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PPPM ITPA
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+6285797169678
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INDONESIA
Jurnal Ilmiah Betrik : Besemah Teknologi Informasi dan Komputer
ISSN : 23391871     EISSN : 27157369     DOI : https://doi.org/10.36050/betrik.v10i03
Core Subject : Science,
Besemah Teknologi Informasi dan Komputer (BETRIK) is a national journal published by Pusat Penelitian dan Pengabdian kepada Masyarakat (P3M), Institut Teknologi Pagar Alam (ITPA). This scientific work was published in 3 editions, with topics related to Computers, Technology, and Science. Topics related to this field can be information systems, informatics, computer science, IT business, IT Governance, enterprise architecture planning, software engineering, modeling and simulation, Data Mining, Artificial Neural Network, Digital Image Processing, Algorithm and Programming, Internet of Things (IoT), artificial intelligence, information security, social networking, cloud computing, science, engineering and related topics. The Scientific Journal BETRIK is a peer journal -National review dedicated to the exchange of high-quality research results in all aspects of education and teaching. This journal publishes the latest works in basic theory, experiments and simulations, as well as applications, with systematically proposed methods, adequate reviews of previous works, extended discussions and conclusions. As our commitment to the advancement of education and teaching, the BETRIK Journal follows an open access policy that allows published articles to be available online for free without subscribing.
Articles 239 Documents
ANALISIS TEKNIK FOOD PHOTOGRAPHY SEBAGAI MEDIA PROMOSI PADA MASYARAKAT KOTA BATAM Kevin Antonio; Jimmy Pratama
BETRIK Vol. 13 No. 03 (2022): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/qh7dbq84

Abstract

Photography is a method of producing images by recording the reflection of light hitting an object. Food photography is widely used by food bloggers and is also commonplace for Instagram application users. Food photography demands that the product photos displayed be more attractive, not just showing the food on the plate, but how to attract the attention of someone who sees it can immediately feel hungry with the appearance of the details and textures presented. Food photography is currently able to be used as an alternative way of developing a business in the business world, one of which is efforts in the development of a business by entrepreneurs or business people. In this study, the author made a photographic design that will be used as culinary marketing to attract the attention of the audience to cause a feeling of wanting to try food objects in the photos displayed. However, producing an interesting photo requires maximum shooting process, supporting light, detailed setup, and the precision of a photographer. In this study, the author used Gregory's formula for 2 media experts in the form of lecturers who are experts in the field of photography or multimedia, 2 content experts in the form of café administrators. In addition, the author also uses google form as a medium to collect test data for respondents of 37 people in Batam City who have seen the results of food photography designs and analyzed using the Likert Scale formula. The test results of 2 media experts and 2 content experts got a coefficient value of "1.00" with a "Very High" level of validity, and the respondent validity test carried out obtained results in the form of an index value of 94% with a qualification level of "Strongly Agree".
ANALISIS ALGORITMA MONTE CARLO UNTUK MEMPREDIKSI KEUNTUNGAN PEMBANGUNAN APARTEMEN MENGGUNAKAN SCRUM FRAMEWORK Welliam Ali; Syaeful Anas Aklani
BETRIK Vol. 13 No. 03 (2022): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/0085zg91

Abstract

This study aims to predict profits in apartment projects. This research was made using the Scrum framework in making AI applications and predicting the benefits of using Monte Carlo. Besides that, making AI applications uses PHP and Xampp to make AI. This study uses qualitative methods to 5 people at different developers. The findings of this study indicate that the results on the analysis of ai applications on the benefits of apartment projects are in accordance with the results on the benefits of projects in the field. The model used by the author is Scrum to help authors complete work one by one quickly and can be recognized in doing Scrum. Scrum is divided into 3 namely Product Owner, Development Team and Scrum Master. Where the Scrum Master is in charge of ensuring the sprint goes well and the Development Team and Product Owner to analyze and design applications. The findings of this study are useful for developers to predict profits in apartment projects to be built.
ANALISIS PENGARUH MUSIK GAME TERHADAP PENGALAMAN BERMAIN GAME GENSHIN IMPACT Muhammad Ardiansyah; David Pramono
BETRIK Vol. 13 No. 03 (2022): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/qdt1g290

Abstract

Tujuan utama dari penelitian yang aini adalah untuk mengetahui pengaruh musik pada game terhadap pengalaman bermain game genshin impact. Penelitian ini menggunakan metode penelitian eksperimen dan kualitatif. Variabel yang digunakan dalam penelitian ini adalah variabel Musik (MU) dan Pengalaman bermain video game (VGE). Pada metode eksperimen dan kualitatif masing-masing peneliti akan menyeleksi 30 orang sebagai responden. Teknik pengumpulan data yang digunakan pada penelitian eksperimen adalah dengan meminta responden untuk memainkan game genshin impact dengan menggunakan musik pada game dan tidak menggunakan musik dalam game, yang kemudian peneliti akan memberikan kuisoner untuk responden,kemudian untuk penelitian kualitatif peneliti akan melakukan mewawancara responden. Analisis data kedua metode dilakukan denan aplikasi SPSS dan akan dikodifikasikan terlebih dahulu. Berdasarkan hasil analisis data eksperimen dan kualitatif yang telah dilakukan, penulis menyimpulkan bahwa variabel musik berpengaruh terhadap variabel pengalaman bermain game.
ANALISIS PERSEPSI ORANG DALAM KEPERCAYAAN MENGGUNAKAN CRYPTOCURRENCY DI INDONESIA Hendi Sama; Nelson
BETRIK Vol. 13 No. 03 (2022): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/44qx5d52

Abstract

This study aims to determine people's perceptions of trust in using cryptocurrency in Indonesia. This study uses a qualitative and quantitative approach with Cryptocurrency and Blockchain variables as independent variables and Trust as the dependent variable. In the qualitative method, 30 samples of people who used cryptocurrency were taken and in the quantitative method, 400 samples were taken of people who used cryptocurrency with a population as of July 2021 of 7.4 million based on data from the Commodity Futures Trading Supervisory Agency (Bappebti) of the Ministry of Trade (Ministry of Trade). The method of collecting data on the qualitative approach is the interview method while the quantitative approach uses the method of distributing questionnaires. Data analysis uses the SPSS application, for qualitative data it will be codified first. Based on the results of qualitative and quantitative data analysis, the authors conclude that the Cryptocurrency and Blockchain variables partially and simultaneously affect the Trust variable with percentages of 87.8% and 73.2% respectively.
STUDI EKSPLORASI DAN ANALISIS PENGARUH VIDEO GAME PADA KUALITAS PERTEMANAN: STUDI KASUS IT TAKES TWO Kevin Anderson; Heru Wijayanto Aripradono
BETRIK Vol. 13 No. 03 (2022): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/cj9bqj71

Abstract

It Takes Two is a game that is played in co-op with other players, this game can be played locally or online. Where each player controls one of the characters and works together to solve a problem such as passing obstacles and defeating enemies. In the It Takes Two game itself there are 9 chapters, namely Chapter 1: The Shed, Chapter 2: The Tree, Chapter 3: The Pillowfort, Chapter 4: Space Station, Chapter 5: Road to the Magic Castle, Chapter 6: Gates of Time, Chapter 7: Snowglobe, Chapter 8: Garden, Chapter 9: The Attic. This study aims to determine the effect of playing cooperative games on the quality of friendship. The method used in this research is the exploration and observation method. The results obtained in this study are that playing cooperative games has a positive influence on the quality of friendship at least temporarily because this study only takes 15 minutes, this is seen from observations by the author of the video recording with a duration of 15 minutes, namely the existence of mutual assistance between partners such as giving directions to partners, smiling at partners, and laughing at partners in playing the game.
ANALISIS KUALITAS IKLAN VIDEO DAN EFEKTIFITASNYA SEBAGAI MATERI PEMASARAN PADA PEREMPUAN DI KOTA BATAM: STUDI KASUS PERHIASAN Veri Hartanto; Deli
BETRIK Vol. 13 No. 03 (2022): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/4zvxry41

Abstract

Advertising is a form of promotion as a marketing medium used in delivering a message from a product offered to consumers. The study was conducted to determine the effectiveness of advertising on jewelry products using the AIDA model (Attention, Interest, Desire, Action) and the MDLC method (Multimedia Development Life Cycle). The population in this study was 608.010 million women in Batam and with a sample of 100 respondents. The study was conducted by distributing questionnaires on social media that were analyzed and data processed using the SPSS application. The results showed that each variable has a positive and effective influence on advertising. The attention variable got a result of 4.41, the interest variable got a result of 4.30, the desire variable got a result of 4.28, and the action variable got a result of 4.22. The overall average score of AIDA got 4.30 which concluded that the advertisements of jewelry products displayed were in a very effective category.
Peningkatan Kualitas Pembelajaran Pengenalan Organ Tubuh Manusia Menggunakan Aplikasi Wordwall di TK Pembina Nanda S Prawira; Inda Anggraini
BETRIK Vol. 16 No. 03 (2025): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/hfmzr765

Abstract

Early childhood education serves as a fundamental stage in developing children’s cognitive abilities and basic conceptual understanding. One essential learning material introduced at this level is the recognition of human body parts and organs. However, preliminary observations at TK Pembina Kota Pagar Alam revealed that learning activities were predominantly conducted using conventional methods, resulting in low student engagement and suboptimal learning outcomes. This condition highlights the need for innovative and interactive learning media that align with the characteristics of early childhood learners.This study aims to improve the quality of learning on the recognition of human body parts and organs through the utilization of the Wordwall application. The research employed a Research and Development (R&D) approach using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. Interactive learning media were designed in the form of game-based activities using Wordwall and implemented in classroom learning.The findings indicate a notable improvement in students’ learning outcomes after the implementation of the Wordwall-based learning media. The average student score increased from 65 prior to the intervention to 83 after implementation. Additionally, improvements were observed in students’ activeness and learning enthusiasm, indicating higher engagement during the learning process. The results demonstrate that the use of Wordwall contributes positively to creating an interactive, enjoyable, and effective learning environment. In conclusion, the Wordwall application is proven to be an effective digital learning medium for enhancing the quality of early childhood education, particularly in learning about human body parts and organs. This study provides practical implications for educators in integrating technology-based learning media into early childhood classrooms.
Rancang Bangun Robot Line Follower Berbasis Arduino sebagai Media Edukasi pada Mata Kuliah Robotika Hairil Novansyah; Sigit Candra Setya; Efan
BETRIK Vol. 16 No. 03 (2025): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/fn8vav65

Abstract

Information technology is currently growing rapidly, one of which is the use of a robot. This researcher aims to design and build a Line Follower robot as a demonstration medium in robotics courses at the Pagar Alam High School of Technology. Researchers make a robot for demonstration media in robotics courses, because in this course the conventional media still uses power points and a video. Therefore, it is necessary to make a tool for conventional media as a teaching aid in robotics courses. by utilizing a microcontroller, Motor Drive, PIR Sensor and DC Motor, to make a Line Follower robot. The method used in this research is the Rapid Application Development (RAD) system developer method. The stages used are Requirement planning, design workshop, Build The System and Implementation. The devices that the researchers use include the ATmega328 microcontroller, motor drive, DC motor, and infrared sensor. To obtain data in this study, researchers used data collection techniques including observation, interviews and literature study. From the results of the tests that have been carried out by researchers for line follower cars, researchers have succeeded in making and running a line follower car and this car will be shaped like an offroad car that runs automatically following the trajectory guide line. Based on the results of the pre-test, the average score was 35.9% and the post-test score was 90.9% in the high category. Based on the results of these tests, it can improve student learning systems before and after there is a tool as a medium of democracy in robotics courses.
Optimization of K value in the K-NN For Classification Review Pagar Alam City Tourism using Expectation Maximization and Grid Search CV Risnaini Masdalipa; Yogi Isro' Mukti; Ferry Putrawansyah
BETRIK Vol. 16 No. 03 (2025): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/aqj3h053

Abstract

The development of the tourism sector in Pagar Alam City requires a sentiment analysis system capable of accurately capturing tourists’ perceptions. Sentiment analysis of online reviews can serve as a valuable foundation for decision-making in managing and improving tourism destinations. This study aims to produce an accurate sentiment classification by optimizing the K value in the K-Nearest Neighbor (KNN) algorithm using Expectation Maximization (EM) and Grid Search Cross Validation (GS-CV). The research employs the Cross Industry Standard Process for Data Mining (CRISP-DM) methodology, consisting of six stages: business understanding, data understanding, data preparation, modeling, evaluation, and deployment. Data were collected through web scraping of online tourism reviews, resulting in 4,806 reviews across eight major tourist attractions, including Tugu Rimau, Mount Dempo, and Tujuh Kenangan Waterfall. The results indicate that Tugu Rimau received the highest positive sentiment score (0.678), while Tujuh Kenangan Waterfall showed the lowest (0.006). Model performance evaluation revealed that KNN accuracy improved from 81% to 89% after optimization using EM and GS-CV, achieving 88% precision, 89% recall, and an F1-score of 85%. These findings demonstrate that the integration of EM and GS-CV effectively enhances the classification accuracy of KNN in sentiment analysis for Pagar Alam’s tourism reviews
Optimalisasi Fuzzy Logic System Dalam Identifikasi Kematangan Buah Semangka Maman; Mochammad Darip
BETRIK Vol. 17 No. 01 (2026): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/280dyy31

Abstract

In watermelon cultivation, determining the right time to harvest is very important because it will affect the quality and selling value. Generally, farmers use various methods to determine the ripeness of watermelon, such as observing changes in skin color, tapping the fruit to listen to the sound it makes, and estimating the age of harvest based on the planting date. Although these methods have been used for many years by farmers, they rely heavily on experience and intuition, which can result in high variability and uncertainty in determining maturity. Modern technological developments offer more scientific and accurate solutions. One approach that can be used is to use fuzzy logic. Fuzzy logic is a computational method that is able to handle uncertainty and imprecision, which is very suitable for applications in the agricultural sector where many variables are difficult to measure with certainty. This research will examine how harvest age and tapping sound can be integrated in a fuzzy logic system to determine the ripeness of watermelon more scientifically and accurately. The research results show that the implementation of the fuzzy logic system in optimizing the identification of watermelon ripeness was successfully integrated into a programming language to produce a software with fuzzy algorithm method stages based on two parameter variables, namely harvest age and the sound produced when a watermelon is tapped (decibels).