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KLASIFIKASI PENGUNJUNG WISATA DI KOTA PAGAR ALAM DENGAN MENGGUNAKAN ALGORITMA K-NEAREST NEIGHBOR (K-NN) Syahri, Riduan; Puspita, Desi
(JITEK)Jurnal Ilmiah Teknosains Vol 9, No 2/Nov (2023): JiTek
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jitek.v9i2/Nov.17329

Abstract

The city of Pagar Alam has many beautiful tourist options, fresh and cold air, and unique culture and culinary delights. So that it becomes an area that is visited by many local and foreign tourists. Of the many visitors who come, not a few of them leave impressions in the form of reviews of the places they have visited. The purpose of this study is to determine the classification and to determine the accuracy produced by the K-Nearest Neighbor (K-NN) method. The K-Nearest Neighbor (K-NN) method is used to classify visitor data on Pagar Alam tours. Tests carried out to get good accuracy results and evaluate using a confusion matrix. This research produces a classification system that can identify and classify Pagar Alam tourism visitors using the K-Nearest Neighbor (K-NN) algorithm with the results obtained the greatest accuracy with a value of k = 3 with 99% accuracy, K0 gets 98% precision, recall 100 and a fi-score of 99%, for k1 precision 100%, the recal is 89% and the fi-score is 92%, while for K2 the precision is 100%, the recal is 100%, the f1-score is 100%.
Optimalisasi Guru PAUD melalui Penerapan Digital Game Based Learning (DGBL) dalam Pembelajaran Berdiferensiasi di PAUD An-Naba Kota Pagar Alam Aminah, Siti; Puspita, Desi; Anggraini, Lesi
Jurnal SOLMA Vol. 14 No. 3 (2025)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v14i3.20894

Abstract

Background: Permainan atau game adalah kegiatan yang dilakukan oleh seseorang atau sekelompok orang dengan aturan tertentu untuk memperoleh melatih keterampilan, kesenangan atau mengisi waktu luang untuk mencapai tujuan tertentu. Game edukasi juga dapat diterapkan dalam dunia Anak Usia Dini merupakan masa penting untuk membantu pertumbuhan dan perkembangan anak secara optimal baik dari sisi fisik, bahasa, kogniitf, sosial, emosional dan moral. Pembelajaran berdiferensiasi dapat diimplementasikan pada salah satu pelajaran penting untuk anak usia dini, yaitu pengenalan lierasi dan numerasi, hanya saja tim pendidik masih merasakan kekurangan metode dalam pembelajaran numerasi dan literasi. Metode: Kegiatan ini dilakukan di PAUD An-Naba kota Pagar Alam dengan jumlah peserta sebanyak 10 orangĀ  guru dengan melakukan beberapa tahapan, yaitu analisis kebutuhan kegiatan, perancangan teknologi yang akan digunakan, pendampingan dan implementasi, serta evaluasi. Hasil: Pada kegiatan ini para pendidik dapat membuat game edukasi menggunakan Educaplay dan juga Wordwall yang dapat meningkatkan keterampilan guru dalam memberikan layanan pendidikan berupa media pembelajaran. Kesimpulan: Kegiatan Pengabdian kepada Masyarakat (PKM) di PAUD An-Naba Pagar Alam telah terlaksana dengan baik dan memberikan dampak positif bagi pendidik maupun peserta didik. Melalui kegiatan ini, tim pelaksana berhasil meningkatkan pengetahuan dan keterampilan guru dalam menerapkan metode pembelajaran yang kreatif, interaktif, dan menyenangkan sesuai dengan karakteristik anak usia dini sehingga dapat memberikan pelayanan pembelajaran di PAUD An-Naba khususnya pada implementasi pembelajaran berdiferensiasi pada penggunaan Digital Game Based Learning (DGBL).
Integration of Machine Learning and Web-Based Expert Systems for Diabetes Risk Analysis in Pagar Alam Syahri, Riduan; Puspita, Desi; Masdalipa, Risnaini
Knowbase : International Journal of Knowledge in Database Vol. 5 No. 2 (2025): December 2025
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/knowbase.v5i2.10268

Abstract

This study aims to develop an integrated system combining Machine Learning (ML) and a Web-Based Expert System for genomic and clinical data analysis to mitigate the rising diabetes cases in Pagar Alam City. The research adopts the CRISP-DM (Cross-Industry Standard Process for Data Mining) methodology, encompassing business understanding, data understanding, data preparation, modeling, evaluation, and deployment phases. Unlike previous studies relying on standard public datasets, this research integrates genomic profiles (TCF7L2 and KCNQ1 SNPs) alongside local clinical parameters from five sub-districts in Pagar Alam. Quantitative data from 640 samples were analyzed using the Support Vector Machine (SVM) algorithm. Evaluation results during the modeling phase show that the SVM model achieved a superior accuracy of 99.07%, demonstrating that integrating genomic data significantly enhances predictive precision. The web-based expert system implemented in the deployment phase provides personalized prevention recommendations based on individual risk profiles. This application is expected to serve as a strategic tool for the Pagar Alam government to enhance the effectiveness of prevention programs through localized and genetic-based interventions.
TRANSFORMASI DAKWAH DIGITAL: PELATIHAN PEMBUATAN FRAME KONTEN DAKWAH DENGAN CANVA BAGI PENYULUH AGAMA ISLAM Puspita, Desi; Aminah, Siti
FORDICATE Vol 5 No 2 (2026): April 2026
Publisher : Universitas Multi Data Palembang, Fakultas Ilmu Komputer dan Rekayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/fordicate.v5i2.15765

Abstract

The development of digital technology has encouraged changes in the methods of delivering religious messages to the community. Islamic religious counselors are required to utilize digital media as a more effective and engaging means of communication in religious outreach. However, many counselors still have limitations in digital content creation skills. This community service activity aims to improve the digital competencies of Islamic religious counselors through training on creating digital content frames using Canva and CapCut applications. The methods used in this activity include socialization, practical training, and mentoring in designing digital da'wah content frames. The participants were Islamic religious counselors at the Kementerian Agama of Pagar Alam City. The results of the activity indicate that participants were able to understand the basic concepts of digital da'wah content design and create attractive content frames using Canva and CapCut. Furthermore, this activity enhanced participants' creativity and ability to utilize digital media as a medium for religious outreach. It is expected that through this training, Islamic religious counselors can optimize the delivery of religious messages to the community through more creative and communicative digital media..