https://jurnal.univrab.ac.id/index.php/rabit/issue/feedRabit : Jurnal Teknologi dan Sistem Informasi Univrab2023-09-11T09:58:49+07:00salamunsalamun@univrab.ac.idOpen Journal Systems<p style="border: dashed #7ebaf7; background: #e6f8fb; padding: 10px; text-align: justify;">This RABIT journal publishes various sciences that discuss the world of computers, especially information technology and information systems namely, AI, Networks, Multimedia. This journal was published twice in the publication where it was originally published, on 10 January 2016 while for the second issue, 10 July 2016. <br> <a href="https://sinta.kemdikbud.go.id/journals/profile/3254" target="_blank" rel="noopener"><img src="https://author.my.id/widget/sinta.php?id=3254" width="100%"></a></p>https://jurnal.univrab.ac.id/index.php/rabit/article/view/3513IMPLEMENTASI DESAIN INFORMASI VISUAL MELALUI INSTAGRAM MENGGUNAKAN METODE MDLC2023-07-10T17:30:35+07:00Sri Mulyanisrimulyani@edu.unisbank.ac.idAlif Budi Santosokeikofata07@gmail.comHersatoto Listiyonohersatotolistiyono@edu.unisbank.ac.id<p><em>The National Search and Rescue Agency, known as BASARNAS, in carrying out its main tasks and functions in the field of search and rescue (SAR) requires information media with a wide reach so that more people or the public will feel the impact and benefits. This research focuses more on the implementation of easier and more attractive information designs for the public that can be accessed through Instagram social media. The information design presented visually using the MDLC method developed by Luther Sutopo is expected to be able to answer the challenges faced by BASARNAS Semarang in terms of disseminating information related to tasks, activities and events to the wider community. In this research activity, testing was carried out by distributing questionnaires to 100 respondents to explore responses to the information design that had been uploaded to Instagram. The results reveal that the overall visual design of the information presented is attractive and easy to understand. The colors used are contrasting, and the BASARNAS Logo is easy to find in the design.</em></p>2023-07-10T13:05:58+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3434KLASIFIKASI ALGORITMA K-NEAREST NEIGHBOR, NAIVE BAYES, DECISION TREE UNTUK PREDIKSI STATUS KELULUSAN MAHASISWA S12023-07-10T17:30:35+07:00Enggar Noviantoenggarnoviyanto@gmail.comArief Hermawanariefdb@uty.ac.idDonny Aviantodonny@uty.ac.id<p><em>Students are a crucial factor that must be considered in seriously evaluating study programs. The indicator of the success of the study program is the length of time it takes to complete the study. The study period is the time when students complete their studies. In addition, student study time reflects the level of student learning performance. In a broader perspective, the average student study time affects the quality of study programs and therefore student study time is used as one of the criteria in determining the assessment by the National Accreditation Board for Higher Education (BAN PT). The purpose of this study was to understand how well the K-Nearest Neighbor, Naive Bayes, Decision Tree performed to predict undergraduate students of the Law Study Program, Faculty of Law, Sebelas Maret University, graduating on time using the RapidMiner application. From the results of the testing and prediction process with the RapidMiner application using the three methods that have been carried out. The K-Nerest Neighbor (KNN) method obtained an accuracy of 96.67%, in the prediction test using the Naïve Bayes method it obtained an accuracy of 77.33%, while the Decision Tree method obtained an accuracy of 94.00%. So that the K-NN method is the best method in comparative classification in predicting student graduation on time with a predicted accuracy value of 96.67%.</em></p>2023-07-10T13:19:41+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3375SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN LAYANAN PENGIRIMAN BARANG MENGGUNAKAN METODE SIMPLE ADDITIVE WEIGHTING2023-07-10T17:30:35+07:00Rudi Setiawanrudi@trilogi.ac.id<p><em>Delivery service is the distribution of goods from the manufacturer to the customer, but the service has a number of risks that may occur at the time of the delivery process, such as delayed delivery and damaged goods. For this, it is necessary to make the selection of the best delivery services by business operators so that customer satisfaction remains awake until the ordered product reaches the customer’s hands. To support this decision-making process, the Simple Additive Weighting (SAW) method is used by determining the weight value on each attribute and is continued with the best alternative weighing process that aims to help the public determine the choice of delivery services well and according to the desired criteria, the study uses 5 criteria namely tariffs, delivery speed, goods security, customer service and branch office distribution. There are 3 alternative goods delivery services assessed using the SAW method by 30 respondents who come from UMKM Tajurhalang with the highest ranking results available on JNE services.</em></p>2023-07-10T14:31:52+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3452OPTIMALISASI KINERJA MIKROKOMPUTER RASPBERRY Pi PADA SMART GREENHOUSE BERBASIS INTERNET OF THINGS (IoT) DENGAN ALGORITMA FORECASTING MOVING AVERAGE2023-07-10T17:30:35+07:00Darsono Nababandarsono.nababan@unimor.ac.idValeriano Fajar Alexandro Nipufajarnipu62@gmail.comRizald Rizaldrisaldsyarifuddin@gmail.comBudiman Basobudimanbaso@gmail.comDiki Arisandidiki@univrab.ac.id<p><em>Smart Greenhouse</em> merupakan sebuah terminologi konsep pertanian di era revolusi 4.0 yang sedang marak saat ini untuk membangun rumah kaca system cerdas. Kecerdasan yang dapat diimplementasikan adalah pemantauan dan pengendalian secara mudah dengan Mikrokomputernya yaitu Raspberry Pi sebagai running program dan parameternya adalah Suhu Udara, Kelembaban Udara, Sinar <em>UV</em> dan Kelembaban Tanah. Penelitian ini bertujuan untuk mengetahui optimalisasi parameter-parameter tersebut pada smart greenhouse dengan menggunakan metode forecasting moving average sehingga dalam penerapannya melalui pengamatan dan pengendalian ketiga sensor tersebut pada <em>Smart Greenhouse</em> agar dapat digunakan seefektif mungkin. Ketiga parameter tersebut yang dipelajari selama 3 bulan, diambil melalui alat dengan jangkauan waktu dari 08:00-16:00 WITA. Total dataset adalah 500 deret dengan 4 variabel. Peramalan ini menggunakan metode <em>moving average</em>. Evaluasi yang digunakan adalah <em>MSE</em> dan <em>RMSE</em> dengan hasil sensor suhu dan kelembaban udara (DHT22) sebesar 0,466, sensor <em>uv</em> (GUVA-S112SD) sebesar 56,198, dan sensor kelembaban tanah (<em>Capital Soil Moisture</em>) sebesar 65025,0.</p>2023-07-10T15:51:29+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3459ANALISIS DAN PERANCANGNAN ARSITEKTUR TEKNOLOGI PADA PERGURUAN TINGGI MENGGUNAKAN FRAMEWORK TOGAF2023-07-10T17:30:35+07:00M Khairul Anamkhairulanam@stmik-amik-riau.ac.idRivaldi Dwi Andhika1810031805033@stmik-amik-riau.ac.idKhusaeri Andesakhusaeri@sar.ac.idHerwin HerwinHerwin@sar.ac.idAgustin AgustinAgustin@sar.ac.id<p><em>In general, higher education is divided into two categories of benefits from the application of Information and Communication Technology (ICT). The first is referred to as core values and supporting values. The computer network at STMIK Amik Riau currently uses the Telkom Speedy Wireless Network provider in each building. Then each student is only given 1 account to access the Hotspot network on the STMIK Amik Riau campus which can only be used on 1 laptop that is registered and capacity that has been limited or shared by network operators. However, the use of Hotspots that students want to access is only found in a few places which if used are smooth. To overcome these problems a framework is needed, one of which is TOGAF. TOGAF is a framework that has a set of supporting tools for developing enterprise architectures. TOGAF is a method that can be adapted to all changes and needs during planning. The purpose of this research is to get the gaps in the existing technology architecture and then provide recommendations in the form of the proposed technology architecture so that the existing gaps can be repaired and can run well. The results of this study found that to improve service to students, 7 application modules were needed and the need for improvements to the existing network at STMIK Amik Riau.</em></p>2023-07-10T16:21:34+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3475IMPLEMENTASI SISTEM INFORMASI DATA PELAKU USAHA PERIKANAN BUDIDAYA PADA DINAS PERIKANAN KOTA KUPANG2023-07-10T17:30:35+07:00Frensile Susanti Ndoenfrensilendoen346@gmail.comMeiton BoruMeitonboru@staf.undana.ac.idClarissa E. A. Pahclarissaelfira@staf.undana.ac.id<p><em>In 2022, the number of aquaculture business actors in the Kupang City Fisheries Service are 649 people, divided into 55 groups of business actors with 566 members and 83 individual business actors. Data processing for aquaculture business actors operated through Microsoft Office Excel (Ms. Excel) is not optimal because several obstacles frequently encountered, namely duplication of data, difficulty calculating the number of business actors, Large amounts of data are difficult to summarize because they are scattered across multiple Excel files, making it difficult for officers to create data reports on aquaculture business actors. Therefore, this study aims to create a system to assist officers in managing data on aquaculture business actors. The method used in this research is the Waterfall method because the advantage is that the quality of the resulting system will be good. After all, the implementation is carried out in stages. This system generates group data reports, business actor data, business data, pond data, production data, business registration data, training data, and histograms of the number of business actors based on gender, the number of businesses receiving Business Cards for Marine and Fisheries (KUSUKA), the number of businesses per nameplate group, the number of business actors per district, the number of businesses per district and the summary score of the number of aquaculture business actors. The results of black box testing conducted by three</em><em> </em><em>respondents to 12 menus show that all functional systems function as expected.</em></p>2023-07-10T16:51:15+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3509SISTEM PENILAIAN PERUMAHAN BERBASIS MOBILE MENGGUNAKAN METODE COMPLEX PROPORTIONAL ASSESSMENT2023-07-10T17:30:35+07:00Yusuf Sutantobianglala.has@gmail.comBudi Al Aminbudi.bdm@bsi.ac.idHeribertus Ary Setyadiheribertus.hbs@bsi.ac.id<p>Semakin bertambahnya jumlah penduduk maka kebutuhan memiliki rumah sebagai tempat tinggal pasti juga ikut meningkat. Banyak pengusaha perumahan terus melakukan persaingan agar dapat menarik konsumen untuk membeli dengan menawarkan sejumlah kelebihan dan harga yang terjangkau dan cara pembayaran yang tidak sulit. Maraknya pilihan perumahan tidak jarang menimbulkan kebingunan bagi calon konsumen atau kesulitan dalam memilih rumah atau perumahan. Sistem Pendukung Keputusan merupakkan sistem berbasis komputer yang dapat mendukung untuk mengambil keputusan dengan menggunakan data dan model dalam memecahkan suatu masalah. Tujuan penelitian ini adalah menghasilkan sistem pendukung keputusan untuk membantu calon konsumen dalam memilih rumah berdasarkan kriteria akses ke tempat pelayanan sosaial dan layanan publik. Sistem dibuat menggunakan pemrograman web dan <em>mobile</em> yang dapat diakses oleh calon konsumen sebagai bahan pertimbangan dalam memilih perumahan. Terdapat 23 layanan publik yang dijadikan kriteria dalam proses perhitungan metode Copras. Pemilihan metode Copras karena dapat menangani kriteria kuantitatif dan kualitatif dalam satu penilaian. Perhitungan metode Copras menghasilkan urutan : perumahan Kuantan dengan nilai signifikansi Q<sub>j</sub> dengan jumlah 18,96 dan nilai N<sub>j</sub> sebesar 100%. Perumahan Safira Zahra dengan nilai signifikansi Q<sub>j</sub> sebesar 18,69 dan nilai N<sub>j</sub> mendapatkan nilai signifikansi Q<sub>j</sub> sebesar 98%. Sedangkan Perumahan Permata sebesar 17,19 dan nilai N<sub>j</sub> sebesar 91%. Dari hasil urutan tersebut maka perumahan Kuantan merupakan rekomendasi terbaik dari sistem yang dibuat.</p>2023-07-10T17:08:08+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3557SISTEM PENDUKUNG KEPUTUSAN UNTUK MENENTUKAN PENDAKIAN GUNUNG TERBAIK DI JAWA TENGAH MENGGUNAKAN METODE SAW (SIMPLE ADDITIVE WEIGHTING)2023-07-10T17:30:35+07:00Wahyu Hadikristantowahyu.hadikristanto@pelitabangsa.ac.idGatot Tri Pranotogatot.tp@gmail.com<p><em>The level of interest in mountain climbing activities has increased significantly, this is inseparable from the development of social media technology which exposes the charm of each mountain itself, so as to attract interest in climbing from various groups, both beginners and experienced. Because each climber has their own characteristics and needs and each mountain also has its own character, so that it will affect each climbing destination, prospective climbers must be able to determine which mountain will be chosen as the best mountain in Central Java province to be chosen. as a climbing location. This research uses secondary data, the alternative to be compared is a list of mountains in Central Java province with several criteria to be used. The method for processing data is the Simple Additive Weighting (SAW) method. This method is used to find the weighted sum and rating of each alternative and all attributes. The results of this study can be a reference for climbers in determining the best mountain to be used as a climbing location in Central Java province.</em></p>2023-07-10T17:27:37+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3473MEDIA PEMBELAJARAN BERBASIS GAME PUZZLE MENINGKATKAN KETERAMPILAN BACA DAN TULIS USIA 4-6 TAHUN2023-07-12T07:52:46+07:00Ira Puspita Sariira.puspita.sari@univrab.ac.idBerliana Putriberliana.putri@gmail.com<p>Game edukasi merupakan sebuah permainan yang dikemas dalam konteks pendidikan untuk merangsang daya pikir dan termasuk salah satu cara untuk melatih meningkatkan konsentrasi penggunanya (anak-anak). Penelitian ini bertujuan untuk merancang game puzzle sebagai media pembelajaran untuk meningkatkan keterampilan baca dan tulis anak usia 4-6 tahun. Game puzzle ini dirancang menggunakan metode Game Development Life Cycle (GDLC) yang melalui bebarapa tahapan yaitu initiation/ pembuatan konsep, pra-produksi, produksi, pengujian dan rilis. Hasil akhir penelitian berupa game puzzle dengan menggunalan Game Engine Construct 3 sebagai aplikasi pembangunnya, aplikasi yang telah dihasilkan dapat digunakan untuk membantu proses belajar mengajar dan juga dapat meningkatkan semangat belajar anak usia dini, untuk selanjutnya diharapkan aplikasi yang dibuat dapat dikembangkan lagi untuk digunakan sesuai dengan kebutuhan.</p>2023-07-12T07:52:45+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3528APLIKASI E-COMMERCE UNTUK MENINGKATKAN USER EXPERIENCE PADA PT. JAYA UTAMA BEARING2023-07-12T16:24:40+07:00Jacky Setiawanjeallous11@gmail.comAyouvi Poerna Wardhanieayouvi@dinamika.ac.idEndra Rahmawatirahmawati@dinamika.ac.id<p><em>One of the keys to success in building e-commerce that can provide convenience and comfort for its users is knowing the users' needs. This study aims to create a website-based online store application that can improve user experience, especially for Jaya Utama Bearing companies engaged in selling industrial goods and auto spare parts so that they have detailed with clear product information, consumers can easily make transactions online, have an attractive visual design, and makes it easier for companies to manage and store sales reports. Based on the results of interviews with 30 customers using the User Experience Questionnaire, it was found that on the previous website, for the factors of attractiveness, clarity, efficiency, accuracy, stimulation and novelty, the results were below average and even bad, causing a decrease in income due to lost consumer loyalty. The results of this study are a catalog feature that can be filtered by category to display detailed product information, product purchase features, chat features to accommodate customer questions before buying, review or feedback features after a purchase transaction, and a sales report recording feature. The researcher also compared websites before and after using UEQ with the same 30 respondents, where it was seen that the scores for the six factors had increased from below average to above average and bad to good.</em></p>2023-07-12T00:00:00+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3351PEMODELAN ADDIE DALAM PENGEMBANGAN KURIKULUM 13 PADA PEMBELAJARAN BAHASA INGGRIS TINGKAT SEKOLAH DASAR BERBASIS ANDROID2023-07-17T08:34:17+07:00Luluk Elvitaria Elvitarialuluk@univrab.ac.idDebi Setiawandebisetiawan@univrab.ac.idLasiah Susantilasiah.susanti@univrab.ac.idSyafrizal Syafrizalsyafrizal.ti@student.univrab.ac.id<p><em>The proliferation of science and technology that is so rapid today supports and makes it easier for all the activities in various areas of human life, one of them being education. The K–13 curriculum requires schooling. The excess K–13 is to require students to be more independent, creative, and innovative, emphasizing character education. And the judgment process is made up of all the aspects of attitude, activity, skill, and knowledge. English is essential to study and be understood by the students because of the challenge of global development, and one of its supporting tools is mastery of English as a communication medium in the global and international world. Purpose: This study made it easier for students to tackle mainly the English learning process pronunciation in the form of interactive systems by applying speech and voice technologies recognition. Data collection from library studies, interviews, and observatories Methods of quantitative analysis are used in this research process for testing. Testing systems using black box testing with a successful walk and user acceptance test (UAT) and getting an average of 85% of student responses The results of this study prove that interactive system applications generate 86% and 84% of the result of media appropriations and material content, respectively, that are perfectly feasible in the learning process</em><em>.</em></p>2023-07-17T08:34:16+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3354MEDIA PEMBELAJARAN BERBASIS GAME ANDROID PADA PEMBELAJARAN ANGKA DAN HURUF DI PAUD2023-07-17T08:46:25+07:00Liza Trisnawati Trisnawatiliza.trisnawati@univrab.ac.idIra Puspitaira.puspita@univrab.ac.idFitri Abdillahifitri.abdillah@student.univrab.ac.idSeri Hartatiseri.hartati@univrab.ac.id<p><em>In the current era of globalization, technology is very rapidly developing and widespread in various fields. We can see this from the many innovations that have emerged and developed at the same time, one of which is digital-based learning media. In the field of education, technology helps the learning process so as to produce educational media. Especially in the field of education, the learning process of students at this time is more emphasized on visual education that looks attractive with the addition of images and sounds. In general, the recognition of letters and number shapes is still carried out with a conventional system that is still less interesting. The purpose of this study is to help students to easily understand the material on letter recognition and number shapes in early childhood students. This research used the GDLC (Game Development Life Cycle) method and the creation of this application used Buildbox. The data collection is in the form of literature studies, interviews and observations. The letter recognition and number shape application was tested using black box testing successfully. This application can be learned anytime and anywhere using a Smartphone.</em></p>2023-07-17T08:46:25+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3156IMPLEMENTASI METODE PROTOTYPING PADA RANCANGAN TOKO TANAMAN BERBASIS ANDROID2023-07-28T07:45:48+07:00Muhamad Aldamuhamadalda@uinsu.ac.idMuhammad Hendrik Kotohendrixkoto123@gmail.comAnggika Wardanianggikawardani2610@gmail.com<p><em>Entrepreneurs today are faced with the demand to innovate and have a deep understanding of increasingly sophisticated technology so that they can survive in the competition. One of the business sectors that must survive is the plant business. The plant shop itself sells a variety of seeds, plant seeds, and a variety of plants with cheap to expensive price variants. One of the common problems faced by shop owners is the difficulty of accessing information about plant shops that match the user's wishes. This also applies to shop owners who mostly still promote their plant shops conventionally through brochures, flyers, social media, and so on. Given these complaints and problems, an Android-based plant shop application is needed. This application has been developed using the prototyping method. By applying the prototyping method, users have an active role that makes implementing the system easier. The implementation of this application aims to provide store search facilities that are integrated with GPS using Google Maps, facilitate the plant transaction process, and help plant entrepreneurs in managing and marketing their stores optimally. In the implementation of this application is expected to provide convenience for sellers and plant shop owners in utilizing the plant shop application. The results of testing conducted on ten users show that this application is 53% satisfactory and feasible to use by users, namely plant shop admins and customers.</em></p>2023-07-28T07:45:48+07:00##submission.copyrightStatement##https://jurnal.univrab.ac.id/index.php/rabit/article/view/3454PERANCANGAN KLASIFIKASI PASIEN STROKE DENGAN METODE K-NEAREST NEIGHBOR2023-09-11T09:58:49+07:00Rahmat Ardila Dwi Yulianto2108048016@webmail.uad.ac.idImam Riadiimam.riadi@is.uad.ac.idRusydi Umarrusydi@mti.uad.ac.id<p><em>Stroke is a disease characterized by impaired brain function caused by a lack of oxygen supply and blood flow to the brain, affecting several brain functions that make sufferers experience difficulty in carrying out activities. the classification of stroke patients found is still in the form of medical records that have not been integrated so it takes longer time to detect. The K-NN algorithm is part of a machine learning algorithm that can be used to classify one of the cases, namely the classification of stroke patients. K-NN is used as a class determining algorithm to enter new data that is input according to the format. Based on the results obtained, this study leads to system design using the Unified Model Language (UML) and system user interface design.</em></p>2023-09-11T09:58:49+07:00##submission.copyrightStatement##