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    Program Studi Department

    TEKNIK INFORMATIKA INFORMATICS

    Jenjang Pendidikan Programme

    PASCA SARJANA POSTGRADUATE

    Kompetensi Lulusan

    Memahami dan menguasai prinsip dasar bidang informatika. Merancang dan mengimplementasikan sistem serta

    mengintegrasikan hardware dan software. Mendayagunakan, mengevaluasi dan mengidentifikasi

    pengembangan sistem berbasiskan komputer. Menguasai dasar konsep dan keahlian pemrograman komputer . Mempunyai keahlian tertentu di topik-topik lanjut komputing. Mempunyai keahlian meneliti sesuai dengan metodologi

    penelitian. Mempunyai keahlian komunikasi interpersonal, teamwork serta

    manajerial Mampu menunjukan sikap yang menghargai, melindungi dan

    meningkatkan etika professional.

    Graduate Competence

    Understanding and mastering the basic principles of informatics. Designing and implementing systems and to integrate hardware

    and software. Utilizing, evaluating and identifying the development of

    computer-based systems. Mastering the basic concepts and computer programming skills. Mastering a particular expertise in advanced topics komputing. Mastering research skills in accordance with the research

    methodology. Having interpersonal communication skills, teamwork, and

    managerial Having attitude of respect, protect and improve the professional

    ethics.

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    STRUKTUR KURIKULUM/COURSE STRUCTURE

    No. Kode MK Code

    Nama Mata Kuliah (MK) Course Title

    sks Credits

    SEMESTER I

    1 KI092301 Kecerdasan Buatan Artificial Intelligence 3

    2 KI092302 Jaringan Komputer Computer Networks

    3

    3 KI092303 Rekayasa Perangkat Lunak Software Engineering

    3

    4 KI092304 Metodologi Penelitian Research Method

    3

    Jumlah sks/Total of credits 12

    BIDANG KEAHLIAN REKAYASA PERANGKAT LUNAK (RPL) SOFTWARE ENGINEERING EXPERTISE Semester II

    1 KI092331 Topik Dalam Rekayasa Pengetahuan Topic in Knowledge Engineering

    3

    2 KI092332 Topik Dalam Pengembangan Game Topic in Game Development

    3

    3 KI092334 Topik Dalam Rekayasa Kebutuhan Topic in Requirements Engineering

    3

    4 KI092336 Topik Dalam Tatakelola dan Audit TI Topic in IT Governance and Audit

    3

    Jumlah sks/Total of credits 12

    Semester III 1 KI092333 Topik Dalam Manajemen Kualitas Perangkat Lunak

    Topic in Software Quality Management 3

    2 KI092335 Topik Dalam Evolusi Perangkat Lunak Topic in Software Evolution

    3

    Jumlah sks/Total of credits 6

    SEMESTER IV 1 KI092361 Tesis

    Thesis 6

    Jumlah sks/Total of credits 6

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    SILABUS KURIKULUM/COURSE SYLLABUS

    MATA KULIAH/ COURSE TITLE

    KI092303: Rekayasa Perangkat Lunak KI092303: Software Engineering Credits : 3 Semester : 1

    TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES

    Mahasiswa mampu menjelaskan tahapan dan metodologi pembangunan perangkat lunak secara benar baik secara mandiri atau juga dalam kerjasama tim. Students are capable of explaining the phase and the methodology of software building process either in personal or in group.

    KOMPETENSI/ COMPETENCY

    Mahasiswa mampu menjelaskan model pengembangan perangkat lunak.

    Mahasiswa mampu merumuskan dengan teliti berbagai macam metodologi pengembangan perangkat lunak.

    Mahasiswa mampu menganalisis & melakukan perancangan model perangkat lunak .

    Mahasiswa mampu bekerjasama dan berfikir kreatif dalam membuat perangkat lunak serta mempresentasikan hasil karya rancangan.

    Students are able to explain software development. Students are able to determine in detail the methodologies of

    software development. Students are able to analyze and construct software model. Students are able to work as a team and think creatively in

    constructing and presenting software application

    POKOK BAHASAN/ SUBJECTS

    Pengantar model perangkat lunak, Konsep rekayasa perangkat lunak, Pengenalan studi kasus Adventures Works Cycles Application , Perspektif Produk Perangkat Lunak, Model Proses Perangkat Lunak , Model MSF, Unified Process, Agile Model ; Aktivitas terintegrasi , System Engineering, Requirement engineering; Pemodelan Analisis; Pemodelan Desain Perangkat Lunak, Desain sistem: perancangan konseptual dan perancangan fisik, Perancangan konseptual, evaluasi alternatif rancangan, penyiapan spesifikasi rancangan, dan penyiapan laporan

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    rancangan sistem secara konseptual, perancangan fisik- keluaran, masukan, antarmuka pemakai dan sistem, platform, basis data, modul, kontrol, dokumentasi, pengujian, ataupun rencana konversi; Implementasi sistem, Pemrograman dan pengujian, Instalasi perangkat keras dan perangkat lunak, Pelatihan kepada pemakai,Pembuatan dokumentasi ; Software Testing Strategies, Unit Testing, Integration Testing; Software Testing Techniques, Whitebox testing, Blackbox testing, System Testing; Quality Assurance; Operasi dan pemeliharaan, Perawatan perfektif, Perawatan adaptif, Perawatan korektif, Evaluasi dan pengukuran produk perangkat lunak, Software metric; Software Performance, SQA & Reviews perangkat lunak, Software Reuse, Manajemen Resiko, Specification Configuration Management; Pembiayaan dan Estimasi Perangkat Lunak, Cocomo, Delphi, Activity Base costing.

    Introduction of Software Model, Software Concept, Case Study: Adventures Works Cycle Application, Software Product Perspective, Software Process Model, MSF Model, Unified Process, Agile Model, Integrated Activities, System Engineering, Requirement Engineering, Analysis Model; Software Design Model, System Design: Conceptual and Physic Model, Conceptual Design, Design Alternative Evaluation, Design Specification Preparation, Conceptual System Design Report Preparation, Physical Output Design, Input, User Interface and System, Platform, Database, module, Control, Documentation, Testing and Conversion Plan, System Implementation, Programming and Testing, Hardware and Software Installation, User Training, Documentation, Software Testing Strategies, Unit Testing, Integration Testing, Software Testing Techniques, Whitebox Testing, Blackbox Testing, System Testing, Quality Assurance, Operation and Maintenance, Perfective Maintenance, Adaptive Maintenance, Corrective Maintenance, Evaluation and Measurement of Software Product, Software Metric, Software Performance, SQA & Reviews, Software Reuse, Risk Management, Specification Configuration Management, Software Cost & Estimation, Cocomo, Delphi, Activity Base Costing.

    PUSTAKA UTAMA/

    Pressman, R. S., Software Engineering: A Practitioner's Approach, 8th Edition, McGraw-Hill, 2008

    Sommerville, I., Software Engineering 8th edition, Addison-Wesley,

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    REFERENCES 2007. Stephen R. Schach: Object-Oriented and Classical Software

    Engineering, 7th Edition, 2007 Analyzing Requirements and Defining Microsoft.NET Solution

    Architecture, Microsoft, 2003

    MATA KULIAH/ COURSE TITLE

    KS091202 : Topik Dalam Rekayasa Pengetahuan KS091202 : Advanced Topic in Knowledge Engineering Credits : 3 Semester : II

    TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES

    Mahasiswa mampu merepresentasikan pengetahuan dari analisa permasalahan nyata ke dalam lingkup rekayasa pengetahuan, melakukan perancangan model dan mengimplementasikannya ke sistem komputer baik secara mandiri atau juga dalam kerjasama tim serta mengekplorasi keterbaharuan dari topik-topik terkait. Students are able to represent knowledge from the analysis of real problems into the sphere of engineering knowledge, to design and implement the model into a computer system either independently or also in the team and explore keterbaharuan of related topics.

    KOMPETENSI/ COMPETENCY

    Mahasiswa mampu memahami penggunaan teori dasar dan teknik-teknik yang diperkenalkan dalam lingkup rekayasa pengetahuan agar dapat menerapkan pemakaiannya untuk permasalahan nyata.

    Mahasiswa mampu menganalisis data dan informasi untuk mendefinisikan model suatu sistem komputer berbasis pengetahuan.

    Mahasiswa mampu mengimplementasikan rancangan model dalam suatu sistem komputer yang mengelola pengetahuan.

    Mahasiswa mampu bekerjasama dalam memecahkan permasalahan nyata berkaitan dengan rekayasa pengetahuan mulai dari tahap analisa sampai implementasi.

    Mahasiswa mampu mengekplorasi topik-topik penelitian di bidang rekayasa pengetahuan.

    Students are able to understand the use of basic theories and

    techniques introduced in the scope of engineering knowledge in order to implement its use for real problems.

    Students are able to analyze data and information to define the

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    model of a knowledge-based computer systems. Students are able to implement the design model in a computer

    system to manage knowledge. Students are able to cooperate in solving real problems associated

    with engineering knowledge from analysis to implementation phase.

    Students can explore topics of research in the field of engineering knowledge.

    POKOK BAHASAN/ SUBJECTS

    Pengenalan tentang Rekayasa Pengetahuan; Data, informasi dan pengetahuan, teknik-teknik mendapatkan pengetahuan, Teknik pemodelan pengetahuan.

    Sistem Berbasis Pengetahuan; definisi sistem berbasis pengetahuan, macam-macam sistem berbasis pengetahuan (Sistem pakar, Case-based reasoning, sistem tutor cerdas), Skema Representasi Pengetahuan, Mengekspresikan Pengetahuan.

    Sistem Pakar; Pengenalan tentang sistem pakar, pemodelan pengetahuan untuk sistem pakar, Pemilihan kakas perangkat lunak, Kakas untuk membangun Sistem Pakar, Pembahasan makalah dengan topik terkait.

    Case-based reasoning; Definisi dan pengenalan case-based reasoning, Reasoning, Definisi dan teknik-teknik dalam case-based reasoning, Pembahasan makalah dengan topik terkait.

    Semantic Web; Semantic Web Roadmap, Ontology and knowledge representation on semantic web, Semantic web education, Pembahasan makalah dengan topik terkait.

    Introduction of Knowledge Engineering; data, information and

    knowledge, the techniques have knowledge, knowledge modeling techniques.

    Knowledge-Based Systems; definition of knowledge-based systems, all kinds of knowledge-based systems (expert systems, case-based reasoning, intelligent tutoring systems), Knowledge Representation Scheme, Expressing Knowledge.

    Expert system; introduction of expert systems, knowledge modeling for expert systems, software selection kakas, Kakas to build expert systems, discussion papers related to the topic.

    Case-based reasoning; definition and introduction of case-based reasoning, reasoning, definitions and techniques in case-based reasoning, discussion papers related to the topic.

    Semantic Web; Semantic Web Roadmap, Ontology and knowledge-representation on semantic web, Semantic Web education, discussion papers related to the topic.

    PUSTAKA UTAMA/

    Malcolm Creen, An Introduction to Knowledge Engineering, Springer-Verlag, 2006

    Jeffrey T Pollock, Semantic Web for Dummies, Wiley Publishing,

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    REFERENCES Inc., 2009. P.Jackson, Introduction to Expert Systems, Addison-Wesley, 1999. R.J.Brachman and H.J.Levesque, Knowledge Representation and

    Reasoning, Elsevier, 2004. (chapters 1-7) Devedziq, Vladan, Semantic Web and Education (Integrated Series

    in Information System), Springer-Verlag, 2006

    MATA KULIAH/ COURSE TITLE

    KS091202 : Topik Dalam Pengembangan Game KS091202 : Advanced Topic in Game Development Credits : 3 Semester : II

    TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES

    Mahasiswa mampu mengenal pengembangan dan karir dalam game, menganalisa serta melakukan perancangan game. Students can recognize and career development in the game, analyze and perform game design.

    KOMPETENSI/ COMPETENCY

    Mahasiswa mampu mengklasifikasikan game-game yang ada, Mahasiswa memahami proses dan karir dalam pengembangan

    game, Mahasiswa mampu menganalisis dan melakukan perancangan

    game berdasarkan pembagian karir dalam pembuatan game. Mahasiswa mampu mengenal dan mempraktekkan pembuatan

    prototype game sederhana. Students are able to classify games available, Students understand the process and careers in game

    development, Students are able to analyze and to design games based on the

    division of a career in making games. Students are able to know and practice the simple game prototype.

    POKOK BAHASAN/ SUBJECTS

    Pengantar Game: Sejarah, klasifikasi game, jenis-jenis dan platform game.

    Industri game: struktur industri game. Pengembangan Game: proses global dalam pengembangan game,

    karir dalam pengembangan game. Game Tools: bahasa pemrograman, software animasi / 3D. Karir Game: Desainer, Programmer, Seniman. Desain: UI, Level, World builder, Kecerdasan Buatan, pemodelan

    FSA, GameEngine: pemrograman XNA Introduction to Game: History, classification of games, the types

    and platform games.

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    gaming industry: the structure of the gaming industry. Game development: a global process in game development, career

    in game development. Game Tools: programming languages, software animation / 3D. Career Game: Designer, Programmer, Artist. Design: UI, Level, World builder, Artificial Intelligence, modeling

    the FSA, GameEngine: XNA programming

    PUSTAKA UTAMA/ REFERENCES

    Flint Dille & John Zuur Platten, The Ultimate Guide to Video Game Writing and Design, First Edition Lone Eagle Publishing Company 2007.

    Steve Rabin, AI Game Programming Wisdom, ISBN: 1-58450-077-8, Charles River Media, Inc 2002

    Chad Carter, Microsoft XNA Unleashed, SAMS Publising 2007 Benjamin Nitschke, Professional XNA Game Programming, Wiley

    Publishing, Inc 2007 Martin J Wells, J2ME Game Programming, Thomson Course

    Technology

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    MATA KULIAH/ COURSE TITLE

    KS091202 : Topik Dalam Manajemen Kualitas Perangkat Lunak KS091202 : Advanced Topic in Software Quality Management Credits : 3 Semester : III

    TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES

    Mahasiswa mampu merencanakan dan menilai kualitas perangkat lunak yang dibangun dengan menggunakan standart terbaru. Students are able to plan and assess the quality of software built using the latest standards.

    KOMPETENSI/ COMPETENCY

    Mahasiswa mampu menerapkan model-model kualitas yang ada Mahasiswa mampu memanfaatkan metric kualitas perangkat

    lunak Mahasiswa mampu memahami kualitas proses dan produk

    perangkat lunak Mahasiswa mampu mengukur kualitas proses dan produk

    perangkat lunak dengan metrik yang sesuai Mahasiswa mampu merencanakan dan membuat dokumen

    kualitas sebuah PL untuk proses dan produk perangkat lunak Mahasiswa mampu memanfaatkan pengujian perangkat lunak

    untuk mendukung kualitas perangkat lunak Mahasiswa mampu menggunakan standard penilaian kualitas

    terbaru dalam studi kasus Mahasiswa mengetahui karir dalam bidang kualitas perangkat

    lunak Mahasiswa mampu membuat publikasi dalam bidang manajemen

    kualitas PL

    Students are able to apply quality models available Students can take advantage of software quality metric Students are able to understand the quality of processes and

    software products Students are able to measure the quality of processes and software

    products with the appropriate metric Students are able to plan and create a quality document for the PL

    and software products Students can take advantage of software testing to support the

    software quality Students are able to use the latest quality assessment standards in

    a case study Students find careers in the field of software quality

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    Students are able to make publication in the field of quality management PL

    POKOK BAHASAN/ SUBJECTS

    Konsep perangkat lunak dan kualitas; Tujuan, faktor kualitas, jaminan kualitas, model kualitas.

    Jaminan kepastian kualitas perangkat lunak: Tujuan, tanggung jawab, Aktivitas, Metric.

    Kualitas proses dan produk PL: Kualitas produk, kualitas proses, Model untuk kualitas produk PL,

    Pengukuran dan metrik kualitas PL:Pendahuluan, Jenis2 Metric, Manfaat, Perencanaan program metric, Issue metrik PL, Metrik berorientasi obyek.

    Perencanaan Jaminan Kualitas PL; Tujuan, Isi dokumen perencanaan kualitas PL, Jaminan perencanaan kualitas PL.

    Standard kualitas PL: Tanggung jawab, Tujuan, Peran, Kebutuhan dan aktivitas jaminan kualitas PL, Standard ISO.

    Metrik kualitas PL: Tujuan, metrik PL, Metrik framework kualitas PL, Pembangunan metrik kualitas PL, Pemilihan metrik kualitas PL.

    Model kualitas PL: Tujuan, Model Hierarky, Model Non Hierarki, CMM Maturity level.

    Metrik dan pengukuran Kualitas untuk PL yang berorientasi obyek : Tujuan, Kualitas untuk desain PL berorientasi obyek, Paradigma pendekatan obyek, Metrik desain OO, SATC.

    Pengujian Perangkat Lunak: Tujuan pengujian, daur hidup pengujian PL, Peran dan tanggung jawab dalam pengujian, alat uji, rencana uji, Teknik pengujian, Metrik pengujian, Pengujian yang didasarkan pada resiko, Otomatisasi pengujian dan alat bantu pengujian, Pengujian yang ekstrim.

    Karir dalam bidang kualitas PL: gambaran, pendahuluan, peran profesional kualitas, sertifikasi kualitas.

    Pembuatan publikasi paper karya ilmiah: Penentuan topik/judul, studi literatur, metodologi, ujicoba, kesimpulan.

    The concept of software and quality; objective, quality factors, quality assurance, quality models.

    Assurance of software quality assurance: The purpose, responsibility, activity, Metric.

    Quality of process and product PL: Quality products, quality processes, product quality model for PL,

    Measurement and quality metrics PL: Introduction, Jenis2 Metric, benefits, program planning metric, Issue PL metrics, object-oriented metrics.

    Quality Assurance Plan PL; purpose, content quality planning documents PL, PL quality assurance plan.

    Standard PL qualities: Responsibility, Purpose, Role, Needs and PL quality assurance activities, Standard ISO.

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    Metric PL quality: Objectives, PL metrics, quality metrics framework PL, PL Development of quality metrics, quality metrics Election PL.

    Model quality PL: Destination, Hierarky Model, Non-Hierarchical Model, CMM Maturity level.

    Quality Metrics and measurement for object-oriented PL: Objectives, PL Quality for object-oriented design, object paradigm approach, OO design metrics, SATC.

    Software Testing: The purpose of testing, testing life cycle PL, The role and responsibilities in testing, test equipment, test plans, testing techniques, test metrics, testing based on risk, testing and Automation testing tools, which extreme testing.

    Careers in the field of quality OT: An introduction, the role of quality professionals, quality certification.

    Making the publication of scientific paper: Determination of the topic / title, the study of literature, methodology, testing, conclusion.

    PUSTAKA UTAMA/ REFERENCES

    Khan K Mustafa, SI Ahson Software Quality Concepts and Practices, Alpha Science, 2006

    Nina S Godbole Software Quality Assurance Principles and Practice , Alpha Science, 2007

    Daniel Galin.,Software Quality Assurance From theory to implementation , Addison Wesley 2003

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    MATA KULIAH/ COURSE TITLE

    KS091202 : Topik Dalam Rekayasa Kebutuhan KS091202 : Advanced Topic in Engineering Needs Credits : 3 Semester : II

    TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES

    Mahasiswa mampu membuat dan mendokumentasikan spesifiksi kebutuhan perangkat lunak dengan baik, baik secara mandiri atau juga dalam kerjasama tim Students can create and document software requirements spesifiksi well, either independently or also in teamwork.

    KOMPETENSI/ COMPETENCY

    Mampu menjelaskan aktivitas-aktivitas dalam rekayasa kebutuhan perangkat lunak.

    Mampu memodelkan kebutuhan sistem menggunakan pendekatan berorientasi obyek.

    Mampu memodelkan kebutuhan sistem menggunakan pendekatan terstruktur.

    Mampu mendokumentasikan spesifikasi kebutuhan perangkat lunak.

    Mampu memecahkan suatu permasalahan ke dalam bentuk program yang berorientasi obyek

    Ability to explain the activities in software engineering needs Ability to model the system requirements using object-oriented

    approach. Ability to model the system requirements using a structured

    approach. Ability to document the software requirements specification. Ability to solve a problem in the form of object-oriented programs.

    POKOK BAHASAN/ SUBJECTS

    Pengenalan Rekayasa Kebutuhan: Definisi, Permasalahan, Tahapan, Kebutuhan fungsional, Kebutuhan non-fungsional, SMART Requirement;

    Pengumpulan Kebutuhan; Definisi, Permasalahan, Teknik-Teknik Pengumpulan Kebutuhan;

    Analisa Kebutuhan; Permasalahan, Analisa Berorientasi Obyek, Analisa Terstruktur, VORD, Konflik, Prioritas;

    Spesifiksi Kebutuhan: Deskripsi kebutuhan, Struktur dokumen spesifikasi kebutuhan, Tracebility;

    Validasi Kebutuhan: Aktivitas-aktivitas, Perubahan kebutuhan,Manajemen perubahan kebutuhan;

    Creativty Thinking: Teknk-Teknik berpikir kreatif, Workshop; Skenario: Definisi, Skenario yang baik, Struktur skenario; Eksplorasi dan Kajian Ilmiah.

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    Introduction to Engineering Needs: Definition, Problems, Stages, functional requirements, non-functional requirements, SMART Requirement;

    Collection Requirements; Definitions, Problems, Techniques Collection Requirements;

    Needs Analysis; Problems, Object Oriented Analysis, Structured Analysis, VORD, Conflict, Priority;

    Spesifiksi Needs: Description of the needs, requirements specification document structure, Tracebility;

    Validation Requirements: The activities, needs change, needs change management;

    Creativty Thinking: Teknk creative-thinking techniques, Workshop. Scenario: Definition, a good scenario, scenario structure; Exploration and Scientific Research.

    PUSTAKA UTAMA/ REFERENCES

    Ian K. Bray, An Introduction to Requirements Engineering, Addison Wesley, 2002.

    R.H. Thayer & M. Dorfman, Software Requirements Engineering, Second Edition, John Wiley & Sons, 1999.

    Pressman, R. S., Software Engineering: A Practitioner's Approach, 8th Edition, McGraw-Hill, 2008.

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    MATA KULIAH/ COURSE TITLE

    KS091202 : Topik Dalam Evolusi Perangkat Lunak KS091202 : Advanced Topic in Software Evolution Credits : 3 Semester : III

    TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES

    Mahasiswa mampu menjelaskan tentang definisi dan aktivitas-aktivitas di bidang evolusi perangkat lunak, serta teknik-teknik dalam mengerjakannya. Mahasiswa mampu memunculkan topik-topik tesis baru di bidang evolusi perangkat lunak. Students are able to explain the definition and activities in the field of software evolution, and techniques in the work. Students can raise the topics of new theses in the field of software evolution.

    KOMPETENSI/ COMPETENCY

    Mahasiswa mampu menjelaskan tentang definisi dan aktivitas-aktivitas di bidang evolusi perangkat lunak.

    Mahasiswa mampu menjelaskan teknik-teknik dalam mengerjakan evolusi perangkat lunak.

    Mahasiswa mampu menjelaskan topik-topik terkini di bidang evolusi perangkat lunak.

    Mahasiswa mampu memunculkan topik-topik tesis baru di bidang evolusi perangkat lunak.

    Students are able to explain the definition and activities in the field of software evolution.

    Students are able to explain the techniques in working on software evolution.

    Students can explain the latest topics in the field of software evolution.

    Students able to raise the topics of new theses in the field of software evolution.

    POKOK BAHASAN/ SUBJECTS

    Pengenalan: definisi, sejarah, perbedaan dan persamaan dg perawatan PL, pelaku evolusi PL;

    Pemahaman dan Analisa tentang Evolusi Perangkat Lunak: Identifikasi dan analisis kloning Perangkat Lunak, Analisis Repository Perangkat Lunak, Memprediksi bugs dari sejarah Perangkat Lunak itu sendiri;

    Rekayasa Ulang Sistem Warisan (Legacy Systems): Rekayasa ulang berbasis O-O, Migrasi sistem informasi warisan, Transformasi arsitektural: dari warisan ke Three-Tier dan Services;

    Trend-Trend Terkini dalam Evolusi Perangkat Lunak: Pengujian perangkat lunak vs evolusi perangkat lunak: efeknya dalam pemahaman perangkat lunak Struktur Program, Evolusi arsitektur

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    perangkat lunak, Evolusi perangkat lunak open source. Introduction: definition, history, differences and similarities dg PL

    treatment, actors evolution PL; Understanding and Analysis of Software Evolution: Identification

    and cloning analysis of the Software, Analysis Software Repository, Predicting 'bugs' of the Software history itself;

    Re-Engineering Legacy Systems (Legacy Systems): OO-based Reengineering, Migration legacy information systems, architectural transformation: from heritage to the Three-Tier and Services;

    Trend-Trend Latest in Software Evolution: Testing software vs. software evolution: the effect of understanding the software program structure, evolution of software architecture, evolution of open source software.

    PUSTAKA UTAMA/ REFERENCES

    Tom Mens and Serge Demeyer, Software Evolution, Springer-Verlag Berlin Heidelberg, 2008.

    Lehman, M.M. and L. Belady, Program Evolution: Processes of Software Change. 1985, London: Academic Press.

    Carrol, P.B., Computer Glitch: Patching up Software Occupies Programmers and Disables Systems. Wall Street Journal, 1988.

    Hanna, M., Maintenance Burden Begging for a Remedy, in Datamation. 1993. p. 53-63.

    Pfleeger, S.L., Software Engineering: Theory and Practice. 1998: Prentice-Hall.

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    Mathai, J. Care, Feeding and Growth of Software Systems. in Proceedings of the Second International Conference on Software Engineering and Formal Methods. SEFM 2004. 2004: IEEE Computer Society.

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    Cook S., J.H., Harrison R. Dynamic and Static Views of Software Evolution. in International Conference on Software Maintenance

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    Evolution. IEEE Transactions on Software Engineering, 1999. 25(4): p. 493-509.

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    MATA KULIAH/ COURSE TITLE

    KS091202 : Topik Dalam Tata Kelola dan Audit Teknologi Informasi KS091202 : Advanced Topic in Corporate Governance and Audit of Information Technology Credits : 3 Semester : II

    TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES

    Mahasiswa mampu menata pengelolaan SI/TI dan melakukan pengawasan pengelolaan tersebut melalui Audit SI/TI. Students can organize the management of the SI / IT and to supervise the management of the Audit SI / TI.

    KOMPETENSI/ COMPETENCY

    Mahasiswa mampu mengorganisir pelaksanaan aktivitas terkait dengan pengelolaan SI/TI yang efektif

    Mahasiswa mampu mengembangkan rumusan pelaksanaan Audit SI/TI

    Mahasiswa mampu melaksanakan Audit SI/TI seusai dengan rumusan yang telah disusun

    Mahasiswa mampu menentukan objektif kontrol dan mengembangkan kontrol dari Proses TI

    Mahasiswa mampu menerjemahkan hasil ketidakpatutan dalam temuan audit dan mengembangkan rekomendasi perbaikan yang mengarahkan terhadap perbaikan sumber daya TI dan Proses TI

    Mahasiswa mampu melaporkan hasil temuan audit dengan jelas Mahasiswa mampu mengoptimalkan penggunaan sumber daya TI

    dengan mengacu pada rekomendasi audit Mahasiswa mampu mengarahkan hasil audit ke dalam

    rekomendasi perbaikan berkelanjutan Students are able to organize the implementation of activities

    related to the management of the SI / IT effectively Students are able to develop formulations SI implementation of

    Audit / IT Students able to carry out audits the SI / IT after the formulation

    has been developed Students are able to determine the control objectives and control

    of the process to develop IT Students are able to translate the results of infelicity in the audit

    findings and develop corrective recommendations directed toward improving IT resources and IT Processes

    Students are able to report audit findings clearly Students are able to optimize the use of IT resources with reference

    to the audit recommendations

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    Students able to direct the audit results to the continuous improvement recommendations

    POKOK BAHASAN/ SUBJECTS

    Konsep Tata Kelola TI (IT Governance); Kerangka kerja Tata Kelola TI; Analisis peran Tata Kelola TI dalam organisasi; Analisis lingkungan regulasi dan pengaruhnya terhadap TI; Desain pengelolaan Proses TI; Analisis pengalokasian tanggung jawab dalam pengelolaan TI; Desain dan Analisis pengukuran kinerja Proses TI; Analisis peran kontrol dan audit; Desain fungsi Audit SI/TI internal; Konsep Audit SI/TI; Pengembangan rumusan proses Audit SI/TI; Desain prosedur Audit SI/TI; Konsep audit dengan menggunakan CAATs; Penyusunan proposal Audit SI/TI; Desain objektif kontrol dan kontrol Proses TI; Analisis regulasi yang terkait dengan pengelolaan Proses TI; Konsep pengelolaan resiko; Analisis tingkat resiko; Desain ruang lingkup dan tujuan Audit SI/TI; Pelaksanaan Audit SI/TI; Analisis perubahan dalam pelaksanaan Audit SI/TI; Analisis perolehan temuan (findings) berdasarkan hasil

    pelaksanaan Audit SI/TI; Penyusunan rekomendasi berdasar hasil Audit SI/TI; Pelaporan hasil Audit SI/TI; Evaluasi hasil Audit SI/TI; Desain perbaikan tata kelola TI berdasarkan hasil Audit SI/TI

    The concept of IT Governance (IT Governance); Governance Framework IT; Analyze the role of IT Governance within the organization; Analysis of regulatory environment and its impact on IT; Design of IT process management; Analysis of the allocation of responsibilities in the management of

    IT; Design and Analysis of IT performance measurement process; Analyze the role of control and audit; Design the function of the Audit SI / TI internal; Draft Audit SI / TI; Development of audit process formulation SI / IT; Design audit procedures the SI / IT; The concept of using CAATs audit;

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    Preparation of proposals Audit SI / TI; Design of control objectives and control IT processes; Analysis of regulation related to the management of IT processes; The concept of risk management; Analysis of risk levels; Design the scope and purpose of the Audit SI / TI; Implementation of Audit SI / TI; analysis of changes in the implementation of the Audit SI / TI; acquisition analysis findings (findings) based on the results of the

    implementation of the Audit SI / TI; Formulation of recommendations based on the results of the Audit

    SI / TI; Reporting audit results of the SI / IT; Evaluate the results of the Audit SI / TI; Design improvement of IT governance based on the results of the

    Audit SI / TI

    PUSTAKA UTAMA/ REFERENCES

    Sarno, Riyanarto. Audit Sistem Informasi/Teknologi Informasi, ITS Press, 2009.

    Sarno, Riyanarto. Sukses Bisnis dengan Teknologi Informasi, ITS Press, 2009.

    Sarno, Riyanarto & Iffano, Irsyat. Sistem Manajemen Keamanan Informasi, ITS Press, 2009.

    Davis, Chris, Schiller, Mike & Wheeler, Kevin. IT Auditing : Using Controls to Protect Information Assets, McGraw-Hill, 2007.

    ISACA, The IT Governance Institute. COBIT 4.1, USA, 2007. ISO/IEC. ISO/IEC 38500 : Corporate Governance of Information

    Technology, Switzerland, 2008. Senft, Sandra & Gallegos, Frederick. Information Technology

    Control Audit 3rd Edition, CRC Press, 2009. Weill, Peter & Ross, Jeanne W. IT Governance : How Top

    Performance Manage IT Decision Rights for Superior Results, Flint Dille And John Zuur Platten, 2004.