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Kepercayaan Diri Peserta Didik Dari Status Sosial Ekonomi Rendah Trisnawati, Wulan; Nurishlah, Laesti; Samadi, Mochammad Ramdan
MURABBI Vol. 3 No. 1 (2024): Jurnal Murabbi
Publisher : Prodi PGMI STAI Sabili Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69630/jm.v3i1.34

Abstract

One of the problems that occurs among students from low socio-economic status is a lack of self-confidence, such as feeling inferior in social interactions with others, being embarrassed about being asked to appear in front of the class, being afraid of making mistakes and being ridiculed by friends, this can have an impact on psychological conditions. students in terms of interactions in everyday life. This research method uses literature studies with the aim of research to determine the extent of self-confidence of students from low socio-economic status. The research results show that low socio-economic status is not the main factor in students' lack of self-confidence with the existence of supporting factors such as the poor Student Assistance Program (BSM), individual counseling guidance and self-concept making the self-confidence of students from low socio-economic status equivalent to the self-confidence of students from high socioeconomic status.
SENTIMENT ANALYSIS OF ICT SERVICE USER USING NAIVE BAYES CLASSIFIER AND SVM METHODS WITH TF-IDF TEXT WEIGHTING Trisnawati, Wulan; Wibowo, Arief
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 3 (2024): JUTIF Volume 5, Number 3, June 2024
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.3.1784

Abstract

Pusintek is one of the government units in Indonesia responsible for managing Information and Communication Technology (ICT), providing various ICT services to users in central and regional offices through the ICT Service Catalog. The level of service fulfillment in Pusintek's IT Service Catalog significantly influences the effectiveness and efficiency in meeting service agreements, providing accurate information, and handling disruptions promptly. User satisfaction is measured through surveys to plan improvements to ICT services, but there is currently no method to classify sentiment from survey comment data. This research aims to classify sentiment and understand customer opinions and satisfaction trends regarding ICT services. The study applies the Naïve Bayes Classifier and Support Vector Machine (SVM) methods to classify positive and negative comments in user satisfaction surveys of ICT services. The data used consists of comments from the 2022 ICT user satisfaction survey results. Based on the test results, it is observed that the SVM algorithm provides higher accuracy compared to the Naïve Bayes algorithm. Utilizing the existing dataset with established opinion values, classification modeling using Naïve Bayes Classifier and Support Vector Machine (SVM) proves capable of classifying ICT user sentiment into 3 sentiment classes: Positive, Neutral, and Negative. From the data above, it is concluded that the SVM algorithm achieves the highest accuracy of 88.76%, highest precision of 89.68%, recall of 88.76%, and an f1-score of 89.12%.
PENGEMBANGAN PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT DENGAN MENGGUNAKAN MEDIA PERMAINAN CHESS MATH PADA MATA KULIAH MATEMATIKA SEKOLAH III TABAWI, EMI; TRISNAWATI, WULAN
Media Pendidikan Matematika Vol. 1 No. 2 (2013)
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/mpm.v1i2.1885

Abstract

Penelitian ini bertujuan untuk mengembangkan pembelajaran kooperatif tipe Teams Games Tournament dengan menggunakan media permainan chess math. Subjek dalam penelitian ini adalah mahasiswa STKIP Bina Insan Mandiri Surabaya. Penelitian ini merupakan penelitian pengembangan menggunakan model 4D dengan rancangan Pre Test Post Test Design. Dari hasil penelitian diperoleh beberapa temuan, yaitu: kemampuan dosen dalam pembelajaran menggunakan media permainan chess math berada dalam kategori baik, kinerja mahasiswa selama menerapkan permainan chess math berada dalam kategori baik, hasil belajar mahasiswa sesudah menerapkan pembelajaran mengalami peningkatan dibandingkan sebelum pembelajaran, serta respon yang diberikan mahasiswa pada pembelajaran ini positif. Berdasarkan hasil penelitian dapat disimpulkan bahwa model pembelajaran kooperatif tipe TGT menggunakan media permainan chess math dapat digunakan dalam pembelajaran