Muhammad Ibnu Sa’ad
STMIK Widya Cipta Dharma

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Analisis Sentimen Terhadap Kontroversi Pembangunan IKN Di Media Sosial Twitter Menggunakan Metode Naive Bayes Muhammad Dimas; Drs. Azahari; Muhammad Ibnu Sa’ad
Bulletin of Information Technology (BIT) Vol 6 No 2: Juni 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v6i2.1993

Abstract

The relocation of Indonesia's capital city (IKN) from Jakarta to East Kalimantan is a national strategic policy that has generated diverse public responses. On one hand, it is seen as an effort to promote equitable development, but on the other hand, it has drawn criticism related to its environmental, social, and financial impacts. Social media, particularly Twitter, has become a popular platform for expressing public opinion on this issue. This study aims to analyze public sentiment toward the IKN development as expressed through Twitter posts. By understanding public sentiment trends, this research seeks to provide insights into public perception that may serve as valuable input for government evaluation and policymaking. The research employed a quantitative approach using data mining techniques. Data were collected through web crawling using the snscrape library and underwent several pre-processing stages, including cleansing, case folding, tokenization, stopword removal, and stemming. Sentiment analysis was conducted using a lexicon-based approach, combined with a Naïve Bayes classification algorithm supported by TF-IDF weighting. Based on 2,178 analyzed tweets, the results showed that positive sentiment dominated at 52.4%, followed by negative sentiment at 28.4%, and neutral sentiment at 19.3%. The classification model achieved an accuracy rate of 75.69%. These findings indicate a general tendency of public support for the IKN development and highlight the importance of sentiment analysis as a strategic tool for interpreting public opinion in the digital era
Optimasi Penentuan Sales Ececutive Terbaik Menggunakan Metode MOORA Pada Dealer Mitsubishi Tenggarong Sepriana Ose Gunawan; Muhammad Ibnu Sa’ad; Muhammad Nur Madani
Bulletin of Information Technology (BIT) Vol 7 No 2 (2026)
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v7i2.2714

Abstract

Penentuan sales executive terbaik merupakan salah satu upaya penting dalam meningkatkan kinerja dan daya saing perusahaan, khususnya pada dealer otomotif, karena berpengaruh langsung terhadap pencapaian target penjualan dan kualitas pelayanan pelanggan. Permasalahan yang sering terjadi adalah proses penilaian yang masih bersifat subjektif dan belum menggunakan metode yang terstruktur, sehingga hasilnya kurang objektif dan konsisten. Penelitian ini bertujuan untuk membangun sistem pendukung keputusan dalam menentukan sales executive terbaik dengan menggunakan metode Multi-Objective Optimization on the Basis of Ratio Analysis (MOORA) sebagai solusi berbasis pengambilan keputusan multikriteria. Data yang digunakan merupakan data internal dealer Mitsubishi yang mencakup beberapa alternatif sales executive dengan kriteria penilaian berupa pencapaian target penjualan, kedisiplinan, kemampuan komunikasi, dan kualitas pelayanan. Proses pengolahan data dilakukan melalui tahap pemilihan data, pra-pemrosesan data, penentuan kriteria pembobotan, implementasi metode, hingga perangkingan. Hasil penelitian menunjukkan bahwa metode MOORA mampu menghasilkan nilai preferensi dan urutan peringkat sales executive secara objektif dan sistematis. Alternatif dengan nilai tertinggi ditetapkan sebagai sales executive terbaik. Dengan demikian, sistem yang dibangun dapat membantu pihak manajemen dalam mengambil keputusan yang lebih efektif, efisien, dan transparan serta mendukung evaluasi kinerja berbasis data yang lebih optimal.
Pengenalan Tarian Adat Dayak Hudoq Melalui Media Virtual Reality Untuk Pelestarian Budaya Otovianus Oscar; Muhammad Ibnu Sa’ad; Jundro Daud Hasiholan
Bulletin of Information Technology (BIT) Vol 6 No 4 (2025): Desember 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v7i1.2338

Abstract

Abstract- The preservation of the traditional Dayak Hudoq dance faces serious challenges due to globalization and the use of conventional learning media that are less appealing to the digital native generation. These challenges have resulted in a lack of understanding among the younger generation of the philosophical values of dance. There is a research gap in the use of Virtual Reality (VR) technology that focuses on the philosophical values of the dance and can be accessed independently (offline) using low-cost devices. This study aims to (1) develop an offline-based Virtual Reality educational application (VR-Box) using the Multimedia Development Life Cycle (MDLC) method, and (2) test the feasibility of this media as a means of cultural preservation. The MDLC method is applied through six systematic stages: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The testing process involved Alpha testing for functionality and Beta testing using a Likert scale questionnaire with 10 vocational high school students in Samarinda to measure ease of use and appeal. The results of the study show that the VR-Box application was successfully developed and functions well. The beta test results show a “Very Good” level of user acceptance with an overall average score of 88%. This application is considered very practical to use (96%) and capable of increasing interest in learning about culture (88%). It is concluded that the VR-Box application is feasible and effective to be implemented as a portable and low-cost medium for cultural preservation. However, user evaluation shows that visual quality (74%) is still an aspect that needs to be improved in further research. Keywords: MDLC, Visualization, Dayak, Cultural Preservation, VR
Pemograman Game Save The Homeland Menggunakan Godot Engine Studio Evander Yose Gultom; Bartolomius Harpad; Muhammad Ibnu Sa’ad
Digital Transformation Technology Vol. 6 No. 1 (2026): Periode Maret 2026
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v6i1.8500

Abstract

Penelitian ini membahas pengembangan game 2D pixel berjudul Save The Homeland menggunakan Godot Engine Studio. Latar belakang penelitian ini didasarkan pada meningkatnya minat masyarakat terhadap game serta berkembangnya teknologi pengembangan game yang memungkinkan developer independen untuk berkontribusi dalam industri game. Tujuan penelitian ini adalah untuk menganalisis potensi dan keunggulan Godot Engine sebagai platform pengembangan game serta menyediakan referensi berbahasa Indonesia bagi pengembang pemula. Metode yang digunakan dalam pengembangan game ini adalah metode Extreme Programming (XP) yang meliputi tahapan perencanaan, perancangan, pengkodean, dan pengujian. Game yang dikembangkan merupakan game 2D platformer berbasis Android dengan konsep single player, di mana pemain harus menyelamatkan penduduk desa dan menghindari musuh untuk mencapai kemenangan. Kesimpulannya, Godot Engine merupakan platform yang efektif dan fleksibel dalam pengembangan game 2D, serta berpotensi besar untuk digunakan oleh developer di Indonesia. Berdasarkan latar belakang tersebut, penelitian ini bertujuan mengembangkan game 2D platformer berjudul Save The Homeland menggunakan Godot Engine dengan menerapkan metode Extreme Programming (XP) sebagai pendekatan pengembangan perangkat lunak. Penelitian ini juga bertujuan mengevaluasi kualitas game melalui pengujian alpha dan beta testing sehingga dapat diketahui tingkat usability game yang dikembangkan. Kontribusi penelitian ini adalah menghasilkan sebuah game 2D platformer berbasis Android yang memanfaatkan Godot Engine sebagai alternatif engine open source, serta memberikan referensi mengenai penerapan metode Extreme Programming dalam pengembangan game indie di Indonesia.