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Analysis of WiFi Reliability at 2.4 GHz and 5 GHz Frequencies in the Environment of STMIK Sinar Nusantara Surakarta Yunanta, Raymundus Erik Chandra; Susyanto, Teguh
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 4 No. 3 (2024): MALCOM July 2024
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v4i3.1391

Abstract

This research is expected to provide solutions to improve the performance and reliability of the WiFi network at STIMIK Sinar Nusantara, thus supporting teaching and learning activities and enhancing the quality of education. By comparing the quality of WiFi networks between 2.4 GHz and 5 GHz, it aims to shed light on the differences and advantages of each frequency band. Furthermore, the findings of this research can be beneficial for the design of future networks, helping network designers to better understand the importance of frequency management in network infrastructure planning. This research employs an experimental method by testing QoS parameters (throughput, delay, and packet loss) as well as reliability (connection and uptime) at both frequencies. The results of the research indicate that the 5 GHz frequency provides better QoS performance and reliability compared to 2.4 GHz. This research concludes that the 5 GHz frequency could be a solution to improve the WiFi network quality at STIMIK Sinar Nusantara
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MATA PELAJARAN MATEMATIKA Waskitho, Anggit Widhi; Siswanti, Sri; Raharja, Bayu Dwi; Teguh Susyanto; Irawati, Tri; Wijayanto, Hendro; Vulandari, Retno Tri; Harjanto, Sri
Jurnal Pengabdian Masyarakat Ilmu Komputer Vol. 1 No. 2 (2024): Mei
Publisher : Yayasan Nuraini Ibrahim Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59407/jpmik.v1i2.788

Abstract

Media pembelajaran interaktif mata pelajaran Matematika dengan menggunakan Adobe Flash CS 6 ini berisi materi tentang bangun-bangun yang termasuk dalam kesebangunan dan kongruen. Tujuan pengabdian masyarakat ini adalah menciptakan sebuah aplikasi media pembelajaran interaktif mata pelajaran Matematika materi kesebangunan dan kongruen dengan menggunakan Adobe Flash CS6 di SMP Negeri 24 Surakarta. Materi kesebangunan dan kongruen merupakan materi pelajaran yang membutuhkan banyak contoh dan pratikum dalam proses belajar, jika hanya menggunakan buku yang bersifat monoton, membuat siswa sulit untuk membayangkan apa yang dimaksud soal dan latihan. Hasil berupa aplikasi media pembelajaran interaktif mata pelajaran Matematika materi kesebangunan dan kongruen dengan menggunakan Adobe Flash CS6 yang disertai dengan latihan soal yang dapat digunakan sebagai alat bantu pengajar dalam pembelajaran ataupun digunakan secara mandiri oleh pengguna.
ANALISIS PENGUKURAN TINGKAT KEPUASAN PENGGUNA APLIKASI GOJEK KHUSUS DRIVER MENGGUNAKAN METODE END USER COMPUTING SATISFACTION (EUCS) DI SURAKARTA Ananda, Angelica Terry; Susyanto, Teguh
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 13, No 1 (2025): Jurnal Tikomsin
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v13i1.1003

Abstract

This study aims to analyze the level of user satisfaction among Gojek drivers in Surakarta by employing the End User Computing Satisfaction (EUCS) method. The research addresses various operational issues experienced by drivers, such as sudden performance drops, delayed Gopay balances, and missing customer addresses. The EUCS model evaluates satisfaction across five dimensions: content, accuracy, format, ease of use, and timeliness. Data was collected through questionnaires distributed to active Gojek drivers in Surakarta and analyzed using quantitative methods. The results indicate that all EUCS dimensions significantly influence user satisfaction, with each variable showing a positive and statistically significant relationship. These findings highlight the importance of continuous evaluation and improvement of the application to enhance driver satisfaction and operational efficiency. The study provides valuable insights for developers and management to prioritize feature enhancements and address user concerns, ensuring the sustainability and competitiveness of the Gojek platform. The research results show that the EUCS approach contributes positively to shaping user satisfaction of the Gojek Driver application.
Project-based English Learning to Increase Student’s Motivation and Learning Achievement Suryanti Galuh Pravitasari; Teguh Susyanto; Agus Dimyati Masykur
Surakarta English and Literature Journal Volume 7, Number 2 (August 2024)
Publisher : University of Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52429/selju.v7i2.52

Abstract

This quantitative experimental design research was aimed at finding out whether a projectbased English teaching and learning activity affects the student's learning outcomes and motivation. A pretest and a post-test were given to know the students' skills before and after they joined the project-based teaching and learning process. The project was in the form of asking the students to cook any food on their preference in which they had to use English before, during, and after the process. The respondents were 11 female students which were chosen by using a simple random sampling technique. The result of the research was that the six respondents stated that they strongly agreed that project-based English teaching and learning increased their learning motivation. In addition, 5 respondents stated that they agreed. Hence, no respondents said that it was not motivational. The research also showed that there was a significant increase of 13 points in the average score between the pretest and post-test results. It means the use of project-based teaching and learning activity was scientifically proven to be effective in increasing the student's learning motivation and outcome.
Analisis Perilaku Penggunaan Smartphone dan Prediksi Kualitas Tidur Menggunakan Metode Statistik dan Machine Learning Kirana Wardana, Adam Candra; Remawati, Dwi; Susyanto, Teguh
Journal of Information Technology, Computer Engineering and Artificial Intelligence (ITCEA) Vol. 3 No. 1 (2026): Journal of Information Technology, Computer Engineering and Artificial Intellig
Publisher : Redtech Putra Benua

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid growth of smartphone and social media usage has reshaped daily digital behavior and raised increasing concerns regarding its potential impact on sleep patterns. This study investigates the relationship between digital usage behavior, psychological factors, and sleep outcomes using an integrated data science approach. A publicly available Social Media Mental Health Indicators dataset from Kaggle was utilized, comprising 5,000 observations that capture screen time, social media activity, digital interactions, psychological conditions, and sleep duration. Data analysis was conducted through a structured pipeline involving data preprocessing, exploratory data analysis, clustering, and supervised machine learning for classification and regression tasks. Exploratory analysis indicates consistent negative associations between screen-related variables and sleep duration. Clustering analysis reveals distinct behavioral groups characterized by different levels of digital engagement and sleep patterns. Furthermore, Random Forest models demonstrate reliable performance in both sleep quality classification and sleep duration prediction, highlighting their effectiveness in modeling complex and non-linear relationships. Feature importance analysis identifies screen time, social media intensity, and negative digital interactions as dominant contributors to sleep-related outcomes. These findings emphasize the value of combining statistical exploration and machine learning techniques to obtain a comprehensive understanding of how digital behavior relates to sleep, providing empirical support for data-driven evaluation of healthier digital habits.
Perancangan Enterprise Architecture Menggunakan TOGAF Architecture Development Method (Studi Kasus: Objek Wisata Janti Park) Herlinda, Shafira Nur; Susyanto, Teguh; Hartanto, Budi
Jurnal Data Mining dan Sistem Informasi Vol 4, No 2 (2023): Agustus 2023
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jdmsi.v4i2.2969

Abstract

Janti Park Tourism Object in utilizing information systems and information technology to support business processes is still not optimal. Utilization of information systems is currently only carried out in the business process of selling parking tickets and entrance tickets. However, other business processes are still carried out manually and not yet computerized. This causes a high risk of human error, successive recording errors, data that is easily lost and damaged, resulting in inaccurate data. The purpose of this study was to produce an enterprise architecture design using the TOGAF Architecture Development Method in the form of an application blueprint that is used as a reference in developing information systems and information technology so that they can be more optimal and increase the effectiveness and efficiency of business processes at Janti Park Tourism Object. The design of enterprise architecture uses the TOGAF Architecture Development Method (ADM) with 8 development phases, namely the preliminary phase, requirements management, architecture vision, business architecture, information systems architecture, technology architecture, opportunities and solutions, and migration planning. This research produces an application blueprint that can be used as a guide and reference in developing information systems and information technology so that they can be more optimal and increase the effectiveness and efficiency of the Janti Park Tourism Object business process.