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ANALISIS SENTIMEN PENGGUNA MEDIA SOSIAL TERHADAP APLIKASI M-HEALTH PEDULI LINDUNGI DENGAN METODE LEXICON BASED DAN NAÏVE BAYES Riky Iskandar Syah; Hoiriyah Hoiriyah; Miftahul Walid
Indonesian Journal of Business Intelligence (IJUBI) Vol 6 No 1 (2023): Indonesian Journal of Business Intelligence (IJUBI)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/ijubi.v6i1.3275

Abstract

Pedulilindungi atau satusehat merupakan aplikasi yang dirilis secara resmi guna menangani penyebaran virus Covid-19 dan vaksinasi. Namun, dikarenakan suatu insiden besarnya kebocoran data pribadi, terutama identitas pribadi, kepercayaan masyarakat terhadap aplikasi tersebut sangat rendah. Untuk mengetahui pendapat masyarakat saat ini maka dilakukanlah penelitian dengan mengkombinasikan metode Lexicon Based dan Naïve Bayes. Hasil klasifikasi sentiment memperoleh nilai yaitu 62% negative, 32% netral, 6% positif pada Tiktok. 56% negative, 37% netral, 7% positif pada Youtube. 100% positif pada Twitter, dengan jumlah keseluruhan 118 skor negative, 69 skor netral, 113 skor positif, maka dapat disumpulkan masyarakat memiliki opini negative pada aplikasi peduli lindungi. Hasil evaluasi kinerja model memperoleh akurasi 91%, presisi 94%, recall 82%, f1_scores 86% pada Tiktok, pada Youtube akurasi sebesar 90%, presisi 93%, recall 81%, f1_scores 84%. Pada Twitter akurasi 70%, presisi 23%, recall 33%, f1-scores 28%. Pengkombinasian metode Lexicon Based dan Naïve Bayes ini memiliki akurasi yang sangat tinggi pada media sosial Tiktok dan Youtube, sehingga untuk penelitian selanjutnya pada media sosial Twitter perbanyak data yang diambil. Juga penelitian ini diharapkan dapat membantu membangun kembali aplikasi supaya lebih optimal.
Performance Analysis of Client-Side Rendering in a Hybrid LMS using Core Web Vitals Under Diverse Network Conditions Nindia Prameswari Putri Cahyono; Hoiriyah Hoiriyah; Aang Kisnu Darmawan; Rofiuddin Rofiuddin
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6500

Abstract

The implementation of a Hybrid Learning Management System (Hybrid LMS), which integrates structured learning and self-directed learning within a single platform, presents challenges in website performance, particularly in the implementation of Client-Side Rendering (CSR). This study aims to analyze the performance of Client-Side Rendering in a Hybrid LMS website using Core Web Vitals under diverse network conditions. A quantitative descriptive approach was employed, with laboratory-based testing conducted using Google Lighthouse. Performance evaluations were carried out three times under each network condition—morning, afternoon, and evening—and the results were compared using the average values of each performance metric. The primary contribution of this study is the provision of empirical evidence regarding the performance stability of Client-Side Rendering in a Hybrid LMS under varying network conditions. The findings indicate that the Hybrid LMS website maintains relatively stable performance across different network environments. The best Largest Contentful Paint (LCP) value was 1.2 seconds, the best Cumulative Layout Shift (CLS) value was 0, and the best Total Blocking Time (TBT) was 500 ms. Furthermore, Lighthouse audits consistently reported Accessibility, Best Practices, and SEO scores of 89, 100, and 92, respectively, across all testing locations. Although certain network conditions resulted in increased Total Blocking Time (TBT) and Speed Index values, the overall results demonstrate that the Hybrid LMS website provides a sufficiently optimized user experience to effectively support digital learning activities.
EduCode: Development of a Mobile-based Coding Educational Game for Children Taufiqurrohman Taufiqurrohman; Hoiriyah Hoiriyah; Moh. Badri Tamam; Rofiuddin Rofiuddin
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6617

Abstract

The rapid advancement of digital technology has significantly transformed the educational landscape. However, its utilization as an interactive learning medium for children remains limited. At the same time, the integration of Computational Thinking into Indonesia's Merdeka Curriculum highlights the importance of introducing coding at an early age. Nevertheless, many children continue to face difficulties in understanding fundamental programming logic due to the limited availability of engaging and effective learning media. This study aims to develop and evaluate EduCode, an educational game designed to provide an interactive and enjoyable coding learning experience for children. The game was developed using the Game Development Life Cycle (GDLC) methodology, which consists of six phases: initiation, pre-production, production, testing, beta, and release. EduCode was implemented using the Flutter framework and the Dart programming language. System functionality was evaluated through Black-Box Testing, while usability was assessed using a Likert-scale questionnaire administered to elementary school students as the end users. The usability evaluation yielded an average score of 89.80%, which falls into the "Very Good" category. These findings indicate that EduCode demonstrates a high level of usability in terms of ease of use, user comfort, and interface design. Therefore, EduCode is considered a highly suitable alternative learning medium for enhancing children's engagement and motivation in learning coding while improving their Computational Thinking skills at the elementary school level.
Implementation of Agile Methods in the Development of a Mobile-based Hybrid Learning Management System Application Wiliramayanti Wiliramayanti; Hoiriyah Hoiriyah; Moh. Aminollah Hamzah; Rofiuddin Rofiuddin
SISTEMASI Vol 15, No 7 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i7.6597

Abstract

The rapid advancement of digital technology in higher education has increased the demand for learning systems that not only support academic activities but are also easily accessible through smartphones, the devices most frequently used by university students. Although Learning Management Systems (LMSs) have been widely adopted, most existing implementations remain web-based, limiting the optimization of mobile learning experiences. This study aims to develop a mobile-based Hybrid Learning Management System (HyLMS) that integrates synchronous and asynchronous learning within a single platform. The system was developed using the Agile Development methodology to facilitate iterative development and continuous adaptation to user requirements. The development process consisted of requirements gathering, system design, implementation, testing, and evaluation. The resulting application provides essential features, including user registration, authentication, course management, learning material access, assignment submission, discussion forums, notifications, and assessment. Black Box Testing confirmed that all system functionalities operated as expected. Furthermore, user experience was evaluated using the User Experience Questionnaire (UEQ) involving 35 respondents, with positive results across all evaluation dimensions. The highest score was achieved in the Stimulation dimension (1.52), indicating a high level of user engagement and motivation. These findings demonstrate that the proposed mobile-based HyLMS effectively supports hybrid learning by providing a more flexible, integrated, and user-centered learning environment for higher education institutions.