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Peningkatan Kompetensi Siswa SMK Melalui Pelatihan Junior Web Developer Dalam Pengembangan Website Irma Purnamasari, Ade; Arie Wijaya, Yudhistira; Arif Firmansyah, Aditiya; Wangi Nur Qibti, Intan
AMMA : Jurnal Pengabdian Masyarakat Vol. 3 No. 2 : Maret (2024): AMMA : Jurnal Pengabdian Masyarakat
Publisher : CV. Multi Kreasi Media

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Abstract

This community service program aims to enhance the competencies of vocational high school (SMK) students in web development through a Junior Web Developer training program. The activities were carried out at several SMKs in Cirebon Regency and Cirebon City as an effort to bridge the gap between school curricula and industry needs. The implementation methods included preparation and planning, training execution, monitoring and evaluation, as well as dissemination of results. The outcomes of this program showed a significant improvement in students' understanding and skills in web development technologies, particularly in the use of HTML, CSS, JavaScript, and modern frameworks. In addition, participating teachers also benefited from workshops designed to enhance their ability to teach industry-based materials. This program successfully produced several outputs such as learning modules, student web projects, and collaborations with industry partners to open up job opportunities for graduates. With this program, it is expected that vocational students will have better competencies to face the workforce and the digital industry. The sustainability of this program can be expanded by increasing industrial partnerships and broadening the scope of training participants.
MODEL KLASIFIKASI SENTIMEN PADA ULASAN PENGGUNA APLIKASI GAME WEPLAY DI GOOGLE PLAY STORE MENGGUNAKAN ALGORITMA NAIVE BAYES Karunia Nurul Asry, Kintan; Irma Purnamasari, Ade; Bahtiar, Agus; Wahyudin, Edi
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 4 (2025): JATI Vol. 9 No. 4
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i4.13909

Abstract

Penelitian ini bertujuan untuk mengklasifikasikan sentimen ulasan pengguna pada aplikasi Game WePlay di Google Play Store menggunakan algoritma Naive Bayes. Dengan menganalisis sentimen, penelitian ini berupaya memahami persepsi dan pengalaman pengguna terhadap aplikasi game. Salah satu tantangan utama adalah keragaman data ulasan, seperti penggunaan bahasa informal dan distribusi data yang tidak seimbang. Data ulasan diambil dari Google Play Store melalui proses web scraping, kemudian diproses melalui tahapan praproses seperti normalisasi, tokenisasi, dan penghapusan kata-kata yang tidak relevan. Proses ekstraksi fitur dilakukan menggunakan pendekatan Term Frequency-Inverse Document Frequency (TF-IDF). Algoritma Naive Bayes digunakan untuk mengelompokkan sentimen menjadi kategori positif dan negatif. Hasil penelitian menunjukkan bahwa model memiliki tingkat akurasi sebesar 86%, dengan presisi rata-rata 84,9%, recall 82,7%, dan F1-score 83,6%. Dalam evaluasi lebih lanjut, sentimen positif tercatat memiliki F1-score sebesar 89,9%, sementara sentimen negatif mencapai F1-score sebesar 77,3%. Hasil ini mengindikasikan bahwa model lebih efektif dalam mengidentifikasi pola kata pada ulasan positif. Penelitian ini memberikan kontribusi penting untuk pengembangan aplikasi Game WePlay dengan menyediakan pemahaman yang lebih baik tentang ulasan pengguna.
PENINGKATAN MODEL KLASIFIKASI SENTIMEN PUBLIK DI YOUTUBE CNBC INDONESIA TERHADAP MOBIL LISTRIK MENGGUNAKAN ALGORITMA SUPPORT VEKTOR MACHINE Sehabudin, Sehabudin; Irma Purnamasari, Ade; Bahtiar, Agus; Wahyudin, Edi
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 4 (2025): JATI Vol. 9 No. 4
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i4.14184

Abstract

Pertumbuhan teknologi kendaraan listrik di Indonesia memicu beragam opini publik, khususnya di platform media sosial seperti YouTube. CNBC Indonesia, sebagai salah satu sumber informasi terpercaya, sering menjadi pusat diskusi terkait isu ini. Penelitian ini bertujuan untuk meningkatkan model klasifikasi sentimen publik terhadap kendaraan listrik menggunakan algoritma Support Vector Machine (SVM), yang dikenal memiliki performa unggul dalam klasifikasi berbasis teks. Data penelitian berupa komentar publik dari kanal YouTube CNBC Indonesia yang dikumpulkan dari video-video bertema kendaraan listrik selama periode tertentu. Tahapan penelitian meliputi preprocessing data seperti tokenisasi, penghapusan stopwords, stemming, pembobotan dengan Term Frequency-Inverse Document Frequency (TF-IDF), dan implementasi algoritma SVM untuk klasifikasi sentimen menjadi positif dan negatif. Evaluasi model dilakukan menggunakan metrik akurasi, presisi, recall, dan F1-score, serta membandingkan hasilnya dengan algoritma lain seperti Naïve Bayes. Hasil penelitian menunjukkan bahwa algoritma SVM memiliki performa terbaik dengan akurasi mencapai 93% dan F1-score yang konsisten tinggi. Sebagian besar sentimen publik terhadap kendaraan listrik bersifat negatif, meskipun terdapat kritik terkait infrastruktur dan biaya yang masih menjadi tantangan. Keberhasilan algoritma SVM menunjukkan potensinya untuk analisis teks yang lebih kompleks di masa depan, meskipun penelitian ini menghadapi tantangan seperti bias data dan perlunya memperluas dataset.
Pengembangan Media Pembelajaran Tari Topeng Berbasis Android dengan Metode Analysis Design Development Implementation and Evaluation Irma Purnamasari, Ade; Setiawan, Andi; Kaslani, Kaslani
Infotekmesin Vol 12 No 1 (2021): Infotekmesin: Januari 2021
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v12i1.473

Abstract

Mask Dance is one of Cirebon's traditional arts in Indonesia and has a variety of types and meanings in accordance with the symbols depicting characters such as in popular stories. The young generation in their activities cannot be separated from using internet technology, one of which is social media, so that it affects their less concern for art and traditions that have been inherent in society. From these problems, it is necessary to make Mask Dance learning media by utilizing android technology. This study uses the ADDIE method through the stages of Analysis, Design, Development, Implementation, and Evaluation as a guide in building learning tools. The results of this study are an Android-based application of Mask Dance learning media to introduce Mask Dance starting from history, descriptions, types of dance, how to dance to Mask Dance, and quizzes to evaluate understanding of learning. With this learning media, it can make it easier for students to learn mask dance among students and other young generations. From the test results using a black box, it shows that the functions in the application have been running according to their function, while the test results to the respondents obtained a value of 84.27% with good criteria for the application so that this application can be used as a medium for learning Mask Dance.
PERANCANGAN SISTEM BERBASIS WEB PEMBELAJARAN BAHASA JEPANG DENGAN TEMA SERAH TERIMA AKTIVITAS Khoerudin, Ikna; Irma Purnamasari, Ade
Kinesik Vol. 11 No. 1 (2024): April
Publisher : Fakultas Ilmu Sosial dan Ilmu Politik Universitas Tadulako

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22487/ejk.v11i1.1212

Abstract

This research explores the Japanese language with a focus on the theme of activity handover. The Japanese language is unique in its use of various characters such as kanji, hiragana, katakana, and romaji. The influence of Japanese popular culture such as anime and manga has sparked many people who want to learn Japanese. The ability to speak foreign languages, especially Japanese, is considered important for children's future. However, learning Japanese has its challenges, especially in understanding the three typefaces, namely hiragana, katakana, and kanji. To master the Japanese language, learners need to pay attention to various aspects such as vocabulary, grammar, conversation, reading, writing, and listening. In the context of the handover theme this activity involves the use of particles, verbs, and nouns. This research emerged as a solution to the imbalance between the number of students and Japanese language teachers at LPK IHMI Cirebon. By analyzing student growth data, it is necessary to create a web-based learning system for Japanese language learning with the theme of handover activities using the waterfall method with several stages, namely system engineering, needs analysis, design, coding, testing, and maintenance. Thus, this research produced a Japanese language learning system with the theme of handover activities in an interesting and interactive manner. This system is expected to be an effective solution to increase the understanding and motivation of Japanese language learners at LPK IHMI Cirebon.