are in the low category have not achieved all the indicators in computational thinking processes.
Pengembangan Gim Serius Untuk Pengenalan Jamu Menggunakan Metodologi Putaran Permainan Dimas Putra Andaru; Pratama Wirya Atmaja; Firza Prima Aditiawan
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 4 No. 1 (2024): April: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v4i1.3415

Abstract

Jamu is a traditional herbal beverage that represents a cultural heritage with various health benefits. Despite this, adolescents tend to turn to chemical medications. This research proposes the development of an educational and engaging serious game to introduce jamu to the adolescent age group. The gameplay loop methodology is employed to ensure optimal connectivity between the game system and jamu educational content. The game design has been successfully implemented in the development of the game using the Unity game engine, resulting in an educational game based on significance testing and GUESS validation. The game is also deemed engaging based on the correlation test results. The Gameplay Loop method successfully maintains the connectivity between educational content and the game system, indicating that the game effectively imparts understanding of jamu to its players.
Klasifikasi Penyakit Daun Tomat Menggunakan Algoritma K-NN Berdasarkan Ekstraksi Fitur GLCM dan LBP Fuad Mahrus Fathoni
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 4 No. 1 (2024): April: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v4i1.3417

Abstract

Tomatoes are widely cultivated in Indonesia and are one of the crops with high economic value. According to the Central Bureau of Statistics, the Indonesian nation has the capacity to produce up to 1. 17 million tons of tomatoes in 2020. Tomatoes contain ingredients that the body needs. Additionally, grapes can also be consumed in different forms. However, tomato production in Indonesia decreased from 2013 to 2015 due to the spread of pests. Therefore, we conducted a study to classify tomato leaf diseases using the K-nearest neighbor method based on the grayscale coexistence matrix and the extraction of local binary pattern features. The data used was 9157 data obtained from the Plant Village database and classified into 6 classes (healthy, spot fungus, late blight, leaf mold, mosaic virus, spider mite, and target spot). The testing process was performed using the K-fold cross-validation technique, followed by performance calculations using the confusion matrix method. The highest accuracy was obtained at 86.8% when classifying using K9 and K10 with a precision value 40.6% and recall 49.2% when classifying using a value of K = 9, and precision 49.7% and recall of 49.3% when classifying using a value of K = 10.