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Contact Name
Asep Syaputra
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asepsyaputra840@gmail.com
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+6282371860997
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asepsyaputra840@gmail.com
Editorial Address
Jln. Masik Siagim NO.75 Simpang Mbacang Kel. Karang Dalo
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Sumatera selatan
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 108 Documents
PENERAPAN FRAMEWORK LARAVEL PADA PEMBANGUNAN APLIKASI KEMAJUAN BELAJAR SISWA BERBASIS WEB DENGAN MENGGUNAKAN METODE WATERFALL Ilham Pradana; Nyimas Sopiah
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.37

Abstract

Technological advances in various sectors have made data processing digitalized so that information can be accessed quickly. SD Negeri Simpang Sari has implemented computer technology but data management in its application, teachers still use a manual system with paper so that it is considered ineffective and can increase errors when inputting data, as well as taking report cards which are still done offline, so this study aims to develop applications The learning progress of the Simpang Sari Elementary School students is web-based using the waterfall method. The design system in making applications for student learning progress uses the PHP programming language and the Laravel framework and MySQL in database management. The development of the application for student learning progress at SD Negeri Simpang Sari aims to provide academic information faster with effective and integrated data management and storage so that it will make it easier for parents and students to access the website to see progress in grades and lesson schedules anywhere with adequate internet network quality.
ANALISIS RENDERING PERFORMA ANTARA SERVER SIDE DAN CLIENT SIDE PADA WEB APPLICATION Herman; Alvi Geovanny
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.38

Abstract

One way to access information is to use a website. A web application is an application that can be accessed from a web browser via the Internet or an intranet network. This development resulted in a lot of user traffic affecting website performance, so that the term client-side rendering emerged, although currently server-side rendering is still proven to be faster, but the popularity of frameworks that use client-side actually ranks first. Therefore, the purpose of this research is to design two websites where both frameworks use the Javascript programming language, named ReactJS for the client-side and NextJS for the server-side.
CROWRDFUNDING DONASI: STUDI ITERATIVE DEVELOPMENT DALAM MENGIMPLEMENTASIKAN FEEDBACK PADA PENGEMBANGAN WEBSITE Heru Wijayanto Ariandono; Steven Lim
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.39

Abstract

TheUtopia is a startup social enterprise or social business company that combines the basic concept of trading, which is seeking profit with our obligation to help the social environment, TheUtopia provides a fundraising platform to help donors to make donations easily and safely and also with TheUtopia platform, helping orphanages (campaign) to reach out with the wider community in order to achieve the goals you want to achieve. The purpose of this research is to find out how to develop and implement a social crowdfunding strategy in the batam community using iterative development. The method used in this research is iterative method and the data collection technique used is interview. The website is designed using XAMPP programming with the Laravel Framework. The existence of TheUtopia website can help donors make donations to orphanages in Batam, whether they are known to the public or not. The result of this research is that a social crowdfunding website called TheUtopia can run according to its function and can be accessed by the public.
ITERATIVE ANALISIS PADA KEPUASAN PENGGUNA UNTUK WEBSITE CROWDFUNDING DONASI DI INDONESIA Heru Wijayanto Ariandono; Agnes Jocelyn
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.40

Abstract

TheUtopia is a social enterprise startup or social business company that combines the basic concept of trading, which is seek profit with our obligation to help the social environment, TheUtopia provides a fundraising platform to help donors to make donations easily and safely. The purpose of this study is to analyze the level of satisfaction of website users so that co-authors can use the data to develop websites. The research model used is the DeLone & Mclean model. This research uses quantitative and qualitative methods. The results of quantitative research stated that users were dissatisfied with the website because the system quality, information quality and service quality had no effect on user satisfaction while the qualitative results stated that users were satisfied with the features provided by the website but the appearance of the website was too rigid and simple so it is not attractive to users.
PORTAL APLIKASI KAJIAN ILMU KEISLAMAN BERBASIS ANDROID PADA MAJLIS TAKLIM DKM NURUL HUDA Buhori Muslim; Eva Susilawati; Emil Herdiana
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.41

Abstract

Cianjur as a City of Santri, of course, a lot of Islamic studies are conducted in mosques, mosques, Islamic boarding schools or schools, when these studies are only local in nature and can only be heard by the people around the mosques, Information Technology and Information Systems (ITIS) so far has been understood as the most effective and efficient disseminator of information, of course it can also be an alternative in broadcasting Islamic religious studies so that studies can be heard by anyone anywhere. In making this portal application for Islamic studies, the system development method used, namely the waterfall, the waterfall application in this study is the most suitable because the system is built very systematically and with good accuracy so that a good system is produced and in accordance with the user needs of the application. The application that was built requires computer hardware and Android-based smartphones, where its manufacture begins with analysis and design, the design is modeled with UML and the Java programming language, Android and the database uses Firebase. all tools and features all work. The results of this study are the application portals for the study of Islamic sciences that are most suitable for Android smartphone users.
ANALISIS PENGARUH GAME ONLINE DAN MOTIVASI BERMAIN TERHADAP MINAT BELAJAR SISWA SD Hendi Sama; Jevon Junanto
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.42

Abstract

This study aims to determine the effect of online game and gaming motivation on elementary students' learning interest. This study uses a qualitative and quantitative approach with the variables of Online Game and Gaming Motivation as independent variables and Learning Interest as the dependent variable. In the qualitative method, 30 samples of elementary school students were taken and in the quantitative method, 392 samples of elementary school students were taken with the population number set at 20,000, due to the absence of a specific number. Interviews were conducted as a data collection technique with a qualitative approach, while the quantitative approach was carried out by distributing questionnaires. Data analysis in both methods was carried out using the SPSS application, specifically for the qualitative approach which was codified beforehand. Based on the results of qualitative and quantitative data analysis, the authors conclude that the variables of Online Game and Gaming Motivation partially and simultaneously have a significant effect on the Learning Interest variable with an effect of 59.9% and 52.2% respectively
PREFERENSI NARRATIF RDR 2 ANTARA GAME PEMAIN BATAM DENGAN PENDEKATAN MULTI METODE Zulkarnain; Rifki
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.43

Abstract

The research conducted by the author aims to find out what makes RDR2 video game players like the narrative of the game. In this study the authors used two approaches, namely qualitative and quantitative. The variables used are Empathy (X1), Usability (X2) and Satisfaction (Y) variables. In the qualitative method, 30 samples were taken and in the quantitative method, 385 samples were taken from people who met the criteria, namely those who had played the video game RDR 2. The author collected qualitative research method data by conducting interviews with respondents, while the quantitative method collection technique was by distributing questionnaires to respondents. . For qualitative data, the data from the interviews will be coded before being tested and analyzed. Qualitative data, the writer can conclude that the Empathy variable is influenced by the Usability and Satisfaction variable by 80%, while 20% is influenced by other variables which include variables not examined by the authors in this study. In quantitative data, the authors can conclude that the Empathy variable is influenced by the Usability and Satisfaction variables by 34%, while 66% is influenced by other variables which include variables not examined by the authors in this study.
KLASIFIKASI MAMALIA MENGGUNAKAN EXTREME GRADIENT BOOSTING BERDASARKAN FITUR HISTOGRAM OF ORIENTED GRADIENT Yohannes; Johannes Petrus
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.44

Abstract

Mammals are one type of animal that has many characteristics and characteristics. The shape of the face in each type of mammal has a similar shape. The faces of mammals in the form of frontal images are a challenge in image classification. In this study, the Histogram of Oriented Gradient (HOG) is used as a feature of the facial shape of mammals. HOG is used as a strengthening feature in the classification process using the eXtreme Gradient Boosting (XGBoost) method. The test was carried out using a dataset of frontal facial imagery of mammals consisting of 15 species. The results of the tests show that the XGBoost method with the HOG feature is able to provide better classification results for mammals than without the HOG feature. This is indicated by an increase in the precision value of 0.61; recall of 0.62; and an f1-score of 0.60 on XGBoost with HOG feature which is almost double that of XGBoost without HOG feature.
STUDI EKSPLORASI DAN ANALISIS PENGARUH VIDEO GAME PADA KUALITAS PERTEMANAN: STUDI KASUS IT TAKES TWO Kevin Anderson; Heru Wijayanto Aripradono
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.45

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 PERSEPSI ORANG DALAM KEPERCAYAAN MENGGUNAKAN CRYPTOCURRENCY DI INDONESIA Nelson; Hendi Sama
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.46

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.

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