Hendrawan, Yonathan Ferry
Program Studi Teknik Informatika Universitas Trunojoyo Madura Jl. Raya Telang, PO BOX 2, Kamal, Bangkalan – 69162

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APLIKASI PEMBELAJARAN MATEMATIKA DASAR BANGUN DATAR MENGGUNAKAN PYTHON PADA PERANGKAT BERGERAK Qutsiah, Siti Alifatul; Sophan, Moch. Kautsar; Hendrawan, Yonathan Ferry
SCAN - Jurnal Teknologi Informasi dan Komunikasi Vol 11, No 3 (2016)
Publisher : Universitas Pembangunan Nasional "Veteran" Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/scan.v11i3.868

Abstract

Abstrak. E-learning merupakan sistem baru yang sudah berkembang dengan baik hingga saat ini. Sudah banyak pembelajaran yang telah didukung oleh e-learning. Dengan e-learning proses belajar tidak hanya di sekolah, namun sudah bisa dilakukan menggunakan Mobile dengan dukungan e-learning. Pembuatan mobile learning ini menggunakan bahasa pemrograman Python, dikarenakan singkat dan fleksibelnya dalam pembuatan aplikasi apapun. Python juga mempunyai tipe data dan operasi tingkat tinggi yaitu kecepatan pembuatan sistem aplikasi menggunakan tipe objek yang telah ada. Dalam membangun aplikasi pembelajaran matematika dasar bangun datar untuk sekolah dasar melalui 4 tahap utama yaitu: pengumpulan informasi, perencanaan, pembuatan, dan uji coba. kualitas pembelajaran bangun datar yang dibangun ditinjau dari aspek tampilan, isi, pembelajaran, dan teknologi adalah baik. Dengan menggunakan rentang skor 1 sampai 5, aspek tampilan menunjukkan rata-rata 2,4, aspek isi 3,8, aspek pembelajaran 3, dan pada aspek teknologi 2. penggunaan pembelajaran bangun datar berdampak baik terhadap ketuntasan belajar siswa: pada uji coba kelompok besar dari 50 siswa, terdapat 35 siswa (70%) yang tuntas belajar dalam pembelajaran bangun datar.   Kata Kunci: mobile-learning, Android, Python, e-learning
APLIKASI UML JAVA CODE GENERATOR MENERAPKAN DESIGN PATTERN A. K., Siti Isnaini; H, Yonathan Ferry; Sophan, Moch. Kautsar
SCAN - Jurnal Teknologi Informasi dan Komunikasi Vol 11, No 3 (2016)
Publisher : Universitas Pembangunan Nasional "Veteran" Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/scan.v11i3.869

Abstract

Abstrak. Sebuah aplikasi “UML Java Code Generator” dapat membantu developer dalam proses menerjemahkan UML ke dalam bentuk tulisan program. Untuk merancang aplikasi dengan baik dan terstruktur sehingga rancangan aplikasi berkualitas dan dapat mudah dimengerti, maka diterapkan design pattern. Design pattern dapat meningkatkan skalabilitas dan maintainabilitas dari aplikasi. Design pattern yang diterapkan adalah composite pattern sebagai desain pola struktural dan command pattern sebagai desain pola behavioral. Hasil penelitian adalah: (1) penerapan command pattern pada aplikasi dapat mendukung fungsionalitas undo dan redo yang dapat memudahkan user dalam menggunakan aplikasi (2) penerapan composite pattern bermanfaat karena kebutuhan terhadap dua atau lebih subclass dapat diwakili oleh satu superclass.   Kata Kunci: UML generator, Design Pattern, Command Pattern, Composite Pattern
DEVELOPMENT OF “INTRODUCTION TO NETWORKING” LEARNING MATERIALS FOR CLASS XI TKJ IN SMKN 1 KAMAL USING UNITY 3D Sophan, Mochammad Kautsar; Arif, Muchamad; Hendrawan, Yonathan Ferry; Mardiyah, Indah Rodiatun
Asia Pacific Journal of Management and Education (APJME) Vol 1, No 1 (2018): November 2018
Publisher : AIBPM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (359.548 KB) | DOI: 10.32535/apjme.v1i1.102

Abstract

This research is based on the condition in which printed books and modules were not enabling enough for the students to study the Introduction to Networking materials. The results were the students’ lack of learning motivation and low learning outcomes. One alternative to improve the motivation and interest in learning is using Unity 3D for learning resources. For this research, ADDIE (Analysis, Design, Development, Implementation, and Evaluation) was used as the development model. The new materials were tested to XI grade TKJ students of SMKN 1 Kamal. Results obtained from survey on small group trials were 93% and for large group trials were 90%. After they were converted to the table of achievement level and qualification, the results acquired very high qualification of 90% -100% with highly feasible description.
Exploring Supervised Learning Methods for Predicting Cuisines from Their Ingredients Hendrawan, Yonathan Ferry; Chekuri, Omkar
Vokasi Unesa Bulletin of Engineering, Technology and Applied Science Vol. 2 No. 1 (2025)
Publisher : Universitas Negeri Surabaya or The State University of Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/vubeta.v2i1.34153

Abstract

Various regions around the world use similar ingredients for food preparation, with exceptions of unique regional ingredients. However, the variation in the cuisines in the regions stems from the unique combinations of these ingredients. This aspect has been explored in Kaggle's competition, in which many submissions and solutions have been put forward. However, to the best of our knowledge, there is still no paper that compares Backpropagation, Support Vector Machine, Naïve Bayes, Decision Tree, Random Forest, and AdaBoost to predict cuisines based on their ingredients. We present our approach and measurement of those Supervised Learning Methods for tackling the problem. We use a combination of Machine Learning library and our own method implementations to conduct the experiment. Our results show that all the methods have more than 55% accuracy, and the best result achieved is 76.769% for Support Vector Machine. Given the small data size and high dimensionality of text data, SVM and Naive Bayes generalize well, compared to the more complex methods such as Neural Network. Our results also suggest that Random forest is robust and handles noise in the data well compared to AdaBoost.
DEVELOPMENT OF “INTRODUCTION TO NETWORKING” LEARNING MATERIALS FOR CLASS XI TKJ IN SMKN 1 KAMAL USING UNITY 3D Sophan, Mochammad Kautsar; Arif, Muchamad; Hendrawan, Yonathan Ferry; Mardiyah, Indah Rodiatun
Asia Pacific Journal of Management and Education (APJME) Vol 1, No 1 (2018): Asia Pacific Journal of Management and Education
Publisher : AIBPM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32535/apjme.v1i1.102

Abstract

This research is based on the condition in which printed books and modules were not enabling enough for the students to study the Introduction to Networking materials. The results were the students’ lack of learning motivation and low learning outcomes. One alternative to improve the motivation and interest in learning is using Unity 3D for learning resources. For this research, ADDIE (Analysis, Design, Development, Implementation, and Evaluation) was used as the development model. The new materials were tested to XI grade TKJ students of SMKN 1 Kamal. Results obtained from survey on small group trials were 93% and for large group trials were 90%. After they were converted to the table of achievement level and qualification, the results acquired very high qualification of 90% -100% with highly feasible description.