Journal of Information Technology and Computer Science 2023-09-12T08:00:08+07:00 Journal of Information Technology and Computer Science Open Journal Systems <p><strong>The Journal of Information Technology and Computer Science (JITeCS)</strong> is a peer-reviewed open access journal published by Faculty of Computer Science, University of Brawijaya (UB), Indonesia that has been published online since 2016. This journal currently is indexed and abstracted by SINTA 3. JITeCS publishes original research finding and high quality scientific articles that present cutting-edge approaches including methods, techniques, tools, implementations and applications. The journal is an archival journal serving the scientist and engineer involved in all aspects of information technology computer science, computer engineering, information systems, software engineering and education of information technology.<br /><br />Online ISSN : 2540-9824 <br />Print ISSN : 2540-9433<br /><br />JITeCS accepting manuscript at anytime during the year without time restraints <br />Publication frequency: <strong>April</strong>, <strong>August</strong>, <strong>December<br /></strong>Contact us by email:</p> Development of Robotic Process Automation for Scraping Prospective Customer Data and Implementation Haversine in PT. XYZ 2022-12-18T23:59:51+07:00 Ninna Novila Andi Wahju Rahardjo Emanuel Stephanie Pamela Adithama <p>PT XYZ is a finance company that engages in lending. Its activities include branch offices, aiming to increase new customer acquisition. Prospective customer data is required to determine their potential and the location of the nearest branch office. PT. XYZ previously used a third party, but the result was not equal to what was required, and the company was forced to pay to obtain data equal to what was required. Google Maps is a data source that is utilized and freely accessible.</p> <p>This study scraped prospective customer data using robotic process automation. Robotic process automation was developed using UiPath with Google Maps and Plus Codes as data sources. The Haversine method is used to determine the location of the nearest branch office. 595 prospective customer records were obtained through robotic process automation using seven search keywords. The result for 579 prospective customers is correct, but the result for 16 is incorrect. Haversine Method applies to 582 prospective customer records; however, the remaining records lack latitude and longitude, making Haversine Method inapplicable.</p> 2023-04-30T00:00:00+07:00 Copyright (c) 2023 Journal of Information Technology and Computer Science Educational Media Development using Guided Discovery Learning Approach in Chemical Element Subject 2023-01-09T11:07:57+07:00 Ivenulut Rizki Diaz Renavitasari Herman Tolle Fitra A. Bachtiar Ahmad Afif Supianto <p>A chemical element is one of the materials in high school for chemistry subject. Students have difficulties in studying chemical elements due to ample theories that must be memorized. In addition, conventional learning models that tend to be one-way create boredom feeling towards students. The use of interactive educational media can be a solution to the learning process. This study tries to provide a solution by developing mobile-based educational media combined with guided discovery learning models to help the learning process of chemical elements in high school. The use of appropriate educational media can be used as an independent learning tool. This study uses Research &amp; Development (R&amp;D) combined with SAM Model to develop this educational media. Testing is using an expert validation approach for the prototype of educational media. This study adapted the Computer System Usability Questionnaire (CSUQ) to assess an aspect of the usability of educational media. To assess the content of the material in this educational media, this study uses an evaluation questionnaire from the subject matter and media experts. The development process is carried out in three iterations, namely the preparation stage, iterative stage, and iterative development stage. The results of this study show that the assessment of chemical elements in educational media has a score of 86.8% on its system usability according to media experts and a score of 90.5% on educational media content according to material experts. So, this educational media is feasible to be applied to high school students. Overall, this educational media got a good score on the pretest-posttest, where the effectiveness of using this educational media increased student learning outcomes with an N-Gain value of 80.62%.</p> 2023-08-31T00:00:00+07:00 Copyright (c) 2023 Journal of Information Technology and Computer Science Advancements in Fire Alarm Detection using Computer Vision and Machine Learning: A Literature Review 2023-08-29T09:18:14+07:00 M Fadli Ridhani Wayan Firdaus Mahmudy <p>Fire is one of the most common and increasing emergencies that threaten public safety and social development. This can cause significant loss of life and damage. Fire detection systems play an important role in the early detection of fires. The purpose of this study is to provide a brief survey of the latest literature in the field, which can provide a foundation for researchers to develop a Fire Alarm Detection System with a Computer Vision and Machine Learning approach. The Computer Vision and Machine Learning approaches are popular and have been extensively studied because the advantages. The main challenges in fire detection systems are high false alarm rates and slow response times. This research presents potentials and emerging trends through Computer Vision and Machine Learning approaches for Fire Alarm Detection Systems in the future, including the selection of input features to the use of appropriate methods and the process flow of Fire Alarm Detection Systems.</p> 2023-08-31T00:00:00+07:00 Copyright (c) 2023 Journal of Information Technology and Computer Science Design of An Interactive Module for Historical Building Learning Using Board Game Puzzle Based On Multi-Marker Augmented Reality 2023-08-29T09:36:20+07:00 Pujo Prasetyo aji Herman Tolle Eko Sakti Pramukantoro <p>Augmented Reality (AR) technology is one of the new technologies that can display the virtual world into the real word. Augmented reality technology is widely applied into the educational field to help the learning process by representating an object in more realistic and detailed way. However, most of the implementations that carried out only using AR to show up an object from a single marker, even though there are still many ways on using AR functions to represent an information in more detailed and intersting ways.</p> <p>This study aims to develop a learning media to introduce histrorical building spesifically Indonesian Temple’s using multi-marker augmented reality. This study used ADDIE Model to develop suitable media for learning process. Based on the results of expert testing, the developed media obtained an avarage score 3,76 for media evaluation and 3,84 for material evaluation, which means the developed media was very feasible as a learning medium.</p> <p>Therefore, through this research we expect to provide a recommendation for AR application models using multi-marker AR method, futhermore the modules developed are intended to become information resource and learning material about historical building especially temples in Indonesia.</p> 2023-08-31T00:00:00+07:00 Copyright (c) 2023 Journal of Information Technology and Computer Science Comparative Analysis of the Use of State Management in E-commerce Marketplace Applications Using the Flutter Framework 2023-08-29T10:07:33+07:00 Aditya Akhmad Dinan Jatnika Muhammad Aminul Akbar Aryo Pinandito <p>This research aims to analyze the performance of two popular state management tools that have different system approaches, namely Riverpod and GetX, in developing marketplace applications using the Flutter framework. The marketplace type application used is Flutter ecommerce which is available as open source on the GitHub platform. This research aims to provide benefits to Flutter application developers in choosing the right state management tools for marketplace applications. The method used is to compare memory usage, execution time and CPU utilization of the two tools. Testing is done on the feature of displaying the home screen, search and add features. The results of the analysis obtained are that there are differences in memory usage and execution time for the three features and scenarios, GetX provides less memory usage with faster execution time. While in CPU utilization, there tends to be no performance difference between GetX and Riverpod. The conclusion is that GetX state management uses memory more efficiently and is able to provide faster execution time than Riverpod state management with better performance.</p> 2023-08-31T00:00:00+07:00 Copyright (c) 2023 Journal of Information Technology and Computer Science User Experience Design for Information Technology Career Preparation Platform Using the Design Thinking Method 2023-08-29T10:21:14+07:00 Mahardeka Tri Ananta Lutfi Fanani Ivanna Adista Sihombing Zainul Abidin <p>Digital talent is crucial in the thriving Information Technology (IT) industry. Hence, numerous countries seek digital skills to stay competitive in the current era. In Indonesia, the challenge lies not in quantity but in the readiness of digital talents to enter the professional world. To address this issue, we observed the IT career readiness of fresh graduates and senior students from the Faculty of Computer Science, Universitas Brawijaya. The observation revealed that 82.9% of 70 respondents stated doubts about their career preparations in the IT domain. These doubts stemmed from perceived inadequacy in technical skills, lack of readiness in developing a curriculum vitae and facing job interviews. Given the need for career preparation in the IT domain, we address the development of a platform to assist aspiring IT talents. This study proposes a solution as an IT career preparation application designed using the Design Thinking method The proposed design was tested using the Usability Evaluation, yielding an effectiveness rate of 100% and an efficiency value of 0.08 goals/sec. Furthermore, a satisfaction test was conducted using the SUS questionnaire, resulting in a score of 94.75 (excellent).</p> 2023-08-31T00:00:00+07:00 Copyright (c) 2023 Journal of Information Technology and Computer Science Multilabel Classification for Keyword Determination of Scientific Articles 2023-08-29T10:27:56+07:00 Sulthan Rafif Rizal Setya Perdana Putra Pandu Adikara <p>In writing scientific articles, there are provisions regarding the structure or parts of writing that must be fulfilled. One part of the scientific article that must be included is keywords. The process of determining keywords manually can cause discrepancies with the specific themes discussed in the article. Thus, causing readers to be unable to reach the scientific article. The process of determining the keywords of scientific articles is determined automatically by the classification method. The classification process is carried out by determining the set of keywords owned by each scientific article data based on the abstract and title. Therefore, the classification process applied is multi-feature and multi-label. Classification is done by applying the Contextualized Word Embedding Method. The implementation of Contextualized Word Embedding Method is done by applying BERT Model. By applying the BERT Model, it is expected to provide good performance in determining the keywords of scientific articles. The evaluation results by applying the BERT Model to the case of multi-label classification on abstract data for keyword determination resulted in a loss value of Training Data is 0.514, loss value of Validation Data is 0.511, and an accuracy value of 0.71, a precision value of 0.71, a recall value of 0.71, an error value of 0.29 and f-1 score of 0.83. Based on the results of the evaluation, it shows that the BERT Classification Model can carry out a classification process to determine a set of keywords from each abstract data in scientific articles.</p> <p>&nbsp;</p> 2023-08-31T00:00:00+07:00 Copyright (c) 2023 Journal of Information Technology and Computer Science User Experience Design Sales Performance and Sales Person Productivity Application MTFSales Using Human Centered Design Method (Case Study: PT Mandiri Tunas Finance) 2023-08-29T10:46:36+07:00 Safira Eldi Romadhona Retno Indah Rokhmawati Diah Priharsari <p>PT Mandiri Tunas Finance is a company engaged in financing new or used cars, motorcycles, and commercial vehicles, with a network of 102 branches spread throughout Indonesia. In its business process, sales performance monitoring is still considered ineffective, because the information about sales performance is in the form of an excel calculated manually. The salesperson could not monitor it directly. This study aims to produce a MTFSales application design using Human Centered Design. The prototype was tested using the user testing method and the SUPR-Q questionnaire. The results of the test using user testing are positive results with some suggestions from users. The test results using the SUPR-Q method for sales officers are 88.19%, sales heads are 88.65% and branch managers are 83.81%. All three are in the excellent and acceptable categories so it can be said that the design can be accepted by the users.</p> 2023-08-31T00:00:00+07:00 Copyright (c) 2023 Journal of Information Technology and Computer Science ChemVirtual Lab: Gamified Learning Experience on Reaction Rate Topic to Improve Learning Outcomes 2023-08-29T10:52:17+07:00 Retno Indah Rokhmawati Tuffahati Sholihah Kumara Sahasika Laksmana Rizky Pramudita Ibrahim Sambata Sarborn Adam Hendra Brata <p>This study aims to improve student learning outcomes through gamification of chemical learning media. As we know that chemical material, especially reaction rates, is abstract in nature, so it is quite difficult to convey this concept to students. Because the measured compounds vary greatly in terms of concentration, this material has complex features. However, in real conditions, students have limited access to chemical laboratory equipment, so learning media is needed that considers aspects of people, problems, and context to provide learning experiences like real laboratories. ChemVirtual Lab is a learning tool that combines immersive learning experiences with game elements to improve students' learning outcome by allowing them to direct their own learning and inspiring them to think creatively and innovatively. The primary model in this study is the ASSURE learning media development paradigm. Evaluation of the usage of educational media was conducted to ascertain factors of satisfaction and usefulness with 3 media experts and 3 material experts. According to the six experts' test results, it would be possible to implement the media. Then the media was implemented to 62 high school students who were studying Rate of Reaction material. The Paired Sample T-Test was used to examine the effectiveness of the media's implementation, and the results revealed significant differences in learning outcomes as well as a tendency for post-test scores to rise above pre-test results.</p> 2023-08-31T00:00:00+07:00 Copyright (c) 2023 Journal of Information Technology and Computer Science Wearable Wireless Sensor Network for Mitigating COVID-19 Transmission Through Physical Distancing 2023-06-14T09:54:58+07:00 Muhammad Niswar Andani Muhammad Ahlan Fachrurrozie Haris Achmad Basuki <p>The global community is currently facing a critical situation with the widespread transmission of the Covid-19 virus. The rapid increase in Covid-19 cases has necessitated immediate action and treatment. As the World Health Organization (WHO) recommended, maintaining a minimum distance of one meter between individuals is an effective preventive measure to avoid transmission through respiratory droplets. To address this issue, this paper introduces a cost-effective design and implementation of a wearable wireless sensor network using the ESP32 microcontroller and Bluetooth Low-Energy (BLE) technology that promotes physical distancing and contact tracing to mitigate the spread of COVID-19. In this research, we have determined that the safe distance between individuals is 1.5 meters. Proximity testing has indicated that an RSSI value of -62 dBm corresponds to a distance below 1.5 meters. Hence, we set -62 dBm as the distance threshold between wearable devices to ensure safe physical distancing. These wearable wireless sensor network devices are intended to assist individuals in maintaining a safe distance from others, thereby reducing the risk of COVID-19 transmission.</p> 2023-08-31T00:00:00+07:00 Copyright (c) 2023 Journal of Information Technology and Computer Science Cover and Table of Contens 2023-09-12T08:00:08+07:00 Lina Purbosari <p>Cover and Table of Contens</p> 2023-09-12T00:00:00+07:00 Copyright (c) 2023 Journal of Information Technology and Computer Science