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E-LEARNING SATISFACTION MENGGUNAKAN METODE AUTO MODEL Dikananda, Arif Rinaldi; Pratama, Fidya Arie; Rinaldi, Ade Rizki
Jurnal Gerbang STMIK Bani Saleh Vol 10 No 1 (2020): Informatics, Science and Technologies Journal
Publisher : LIPI

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

Abstract

E-Learning sama seperti media pembelajaran pada umumnya perlu dievaluasi untuk mengetahui dan mengukur seberapa besar efektifitas, efesien dan kepuasan pengguna terhadap kualitas proses pembelajaran secara keseluruhan. Salah satu upaya yang dapat dilakukan untuk mengetahui dan mengevaluasi kualitas sebuah pembelajaran adalah dengan menggunakan satisfaction evaluation. Pengukuran satisfaction memerlukan data yang berasal dari kuesioner yang disajikan menggunakan skala likert. Data tersebut menggambarkan persepsi pengguna yang memiliki ketidakpastian karena sangat bersifat subjektif sehingga berpotensi menimbukan kesalahan interpretasi. Metode auto model dapat digunakan untuk mengevaluasi e-Learning satisfaction karena metode auto model memiliki keunggulan dalam menyelesaikan sebuah permasalahan dengan berbagai model yang dihasilkan, yang dalam hal ini sesuai dengan konteks permasalahan kepuasan yang sering disajikan dalam bahasa natural yang memiliki ketidakpastian, seperti “seberapa puas ?”, ‘seberapa efisen ? ” dan “seberapa besar kepuasan pengguna. Berdasarkan metode auto model, hasil nilai kepuasan setiap responden, diperlihatkan dalam tabel diatas dijumlahkan dan dihitung rata – ratanya. Dengan auto model diperoleh hasil bahwa SVM merupakan metode yang best performance dengan tingkat akuarsi 90% dan best gains dengan nilai 38.
Aplikasi Layanan Perkara Menggunakan Web Service Berbasis Android Rohmat, Cep Lukman; Dikananda, Arif Rinaldi; Ali, Irfan; Nurdiawan, Odi
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 9, No 3 (2021)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/justin.v9i3.44220

Abstract

Pengadilan Agama Sumber telah menerapkan sistem terkomputerisasi yang bernama Sistem Informasi Penelusuran Perkara (SIPP). Sistem tersebut dalam penerapan di lapangan masih terdapat kekurangan. Diantaranya yaitu sistem ini belum dapat diakses dengan baik melalui perangkat mobile seperti Android. Selain itu langkah-langkah yang dilakukan untuk menemukan informasi perkara dianggap belum efisien. Layanan informasi perkara pada penelitian ini menggunakan teknologi web service, yaitu sekumpulan data atau aplikasi yang dapat diakses secara jarak jauh melalui jaringan internet. Web service nantinya akan diakses oleh client yang berupa aplikasi Android. Sedangkan dalam pengembangan aplikasi, pada penelitian ini menggunakan metode waterfall. Metode waterfall merupakan salah satu metode dalam SDLC yang memiliki ciri khas pengerjaan yaitu setiap fase dalam waterfall harus diselesaikan terlebih dahulu sebelum melanjutkan ke fase berikutnya. Pada penelitian ini dihasilkan sebuah aplikasi layanan informasi perkara berbasis Android dengan memanfaatkan teknologi web service. Dengan adanya layanan informasi perkara berbasis Android, dapat memudahkan pegawai dalam melakukan aktifitas pekerjaan dimana informasi perkara dapat diakses kapanpun dan dimanapun sehingga dapat meningkatkan kinerja pegawai Pengadilan Agama Sumber lebih dari 60%.
Game Edukasi Pengenalan Huruf Hiragana Untuk Meningkatkan Kemampuan Berbahasa Jepang Nurcholis, Rifki; Purnamasari, Ade Irma; Dikananda, Arif Rinaldi; Nurdiawan, Odi; Anwar, Saeful
Building of Informatics, Technology and Science (BITS) Vol 3 No 3 (2021): December 2021
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (444.357 KB) | DOI: 10.47065/bits.v3i3.1091

Abstract

Educational games are very interesting to develop, because of the diversity that can be done. Some of the advantages of educational games compared to conventional educational methods, one of the main advantages of educational games is the visualization of real problems. Based on the pattern possessed by the game, players are required to learn so that they can solve existing problems. Game status, instructions, and tools provided by the game will guide players actively to explore information so that they can enrich their knowledge and strategies while playing. One of the interesting educational games to focus on is an educational game that discusses the introduction of foreign languages ​​focused on Japanese. With this educational game, it is hoped that it can help students to understand and memorize the hiragana letters in Japanese. This study aims to create a windows-based educational game application as an alternative medium for learning to recognize Japanese Hiragana letters. This game can later be used as an alternative learning media for the general public who just want to learn Japanese, by knowing the basics of Hiragana letters. The research method that can be used for this research can use the MDLC development method. The stages in this research process are Concept, Design, Material Collecting, Assembly, Testing, Distribution. The result of the research is an educational game of Japanese hiragana letters which introduces the basic Japanese hiragana letters and how to write them. In addition there is a quiz game of stacking letters into words to train children after knowing the basic letters of Japanese hiragana. Thus it can help children learn Japanese more easily. With this educational game, it is hoped that it can help children to understand and memorize the hiragana letters in Japanese
Penerima Manfaat Bantuan Non Tunai Kartu Keluarga Sejahtera Menggunakan Metode NAÏVE BAYES dan KNN Putri, Haidah; Purnamasari, Ade Irma; Dikananda, Arif Rinaldi; Nurdiawan, Odi; Anwar, Saeful
Building of Informatics, Technology and Science (BITS) Vol 3 No 3 (2021): December 2021
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (681.586 KB) | DOI: 10.47065/bits.v3i3.1093

Abstract

The Prosperous Family Card is one of the government's programs in accelerating poverty which functions as a marker for the underprivileged. The implementation of the PSC policy is still not optimal due to factors, namely the lack of socialization and information from village and sub-district officials to the community regarding programs issued by the government. This research to classify the beneficiaries of the Prosperous Family Card, because there are still many other disadvantaged families who have not had the opportunity to receive this assistance program. The method used in this research is the Naive Bayes method and the K-NN method. The results of this study are the classification of beneficiaries from 6,491 KKS recipients with the K-NN Algorithm method yielding an accuracy value of 66.46% with a distribution in 5 villages, including pred Argasunya class precision 64.90% pred Harjamukti class precision 65.18% pred Kalijaga class precision 66.64% pred Kecapi class precision 68.44% pred Prohibition class precision 68.34% while the Naïve Bayes algorithm is classified with true in each kelurahan with true Argasunya distribution of 1,196 KKS class precision 100%, true Harjamukti 1,339 KKS class precision 100%, true Kalijaga 2,067 KKS class precision 100%, true Kecapi 1,137 KKS class precision 100%, true Prohibition 744 KKS(1 KKS true Argasunya, 1 KKS true Harjamukti, 3 KKS true Kalijaga, 3 KKS true Kecapi) class precision 98.64%. the accurasy value of the Naïve Bayes algorithm model is 99.88%.
ANALISIS SENTIMEN ULASAN APLIKASI PINTU DI GOOGLE PLAY STORE MENGGUNAKAN ALGORITMA NAIVE BAYES Khotimah, Khusnul; Martanto, Martanto; Dikananda, Arif Rinaldi; Rifa'i, Ahmad
Jurnal Informatika dan Teknik Elektro Terapan Vol 13, No 1 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i1.5789

Abstract

Aplikasi berbasis blockchain seperti Pintu semakin populer di Indonesia sebagai platform investasi modern. Namun, tantangan utama dalam menganalisis ulasan pengguna adalah volume data yang besar dan variasi sentimen yang kompleks. Tujuan dari penelitian ini yaitu untuk mengimplementasikan algoritma Naïve Bayes guna meningkatkan analisis sentimen aplikasi Pintu di ulasan Google Play Store. Data ulasan dikumpulkan melalui web scraping dan diproses melalui tahapan pembersihan teks, normalisasi, penghapusan stopwords, tokenisasi, dan translasi. Sentimen diberi label menggunakan TextBlob, dengan menghapus ulasan netral untuk menyederhanakan klasifikasi menjadi positif dan negatif. Ketidakseimbangan data diatasi menggunakan teknik oversampling SMOTE. Dataset akhir terdiri dari 2.510 ulasan positif (92,9%) dan 191 ulasan negatif (7,1%). Hasil evaluasi menunjukkan akurasi model sebesar 95,07%. Presisi dan recall untuk kelas positif masing-masing mencapai 97% dan 98%, namun performa pada kelas negatif masih terbatas dengan presisi 62% dan recall 58%. Teknik SMOTE berhasil meningkatkan performa keseluruhan, meskipun tantangan dalam mengenali sentimen minoritas tetap ada. 
ALGORITMA K-MEANS UNTUK MENINGKATKAN SEGMENTASI POLA KEKERASAN Fithriyani, Nurul Muna; Martanto, Martanto; Dikananda, Arif Rinaldi; Rohman, Dede
Jurnal Informatika dan Teknik Elektro Terapan Vol 13, No 1 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i1.5795

Abstract

Abstrak. Meningkatnya angka kekerasan terhadap perempuan dan anak-anak di berbagai wilayah telah menimbulkan kebutuhan mendesak akan strategi yang efektif untuk mengidentifikasi dan mengelompokkan daerah-daerah yang rawan kekerasan. Penelitian ini bertujuan untuk mengembangkan metode klasterisasi berbasis algoritma K-Means dalam upaya meningkatkan segmentasi pola kekerasan, khususnya dalam kasus yang melibatkan perempuan dan anak. Dengan menggunakan data kekerasan dari berbagai wilayah, algoritma K-Means diterapkan untuk mengelompokkan kasus berdasarkan karakteristik tertentu yang relevan. Hasil penelitian menunjukkan bahwa algoritma K-Means memiliki potensi yang kuat dalam segmentasi data kekerasan dan mampu memberikan hasil yang lebih optimal dibandingkan metode lain pada kasus yang dipelajari. Penelitian ini memberikan wawasan baru dalam pengelompokan data sosial menggunakan pendekatan klasterisasi, yang pada akhirnya dapat meningkatkan upaya penanganan kasus kekerasan di berbagai wilayah. Penelitian ini menggunakan tahapan Knowladge Discovery in Database (KDD). Data yang diperoleh bersumber dari situs portal https://www.kaggle.com/datasets . Metode k-means clustering yang berfungsi untuk memecah dataset menjadi beberapa kelompok/cluster. Berdasarkan hasil penelitian ini terdapat 2 cluster yaitu cluster 0 dengan jumlah anggota 1573 dan cluster 1 dengan jumlah anggota 3431. pengukuran kinerja menggunakan DBI, K=2 dengan tingkat kinerja 0,459 maka tingkat kinerja yang terbaik karena tingkat dalam dex mendekati 0.133 
RANCANG BANGUN SISTEM INFORMASI PENDATAAN INVENTARIS BERBASIS WEB PADA SERVER PT JASA MARGA (PERSERO) TBK. CABANG PALIKANCI abdullah, nur syarief; Dikananda, Arif Rinaldi; Anwar, Saeful; Nurdiawan, Odi
JURSIMA Vol 10 No 3 (2022): Jursima Vol.10 No.3
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.464

Abstract

PT Jasa Marga (Persero) Tbk. The Palikanci branch is a toll gate support company, but computer Inventory Data Collection which includes servers and is still considered manual data collection so that it consumes a lot of paper and is very vulnerable to being lost and takes a lot of time to collect lost or torn data. To emphasize and learn in understanding the problems as described, the formulation of the problem that researchers can explain is to design a computerized information system for data collection of Jasa Marga's server inventory, create a database for data collection of server inventory items for managers to carry out their work. The purpose of the research is to find out, develop and create an ongoing asset collection application system into the PHP and HTML programming language using the MySQL database. So that researchers can draw conclusions in processing inventory data collection server by implementing applications that have been designed and built in a systematic and structured manner, so that the level of damage in the process of carrying out data collection for seafarers can be resolved.
IMPLEMENTASI DATA MINING PADA KETEPATAN PENGIRIMAN BARANG DENGAN MENGGUNAKAN ALGORITMA K-NEAREST NEIGHBORS Dikananda, Arif Rinaldi; Wijaya, Nurjana Adi; Mulyawan, Mulyawan; Faqih, Ahmad
JURSIMA Vol 10 No 3 (2022): Jursima Vol.10 No.3
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.472

Abstract

Abstract The development of digital technology E-commers is increasing, online shop goods delivery services are needed to support daily needs. The delivery man is in charge of sending goods to customers, with the delivery of goods applications can monitor delays in delivery of goods to customers so as to obtain data on delays in delivery of goods or called Over SLA. However, in processing the data, they still use manuals with Microsoft Excel so that they are lacking in providing more accurate information such as the accuracy of the accuracy of the delivery of goods, grouping of data on delays in the delivery of goods. The method used in this study by utilizing data mining using the K-Nearest Neighbors or KNN algorithm to classify or group data on delays in shipping goods. This method is used in data mining using Rapidminer machine learning applications. This study aims to classify data on delivery of goods and grouping data on timeliness of delivery so that data can be processed properly so as to produce information about the accuracy of delivery of goods by delivery man, to be more effective and faster in presenting data and classifying data. Keywords: Data mining, Classification, K-Nearest Neighbor (KNN).
RANCANG BANGUN APLIKASI SISTEM INFORMASI PENDATAAN PELAUT BERBASIS WEB Dikananda, Arif Rinaldi; Fasa, Saefullah; Ali, Irfan; Dwilestari, Gifthera
JURSIMA Vol 10 No 3 (2022): Jursima Vol.10 No.3
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.473

Abstract

PT. Abdi Marine is one of the companies that has not used a web-based information system in the marine data collection section, where the data processing system is still manual. It often happens that seafarers' registration and flight date research takes up a lot of paper and seafarer data storage space, the calculation of the date is less accurate and making reports of incoming and outgoing seafarers' data takes a lot of time. To emphasize and learn in understanding the problems as described, the problem formulation that researchers can explain is to design a computerized marine crew data collection information system, create a database of data services for managers to carry out their work. The purpose of this research is to find out, develop and create an ongoing data collection application system into the PHP and HTML programming language using the MySQL database. So that researchers can draw conclusions in processing sailor crew data collection by implementing applications that have been designed and built in a systematic and structured manner, so that the level of damage in the process of implementing sailor crew data collection can be resolved.
RANCANG BANGUN SISTEM INFORMASI PERSEDIAAN BARANG BERBASIS WEB PADA PT PARAGON FURNITAMA INDUSTRY Dikananda, Arif Rinaldi; Yunus, Shofian; Anwar, Saeful; Nurdiawan, Odi
JURSIMA Vol 10 No 3 (2022): Jursima Vol.10 No.3
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.474

Abstract

PT. Paragon Furnitama Industry is one of the companies engaged in the production of fabric and leather sofas, back seats, and chair cushions, at this time the inventory process is still done manually because it still uses records in books and Microsoft Excel, the process sometimes finds several problems including data redundancy, discrepancies in stock of goods with records, and providing long reports because data validation is needed first. So that the information received by the parties concerned is very difficult to obtain quickly. To emphasize and study the problems as described, the problem formulation that researchers can explain is to design an inventory information system so that the company's performance is getting better. The Design and Build of this Goods Inventory Information System is built based on a website. The design of the information system uses the Software Development Life Cycle (SDLC) with the waterfall method so that this design system is expected to improve performance and performance, especially those related to processing inventory data to making inventory reports at PT. Paragon Furnitama Industry.