cover
Contact Name
Salamun
Contact Email
salamun@univrab.ac.id
Phone
-
Journal Mail Official
Jurnal.ti@univrab.com
Editorial Address
Redaktur Jurnal RABIT Teknik Informatika Universitas Abdurrab: Gedung Universitas Abdurrab Pekanbaru Jl. Riau Ujung No. 73 Pekanbaru Riau - Indonesia
Location
Kota pekanbaru,
Riau
INDONESIA
RABIT: Jurnal Teknologi dan Sistem Informasi Univrab
Published by Universitas Abdurrab
ISSN : 24772062     EISSN : 2502891X     DOI : https://doi.org/10.36341/rabit
This journal is called RABIT, where the name comes from two words namely, RAB which means Abdurrab University and IT which means information technology, it can be interpreted as a journal of this journal Journal of Informatics Engineering Study Program Pekanbaru Abdurrab University. This RABIT journal contains various sciences related to the world of computers especially information technology and information systems, namely, this journal is published twice a year where the initial publication is on January 10 while for the second issue which is on July 10.
Articles 85 Documents
Pembuatan Game Puzzle "Escape : The Answers" Untuk Melatih Problem Solving Anak Berbasis Android Wangsa Suryana, Dikka; Asri, Sri Dianing
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 5 No 1 (2020): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1187.682 KB) | DOI: 10.36341/rabit.v5i1.779

Abstract

Games are one of applications that many people like, including children. The development of games in Indonesia has started rapidly, game is very popular because it has an attractive appearance and cool stories. Games are not only used for playing but can be used for learning. Games can be used by parents or teachers to make children interested in learning by using games as their media, for example making puzzle games as the media. Games can be used by parents or teachers as media for learning to make children interested in learning, for example by making puzzle games as the media. Therefore, the author wants to build a puzzle game which can help in training the problem solving and children's memory. In making this game the author uses the MDLC method (Multimedia Development Life Cycle) and Unity 3D Software.
Pembuatan Game Puzzle Online Dengan Prinsip Kooperatif Berbasis Android Bimantara, Tofan; Asri, Sri Dianing
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 5 No 1 (2020): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (793.445 KB) | DOI: 10.36341/rabit.v5i1.809

Abstract

The growth of online s in Indonesia is fast and is in great demand by many people from children to adults. Online s are very popular because of the PVP system (player vs. player) that let players can fight each other online. PVP s make their customers more competitive and makes players to play more intensively in order to get a higher level or ranking than other player. Playing intensively has an effect on the aggressiveness of players so that behavior makes it less respectful to other player such as issuing invective words to other players. Online s also have systems that are not suitable for kids such as microtransaction and gacha systems. this resulted in kids making transactions without the knowledge of their parents even spending up to tens millions rupiah. not to mention the gacha system, which is the purchase of items at. therefore the author wants to build a application with cooperative principles as a that deserves to be played by kids. In making this Astan Eva application using the MDLC method (Multimedia Development Life Cycle). MDLC has stages by Concept, Design, Material Collecting, Assembly, Testing, and Distribution.
Analisa Perancangan Sistem Informasi Pelaporan Fasilitas Umum dan Informasi Pembuatan E-KTP Untuk Masyarakat Setiawan, Mohammad Puji Hari; Masya, Fajar
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 5 No 1 (2020): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (479.005 KB) | DOI: 10.36341/rabit.v5i1.810

Abstract

Fasilitas umum yang disediakan oleh pemerintah merupakan alat bantu bagi masyarakat dalam menjalankan aktifitas sehari-hari. Dari mulai tempat pejalan kaki, jalan, lampu lalu lintas hingga tempat pembuangan sampah. Selain fasilitas umum, informasi pembuatan E-KTP juga sangat membantu masyarakat dalam mencari informasi pembuatan E-KTP agar menjadi lebih mudah. Jika terjadi kerusakan atau penyalah gunaan pada fasilitas tersebut diperlukan sebuah tindakan perbaikan atau solusi yang cepat sehingga bisa digunakan kembali. Dengan ketidak tahuan pemerintah atau aparat sekitar mengenai kerusakan atau penyalah gunaan tersebut bisa menyebabkan terganggunya aktifitas yang terjalan setiap harinya. Dengan adanya aplikasi berbasis web yang saya berinama “Report It” dapat membantu pemerintah atau aparat sekitar untuk mengetahui mengenai kerusakan atau penyalah gunaan fasilitas umum, tumpukan sampah yang perlu dibersihkan, jalan yang perlu diperbaiki, serta juga bisa mengetahui fasilitas mana yang harus diadakan atau di tingkatkan lagi. Sehingga penanganan pembenarannya akan lebih cepat. Informasi pembuatan E-KTP juga akan membantu masyarakat dalam mencari informasi pembuatan E-KTP mereka, sehingga mereka tidak bersusah payah mencari informasi tersebut di kantor kecamatan yang berwajib. Sistem dirancang meggunakan metode waterfall, pemodelan UML, pemodelan struktur data dan hubungan antar data ERD sedangkan bahasa pemrograman yang digunakan adalah PHP, dan untuk basis datanya menggungakan MySQL.
Perancangan Game Berbasis Android Untuk Memperkenalkan Adat Melayu Riau Atan, Atan; Indra, Zul; Febtriko, Anip
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 5 No 1 (2020): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (776.898 KB) | DOI: 10.36341/rabit.v5i1.963

Abstract

The difficulty of getting knowledge about local customs especially Riau Malay tradition makes some people around not know much and still apply learning by using books that are still less recorded and too monotonous. Because Malay tradition there is a discussion that requires an explanation of the techniques used in learning and introducing Riau Malay tradition. Riau has many cultures, traditions and customs that are not well known to the younger generation or society in general. Customs and traditions that are believed to be hereditary and are the identity of an area must be maintained and preserved by the younger generation. One of them is Riau's Malay tradition. These customs and traditions need to be published to the public through multimedia, one of which is based on Android. The problem is the lack of knowledge about Riau Malay custom among the community. With this Android-based application, it is hoped that it will be able to preserve Riau Malay tradition more loved by the community.The scope of this study is limited to typical food, traditional clothing, tourism This type of research is descriptive research, using the method of field surveys and interviews with direct sources. This research aims to preserve the tradition of Malay Malay so that it does not become extinct and can be enjoyed by subsequent generations.
PERANCANGAN PROTOTYPE ALAT BAJAK SAWAH DENGAN PENGONTROLAN MENGGUNAKAN BLUETOOTH BERBASIS ANDROID Purnomo, Arief Cahya
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 5 No 1 (2020): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1579.776 KB) | DOI: 10.36341/rabit.v5i1.1063

Abstract

Indonesia is a country that has extensive paddy fields, these lands are plowed manually or traditionally, manually plowing the fields by plowing the fields by pushing the plows around the land and the traditional way of plowing the fields using cattle. In the current era of technology, it is needed a field plow that can be controlled remotely. The purpose of the authors designed this tool so that it can simplify the work of farmers and change the system of plowing rice fields from manual to modern. There are two important parts of the design of this tool namely the design of hardware (hardware) in the form of a prototype of a rice plow tool and the design of software (software) in the form of a control program. The design of the control of the rice plow consists of several components, including: android application as a control device, bluetooth HC-05 as a communication medium to Arduino Nano, Arduino Nano as a microcontroller that gives commands to the L298N Driver to drive a DC motor. This test is carried out 3 times by activating and deactivating the power supply. The results obtained from this test are 100% successful without any errors / damage.
Penerapan Metode Multi Atribut Utility Theory Dalam Sistem Seleksi Penerimaan Dosen Di Stmik-Amik-Riau. Asnal, Hadi; Zoromi, Fransiskus
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 5 No 1 (2020): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (605.992 KB) | DOI: 10.36341/rabit.v5i1.1065

Abstract

STMIK Amik Amik Riau is an institution of higher education that focuses on computer science, in the learning process required by lecturers with the best qualifications, to get lecturers with the best qualifications needed for an objective selection process, and a system that can be built to be used to involve this selection process, a system built using the multi-attribute utility theory method, the multi-attribute utility theory method will be used to process predetermined criteria, and this criterion will be processed into a recommendation. Multi attribute attribute theory is used to compare quantitative values ​​that combine measurements from existing values. Multi-attribute utility theory is also used to convert several criteria into numerical values. The author agrees that this system provides solutions to existing problems and provides recommendations to leaders in determining decisions.
METODE ROUGH SET UNTUK MENGANALISA PROBLEMATIKA GURU DALAM MENGGUNAKAN MEDIA PEMBELAJARAN BERBASIS KOMPUTER Yulianti, Wita
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 1 No 1 (2016): Januari 2016
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (496.706 KB) | DOI: 10.36341/rabit.v1i1.16

Abstract

Perkembangan teknologi informasi berbagai bentuk, salah satunya dalam bidang Artificial Intellegence berupa data mining. Data mining adalah proses yang mempekerjakan satu atau lebih teknik pembelajaran komputer (mechine learning) untuk menganalisis data dan mengekstraksi pengetahuan (knowledge) secara otomatis. Data mining digunakan untuk menganalisa problem guru dalam menggunakan media pembelajaran berbasis komputer. Untuk mengetahui problem guru dalam menggunakan media pembelajaran berbasis komputer, maka penelitian ini menggunakan perhitungan dalam bentuk data mining dengan metode rough set. Menerapkan data mining rough set untuk menggali pengetahuan, yang merupakan sumber informasi dalam pengambilan keputusan. Dengan metode roughset ini permasalahan yang terjadi pada guru dapat teratasi dalam menggunakan media pembelajaran berbasis komputer. Setiap sekolah dapat mengetahui perkembangan gurunya dalam menggunakan media pembelajaran yang teknologi komputer.
PERBANDINGAN METODE BACKPROPAGATION DENGAN MONTE CARLO DALAM MEMPREDIKSI JUMLAH PENDERITA DEMAM BERDARAH DENGUE DI KOTA PEKANBARU Agustin, Susanti, Junaidi,
RABIT Vol 2 No 2 (2017): Terbitan Ke-4 Bulan Juli 2017
Publisher : RABIT

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (626.035 KB)

Abstract

Pekanbaru city is one of the cities that have high dengue fever cases. in 2012 recorded 202 cases, 2013 426 cases, 2014 recorded 113 cases and in 2015 recorded as many as 272 cases. The number of each year is always changing, due to various factors that are erratic and other weather changes, it proves that Departmenet of Health of Pekanbaru City has not been able to control the rate of increase in dengue fever patients. The Backpropagation method is a systematic forecasting method for multilayer training, has a strong mathematical basis and is trained by guided methods. With 3 layers, the input layer, the hidden layer and the output layer. Monte Carlo simulation is a probabilistic type of simulation where to obtain the problem solving used sampling method from random process. Monte Carlo experiments on probabilistic elements through random sampling with the aid of generating random numbers.By comparing the two can be known which method is better in predicting the number of patients with dengue fever. The results of data testing with both methods found that Backpropagation method has a low standard deviation compared to Monte Carlo method, so the method of backpropagation is said to be better in predicting the number of dengue hemorrhagic fever patients in Pekanbaru City
PEMAKAIAN MOBILE ROBOT DALAM MENINGKATKAN PERKEMBANGAN KOGNITIF ANAK USIA DINI DI TAMAN KANAK-KANAK Febtriko, anip
RABIT Vol 2 No 2 (2017): Terbitan Ke-4 Bulan Juli 2017
Publisher : RABIT

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (397.017 KB)

Abstract

Cognitive interpreted the intellectual potential consisting of stages of knowledge, understanding, application, analysis, synthesis, evaluation. Cognitive means issues involving the ability to develop rational skills (reason). This study aims to determine the improvement of cognitive development of children in recognizing the form after applied method of playing Mobile Robot in kindergarten. This type of research is a classroom action research conducted in two cycles. Population in the sampling amounted to 20 children. Research data on cognitive development in recognizing form and creativity collected by observation method. The data of the research were analyzed by using descriptive statistic analysis method and quantitative descriptive analysis method. The results of data analysis show that there is an increase in cognitive development in recognizing the form and creativity after the application of the method of playing Mobile Robot One way to increase creativity in children in kindergarten is by playing mobile robot therapy. Mobile robot media is an activity to control and regulate the movement of the robot that involves and requires coordination between the eyes, hands, and concentration. It is necessary to approach and use mobile robot in the effectiveness of cognitive improvement in children. Mobile robot as a medium that becomes a play therapy device with mobile robot capability that can move and move from one place to another by following the pattern of lines that have been designed. The main purpose of this research is to design creativity according to the level of complexity of mobile robot use for children. In addition to the use of mobile robot as a medium of play therapy there is also analysis in research using Pre experimental design. Data collection to assess cognitive in children, collected data were analyzed by descriptive analysis and Rank Wilcoxon test.
PENGARUH BAURAN PROMOSI TERHADAP TINGKAT PENJUALAN PETANI PADA APLIKASI E-COMMERCE ‘E-FARMER FOR ANDROID’ Novianti, desi -; mufti, abdul; anjani, dewi
RABIT Vol 3 No 2 (2018): Juli
Publisher : RABIT

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (213.518 KB)

Abstract

This study aimed to find out the influence of the promotional mix toward sales levels with the study on farmers to support the sale of agricultural output. The application of E-commerce E-Farmer For Android is a media promotion and information are expected to meet the needs of farmers to market the results of his farm. This research using the method of survey respondents with the farmers who use the application e-commerce e-farmer for Android . Testing is done using simple regression analysis and test F to do a test of the hypothesis. The results obtained are the promotion of E-Commerce applications using E-Farmer for Android "effect simultaneously against the level of sales