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PENERAPAN METODE FUZZY INFERENCE MAMDANI DALAM SELEKSI KARYAWAN KONTRAK PT KREASI UTAMA MANDIRI Pameswary, Nathasya; Puspasari, Shinta; Ramadhan, Mustafa
Antivirus : Jurnal Ilmiah Teknik Informatika Vol 18 No 1 (2024): Mei 2024
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/antivirus.v18i1.3150

Abstract

This study aims to improve the performance of the employee selection system. This research uses the Mamdani Fuzzy Inference System to determine the suitability of job applicants for the company. Recommendations for job applicants can be used as a reference for selecting permanent employees. The common problem in selecting permanent employees is the difficulty for the company in assessing and selecting competent job applicants, as the company has to compare the test results of each job applicant one by one, requiring a long time. In addition, the most difficult thing in making decisions is eliminating someone's subjectivity, so that every decision made is objective based on the criteria expected by the company. The results of this study proved that by applying mamdani fuzzy inference to the selection of contract employees at PT. Kreasi Utama Mandiri can facilitate management in selecting contract employees with an accuracy of 90% when compared to HRD assessments.
Penerapan Metode Text Mining dengan Chatbot Questions And Answer pada PT PLN (Persero) Sumatera Selatan Rohim, Abdur; Haviz Irfani, Muhammad; Ramadhan, Mustafa; Ubaidillah, Ubaidillah
Klik - Jurnal Ilmu Komputer Vol. 4 No. 2 (2023): Klik - Jurnal Ilmu Komputer
Publisher : Fakultas Ilmu Komputer Universitas Sumatera Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56869/klik.v4i2.551

Abstract

Chatbot Questions and Answer (Q&A) telah menjadi alat yang sangat penting bagi perusahaan untuk memberikan dukungan dan layanan pelanggan yang cepat dan efektif. Namun, tantangan utama dalam pengembangan Chatbot Q&A adalah memastikan bahwa chatbot dapat memahami bahasa alami pengguna dan memberikan jawaban yang tepat. Dalam penelitian ini, metode Text Mining dan Natural Language Processing (NLP) diterapkan pada Chatbot Q&A untuk PT PLN (Perusahaan Listrik Negara) persero wilayah Sumatera Selatan dengan tujuan meningkatkan kemampuan chatbot dalam memahami pertanyaan pelanggan dan memberikan jawaban yang akurat. Aplikasi yang dirancang pada penelitian ini  menggunakan metode pengembangan perangkat lunak yaitu model Rational Unified Process (RUP) dan diimplementasikan ke dalam sistem operasi android. Sedangkan untuk pengujiannya menggunakan perhitungan Root Mean Square Error (RMSE). Keakuratan pada pengujian ditunjukkan dengan hasil RMSE memiliki nilai kecil (mendekati nol). Dari hasil pengujian data sampel sejumlah 20  pertanyaan, nilai perhitungan RMSE sebesar 0.10, sehingga dapat disimpulkan tingkat akurasi prediksi pada proses text mining dalam aplikasi adalah sangat baik (RMSE mendekati 0). Hasil dari penelitian ini adalah alat bantu berupa aplikasi tanya-jawab informasi yang interaktif layaknya model diskusi dan dapat menggunakan bahasa sehari-hari.
Application of the Project Based Learning (PJBL) Learning Model to Increase Student Activity and Learning Outcomes Ramadhan, Mustafa
Jurnal Guru Komputer Vol 2, No 2 (2021): JGrKom: September 2021
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v2i2.63963

Abstract

The aims of the research were to find out (1) to increase the activeness of studying the database for class XII RPL students at SMK N 4 Bandung using the project-based learning (pjbl) learning model (2) to increase the learning outcomes for class XII RPL students at SMK N 4 Bandung using the learning model PJBL This research is a type of classroom action research with a model developed by Kemmis and Mc. Taggart. The research subjects were students of class XII RPL Software Engineering Expertise Program (RPL) SMK Negeri 4 Bandung, with a total of 29 students. This study consisted of 2 (two) cycles where there were two meetings in each cycle. The data analysis technique uses descriptive qualitative analysis. The research success criteria set for student learning activeness is 75.00% of students are actively involved both physically, mentally, and socially in the process of learning activities and for student learning outcomes is 75 for a rating scale of 1-100. The results showed that the application of the PJBL learning model could increase the activity and learning outcomes of class XII RPL students at SMK Negeri 4 Bandung. The average learning activity of XII RPL students in the pre-cycle only reached 35.33%. After applying the PJBL learning model in cycle I, the average student learning activity increased to 60.13% and in cycle II it increased to 81.02%. Based on these results, the hypothesis in the study was accepted.
ANALISIS MISKONSEPSI SISWA DALAM MENYELESAIKAN SOAL MATEMATIKA BERSTANDAR PISA DENGAN MENGGUNAKAN CERTAINTY OF RESPONSE INDEX (CRI) Ramadhan, Mustafa; Sunardi, Sunardi; Kurniati, Dian
Kadikma Vol 8 No 1 (2017): April 2017
Publisher : Department of Mathematics Education , University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/kdma.v8i1.5276

Abstract

Abstract. This study aims to identify student misconception in solving PISA standard mathematic problems using CRI (Certainty of Responses Index), to describe and determine the percentage of forms of student misconception. The instrument used in this study is reasonable multiple choice test and interview guidelines. To answer the question, students are required to write the process in solving the question and choose the answer, besides the students are asked to put CRI value (0-5) based on their level of confidence in answering the question. A student can be declared to understand the concept, misconception and ignorance of the concept by comparing the answer with CRI value which is filled by the students, and the misconception form that occurred can be determined by checking the process in solving the question. Based on the research result, the misconception percentage on the aspect of the process of formulating the situation mathematically on PISA problem is 18, 25%, on the aspect of the process of using concept, fact, procedure and mathematic reasoning the misconception percentage is 7,76% and on the aspect of the process of interpreting, applying, and evaluating mathematic result, the misconception percentage is 13,8%. The misconception forms that occurred are 13,6% of translation misconception, 7,7% misconception of concept, 10,6% of misconception of strategy, 9,1% of systematical misconception, 4,5% of misconception sign.and 4,5% of misconception on calculation. Keyword: Misconception, Certainty of Response Index (CRI), PISA, Students’ Misconception
Pengembangan Materi Pembelajaran dengan Memanfaatkan Teknologi Augmented Reality untuk Guru Sekolah Menengah Atas Permatasari, Indah; Saluza, Imelda; Yulianti, Evi; Ramadhan, Mustafa
Jurnal Pemberdayaan Masyarakat Vol 10 No 1 (2025): Mei
Publisher : Direktorat Penelitian dan Pengabdian kepada Masyarakat (DPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jpm.v10i1.10906

Abstract

The Learning Material Development Training Utilizing Augmented Reality Technology at SMA Negeri 1 Banyuasin I aimed to enhance teachers' digital skills in creating interactive, AR-based teaching materials. Involving 33 teachers, the training was carried out through three phases: preparation, implementation, and evaluation. The preparation phase included a needs assessment and interviews to understand the technological limitations at the school and teachers' familiarity with AR. Based on this assessment, training materials were developed covering AR fundamentals and the use of the Assemblr Edu application. During the implementation phase, participants attended theory sessions on AR concepts and practical sessions using Assemblr Edu to develop teaching materials for their respective subjects. Evaluation was conducted via pre-tests, post-tests, and a satisfaction survey. Results showed that 85% of participants successfully produced suitable AR-based teaching materials, while 93% gave a satisfaction rating of 4 or higher. This program effectively improved teachers' skills in AR technology use, laying a foundation for more interactive and modern learning experiences at the school.
IMPLEMENTASI ACTIVE DIRECTORY DOMAIN CONTROLLER PADA STASIUN METEOROLOGI SULTAN MAHMUD BADARUDDIN II PALEMBANG UNTUK PENGELOLAAN AKSES DAN KEAMANAN DATA Jumarta, Andi; Romegar Mair, Zaid; Ramadhan, Mustafa
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.v9i4.13910

Abstract

Stasiun Meteorologi Sultan Mahmud Badaruddin II Palembang membutuhkan sistem manajemen jaringan yang efisien dan aman untuk mengelola data serta sumber daya jaringan yang kompleks. Solusi yang diusulkan adalah penggunaan Active Directory Domain Controller (AD DC) berbasis Windows Server 2022. Penelitian ini bertujuan menganalisis penerapan AD DC dalam pengelolaan hak akses dan autentikasi pengguna secara terpusat. Perangkat keras yang digunakan meliputi server Dell, 20 unit komputer klien, serta perangkat jaringan seperti router, switch hub, dan wireless access point. Simulasi jaringan dilakukan menggunakan Cisco Packet Tracer 8.2 untuk menguji konektivitas dan memastikan pengoperasian yang optimal. Penerapan Group Policy Management dan Folder Redirection memungkinkan pengelolaan hak akses berdasarkan peran serta penyimpanan data terpusat yang lebih aman. Berdasarkan pengujian, komunikasi antar server dan klien berjalan dengan baik, serta kebijakan keamanan berhasil melindungi sistem dari potensi ancaman. Hasil menunjukkan bahwa penerapan AD DC meningkatkan efisiensi operasional, meminimalkan risiko kebocoran data, dan mempermudah pengelolaan akses. Penelitian ini merekomendasikan eksplorasi lebih lanjut terhadap Multi-Factor Authentication (MFA) dan integrasi dengan Azure Active Directory guna mendukung keamanan jaringan yang lebih fleksibel.
Penjadwalan Mata Pelajaran Menggunakan Metode Dynamic Programming (Studi Kasus SD Negeri 1 Babat Toman) Riyanti, Rizki; Heriansyah, Rudi; Ramadhan, Mustafa
Jurnal Pengembangan Sistem Informasi dan Informatika Vol. 5 No. 1 (2024): Jurnal Pengembangan Sistem Informasi dan Informatika
Publisher : Training & Research Institute - Jeramba Ilmu Sukses

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47747/jpsii.v5i1.1730

Abstract

Student subject scheduling is the process of selecting the optimal schedule for each student based on the availability of teacher Student subject scheduling is selecting the optimal schedule for each student based on the availability of teacher schedules, teacher teaching hours, and subjects adjusted to grade levels. Many methods, including the Dynamic Programming method, can be used to solve this problem. Dynamic Programming is an optimization method that solves problems into smaller sub-problems and saves sub-problem solutions to avoid resolving. In scheduling student subjects, this method can select the optimal schedule by solving problems into smaller subproblems. Using Dynamic Programming allows scheduling student subjects to be done more efficiently and quickly. Overall, using dynamic programming to schedule student subjects provides a better and more efficient solution than other methods. Therefore, this method benefits schools or educational institutions that want to create an optimal lesson schedule for their students.  
Penerapan Metode Design Thinking dan User Experience Questionnaire (UEQ) dalam Perancangan User Interface E-Learning Kusuma, M. Bagus Aria; Sartika, Dewi; Ramadhan, Mustafa
Jurnal Nasional Ilmu Komputer Vol. 5 No. 2 (2024): Jurnal Nasional Ilmu Komputer
Publisher : Training and Research Institute Jeramba Ilmu Sukses (TRI - JIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47747/jurnalnik.v5i2.1747

Abstract

E-learning is a teaching and learning medium that is carried out via a computer connected to the internet. E-Learning can replace all the facilities available at the place of learning. Interactions carried out by users give rise to various perceptions. This relates to the User Interface and User Experience, if a platform does not meet adequate user experience aspects, such as content that is less familiar and does not meet user expectations. This study aims to design an E-learning user interface so that it can create a design that meets user expectations and makes it easier for users to carry out online learning activities using the design thinking method. The results of design measurements using the User Experience Questionnaire (UEQ) method get an average score on the Attractiveness scale with a value of 1.80, Efficiency with a value of 1.67, Dependability with a value of 1.51, Stimulation with a value of 1.62, and Novelty with a value of 1 .13 with the benchmark category "Good" while the Perspicuity scale gets an average value of 1.61 and remains in the benchmark category "Above Average". Based on the results of design testing that have been received by users, using the design thinking approach used in the empathize, define, ideate, prototyping and testing stages can help in designing interface designs that suit user needs to get good results
Rekayasa Aplikasi Edutainment Untuk Mengembangkan Sensor Motorik Pada Anak–Anak Berbasis Desktop Seprian, Adam; Astuti, Lastri Widya; Ramadhan, Mustafa
Jurnal Nasional Ilmu Komputer Vol. 5 No. 2 (2024): Jurnal Nasional Ilmu Komputer
Publisher : Training and Research Institute Jeramba Ilmu Sukses (TRI - JIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47747/jurnalnik.v5i2.1750

Abstract

Edutainment comes from education, which means education, and entertainment, which means entertainment. So, in terms of language, education is entertaining. In this case, fun learning is usually done with humor, games, role-playing, and demonstrations. Learning can also be done in other ways as long as it can provide fun learning for students. At this age, they are in the most rapid growth and development period, both physically and mentally. Therefore, the author created a desktop-based edutainment application to develop motoric sensors in children that can accelerate growth with the hope that children can directly use the game application and gain more knowledge and change learning patterns not to be bored. This edutainment application is a learning application for early childhood ages ranging from 3 to 6 years, and it contains material for learning letters, numbers, pictures, and counting. The research method and development of this edutainment application is the rational unified process (RUP) method, a software engineering method developed by collecting various best practices in software.