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Contact Name
Siska Narulita
Contact Email
garuda@apji.org
Phone
+6285726173515
Journal Mail Official
danang@apji.org
Editorial Address
Jl. Jenderal Sudirman No.346, Gisikdrono, Kec. Semarang Barat, Semarang, Provinsi Jawa Tengah, 50149
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Kota semarang,
Jawa tengah
INDONESIA
Jurnal Penelitian Teknologi Informasi dan Sains
ISSN : 29856280     EISSN : 29857635     DOI : 10.54066
Core Subject : Science,
Ruang lingkup meliputi bidang Informatika, Teknik Mesin, Teknik Elektro,Teknik Sipil, Teknik Industri, Ilmu Komputer dan Sains.
Articles 97 Documents
Penerapan Flutter Dalam Pengembangan Aplikasi Mobile Resep Kue Indonesia Rahmat Maulana; Richi Andrianto; Akhyar Nasution; Hanif Ahmad Hasibuan; Ari Rahmad Rahmad Siregar; Alfian Hasonangan Hasibuan
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 3 (2023): SEPTEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i3.819

Abstract

Developed by Google, the Flutter framework has gained popularity for creating mobile apps that work across multiple platforms. In this research, we will look specifically at how Flutter can be used to make an Indonesian cake recipe application. Our goal is to assess the effectiveness and efficiency of Flutter in developing mobile apps and discover how this framework can be used to make Indonesian culinary content more accessible. The application we created allows users to easily find, view and share cake recipes from various regions in Indonesia. App testing has shown that Flutter can deliver an intuitive and responsive user interface, all with a short setup time. It has been found that Flutter offers great advantages in terms of code efficiency and maintaining consistency across platforms. The study results support the conclusion that choosing Flutter is a practical decision to develop culinary content-based mobile applications.
Aplikasi Pembelian Tiket Bioskop Berbasis Flutter: Integrasi Pilihan Film, Bangku, dan Pembayaran Dini Mawarni; Richi Andrianto; Dewi Liana; Abdul Azis; Dandi Rusadi; Fajri Rahmansyah; Farhan Fikriyan
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 3 (2023): SEPTEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i3.822

Abstract

The proliferation of mobile technology has brought about significant changes in how we interact with various aspects of daily life. In this context, mobile applications have become crucial tools for simplifying diverse processes, including the purchase of movie tickets. Amidst this evolution, the development of mobile applications has gained prominence, and the Flutter platform provides a robust framework for rapidly creating responsive and engaging applications. This study aims to present a Flutter application that allows users to purchase movie tickets with various film choices, seat selections, and payment methods. The application is designed to deliver an interactive and efficient experience for users to access film options, choose desired seats, and complete the payment process through their preferred methods. The development methodology of this study applies a user-centered approach, focusing on intuitive user interface design and implementing features that cater to user needs. Additionally, the research involves integration with payment systems and the relevant business logic associated with ticket purchasing. The outcome of this research is a Flutter movie ticket purchasing application with an appealing and responsive user interface. The application empowers users to select movies they intend to watch, opt for desired seats, and choose the most suitable payment option. Upon successful payment, the application also presents a summary of the ticket purchase data. It is anticipated that this application will contribute positively by simplifying the movie ticket purchasing process, enhancing user experiences, and providing valuable insights into how mobile application development can effectively meet user needs.
Pendekatan Stem Terhadap Kemampuan Berfikir Kritis Abad 21 Siswa Kelas V Sekolah Dasar Azni Izzah Ashar; Apri Irianto; Reza Rachmadtullah
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 3 (2023): SEPTEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i3.844

Abstract

Learning in elementary schools has to be implemented using methods that are in line with 21st century education goals. STEM is a viable solution for use in the implementation of learning because it places an emphasis on students' mastery of science, which in turn encourages students' critical thinking skills, allowing them to gauge their own learning progress. However, STEM (Science, Technology, Engineering, and Mathematics) education is still underutilized in elementary schools. Therefore, we want to examine how teaching subjects like Science, Technology, Engineering, and Math (STEM) affects primary school children's capacity for critical thinking in the twenty-first century. Quantitative methods of the experimental kind were used for this investigation. (quasi-experiment). The first phase in the data collecting procedure is the pre-test, followed by the treatment of both groups and finally the post-test. The results of this study show that there is an influence of the approach of science, technology, engineering and mathematics (STEM) on the ability to think critically of 21st-century elementary school students.
Penerapan Metode AHP Dan Promethee Pada Sistem Pendukung Keputusan Dalam Pemilihan Investasi Saham Tembakau Muhammad Hilmi Fauzi; Riffa Haviani Laluma
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 3 (2023): SEPTEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i3.881

Abstract

In the era of digital 4.0, the ease of stock investment is a crucial decision that influences the wealth growth of individuals and companies. In the complex stock market environment, it is important for investors to have effective tools to aid in making better investment decisions. Decision Support System (DSS) using the Analytic Hierarchy Process (AHP) and Promethee (Preference Ranking Organization Method for Enrichment Evaluations) methods can provide valuable guidance in stock investment selection. This research aims to develop a decision support system that incorporates the AHP and PROMETHEE methods in the context of stock investment selection.  
Optimalisasi Keuntungan Penjualan Pada Usaha Pabrik Tempe Pak Bibit : Penerapan Linear Programming Dengan Metode Simpleks Andika Romario; Putri Anggellina Khairunisa
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 4 (2023): DESEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i4.1026

Abstract

Optimizing Sales Results Using the Simplex Method in Small and Medium-sized Enterprises (SMEs) for Tempe Production. Linear programming is a mathematical formulation method that employs linear equations to determine optimal values while maximizing or minimizing the objective function within certain constraints. In this study, linear programming is applied to SMEs engaged in tempe production, particularly at Tempe Pak Bibit SME. In their production process, SMEs often face challenges in determining the daily tempe production quantity and prioritizing production items that yield maximum profits. This research aims to provide valuable insights to assist the decision-making process in optimizing tempe production, achieving optimal production results, and maximizing sales profits for Tempe Pak Bibit SME. The results obtained through the simplex method indicate a cost of Rp. 749.454,5, with a production of 58 round-shaped tempe units and 4 square-shaped tempe units per production batch.
Pengembangan Sistem Informasi Perpustakaan Berbasis Website Pada SMK Negeri 4 Pontianak Dellaviani Oktavianti; Erni Fatmawati; Ryan Permana
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 4 (2023): DESEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i4.1164

Abstract

This research aims to determine the development, feasibility, and how users respond after implementing a website-based library information system at SMK Negeri 4 Pontianak. This research uses research and development methods or in English Research and Development (R&D) with the Richey and Klein model. The subjects in this research are: development consisting of 2 system experts, namely 1 lecturer and 1 IT staff at SMK Negeri 4 Pontianak to measure the feasibility of the program in terms of appearance, design and function of the program while the product trial subjects in this research were 2 students from each department at SMK Negeri 4 Pontianak and 2 librarians with a total of 30 test subjects. The procedures in this research are planning, production, evaluation. The tools used to collect data in this research are interviews, documentation and questionnaires. To analyze the data, researchers applied quality analysis regarding aspects of ease of use and navigation, aesthetics or beauty and technical quality. Based on the results of the analysis, researchers found that the library application developed using the Richkey and Klein model had been created optimally by prioritizing functions and information to help users use the application, and also provided an attractive appearance so that users could easily use the application. In the development used by the Richkey model, Klein has 3 stages used, namely Planning, in this stage the researcher determines the product to be developed along with searching for information related to the product that will be made. After that, the second stage is production, namely the manufacturing design that will be used to create the application and that third is evaluation, namely assessing the applications that have been created and correcting deficiencies in the assessment of the applications created. The library application developed is very suitable for use based on data that has been obtained through system expert validation with an average score of 3.78 in the "very high/very feasible" category and users with an overall average score of 3.48 with category “very high/very feasible” for use.
Perancangan Sistem Agenda Kegiatan Bulanan Berbasis Web Di Telkom Daman Gaharu Ony Hizri Kaifa Purba; Rinanda Putri Rambe; Muhammad Ikhsan
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 4 (2023): DESEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i4.1193

Abstract

A monthly agenda is a tool used to plan, coordinate and monitor planned and executed actions aimed at achieving organizational or personal goals. Until now, DAMAN Telkom Gaharu Medan still makes monthly agendas in a time-consuming and ineffective way, namely by sending letters or invitations and other materials. Therefore, DAMAN Telkom Gaharu Medan has developed a web-based employee monthly agenda information system which can make it easier to prepare monthly agendas and can be accessed by all workers. The system has the following features: employee monthly agenda, home, admin, login, and print data. By utilizing text editors such as Notepad++, Sublime, etc., together with xampp software, the concept of this information system was developed. The ADDIE method which combines analysis, design, development, implementation and evaluation is used in the system design development process. System design, menu design, coding, and testing are several stages that constitute the development stages of an information system design. The ability to display monthly agenda data on DAMAN Telkom Gaharu Medan is the final result of developing a web-based monthly agenda information system. In order to improve employee performance at DAMAN Telkom, Gaharu Medan will make it easier for workers to access the monthly agenda online.
Analisis Pengaruh Artificial Intelligence Berbasis Images Preprocessing dalam Implementasi Deteksi Kematangan Buah Tomat Sevia Dwi Yanti; Hikmah Rahma; Nur Aziezah; Ridwan Siskandar; Aep Setiawan
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 4 (2023): DESEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i4.1238

Abstract

Technological developments continue to increase not only in the industrial sector, but have also spread to the agricultural sector, including the tomato farming process. Currently, the stage of harvesting tomatoes no longer relies on manual work, but instead utilizes artificial intelligence technology based on images preprocessing. This research aims to see whether the independent variable (AI effectiveness) has an influence on the dependent variable (tomato ripeness level). The method used is qualitative with simple linear regression data analysis techniques which include the t test and f test. The sample used was a random sampling technique with data collection by distributing questionnaires to a total of 48 respondents. The research results show that the effectiveness of AI has a positive effect on the level of ripeness of tomato fruit. This can be proven from a simple linear regression analysis to obtain the equation Y = 3.498 + 0.787X. The findings from the ttest show that tcount (7.644) > ttable (2.012) with a significance of 0.001 < 0.05. Therefore, the conclusion drawn is to accept the alternative hypothesis (H1) while rejecting the null hypothesis (H0).
Pengembangan Game Edukasi Sejarah Perebutan Gudang Don Bosco Berbasis Narasi Menggunakan Interactive Digital Narrative Rifki Riza Alfiansyah; Pratama Wirya Atmaja; Andreas Nugroho Sihananto
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 4 (2023): DESEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i4.1264

Abstract

The development of technology has facilitated easy access to information through the internet. Nevertheless, many students are still less interested in studying Indonesian history. To capture the interest of current students, integrating learning methods with gaming is a step that can be taken. The aim of this research is to create an interactive narrative-based educational game that conveys knowledge about the historical battle in Surabaya, specifically the Don Bosco warehouse raid. This study uses the Unified Modeling Language (UML) model and the Interactive Digital Narrative (IDN) development method as the framework and foundation for writing interactive storytelling narratives, resulting in a gaming application that is both enjoyable and educational. Based on Likert scale testing, this educational game application provides insights into the history of the Don Bosco warehouse raid with a score of 3.65 on the Likert scale.
Penggunaan Teknologi Unity Dalam Pembuatan Gim Edukasi Sejarah: Pertempuran 10 November 1945 Achmad Zahrul Ali Zadan; Pratama Wirya Atmaja; Andreas Nugroho Sihananto
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 1 No. 4 (2023): DESEMBER : JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v1i4.1267

Abstract

The development of technology in learning has opened up new opportunities to improve historical understanding through innovative approaches. In this context, this research focuses on the use of Unity technology in the development of an educational game that explores the events of the Battle of November 10, 1945 in Surabaya. This research aims to design and implement an educational game that is interactive and deepens understanding of the historical event. Researchers utilized the Unity development platform to create a near-native environment and provide a fun learning experience. The method used is Interactive Digital Narratives (IDN). The result of this research is an educational narrative-based game the history of the Battle of November 10, 1945.

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