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Prediksi Permintaan Kantong Darah Berdasarkan Golongan Darah Menggunakan Metode Single Moving Average (SMA) Isran Mertosono; Yasin Mustofa
Jurnal Ilmiah Ilmu Komputer Banthayo Lo Komputer Vol 1 No 2 (2022): Edisi November (2022)
Publisher : Teknik Informatika Fakultas Ilmu Komputer Universitas Ichsan Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (369.391 KB) | DOI: 10.37195/balok.v1i2.147

Abstract

Blood donation is blood taking process from any volunteer to store in a blood bank for blood transfusion purposes. Blood donation is usually conducted routinely at the Blood Transfusion Unit. The demand for blood is estimated to be higher due to the rapid development of medical science. The rapid development of medical science requires a lot of blood needs, one of which is in organ transplant procedures. The prediction system for blood bag demand can be developed using the Single Moving Average method. The Moving Average method is suitable for long-term data. A single moving average is a forecast for a future period that requires historical data over a certain period. The level of accuracy in predicting blood demand is categorized as quite Good, with an accuracy rate of 75% with MAPE testing of 25%. The accuracy results show that the application designed is feasible to predict the demand for blood bags by adding the amount of data that can optimize the Single Moving Average method to produce more precise and accurate predictions.Keywords: Single Moving Average (SMA), blood demand prediction, MAPE
Pengenalan Alat Musik Tradisional Gorontalo (Polopalo) Berbasis Android Sigit Ramadhan Muda; Yasin Aril Mustofa
Jurnal Ilmiah Ilmu Komputer Banthayo Lo Komputer Vol 1 No 1 (2022): Edisi Mei 2022
Publisher : Teknik Informatika Fakultas Ilmu Komputer Universitas Ichsan Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (519.877 KB)

Abstract

Abstract Polopalo is an idiophone type musical instrument, which is a group of musical instruments whose sound source comes from the body of the instrument itself. The sound that comes out of the polopalo instrument when it is hit or hit, which is caused by vibrations found in the entire Polopalo instrument. Gorontalo traditional musical instrument (polopalo) on an Android-based smartphone. In this way, the process of introducing traditional musical instruments to Gorontalo (Polopalo). The results showed that the introduction of the Gorontalo (polopalo) traditional musical instrument based on Android had fulfilled the programming logic requirements, where CC = V(G) = 8 based on White Box testing, then the system was free from various component errors based on Black Box testing. Thus, the Gorontalo (Polopalo) Android Traditional Musical Instrument Recognition Application was obtained which was reliable and effective so that it could be implemented. Keywords: Traditional musical instruments, Polopalo, Android
Game Edukasi Pembelajaran Matematika Untuk Anak-Anak Sekolah Dasar Yunan Kalaka; Yasin Aril Mustofa; Hastuti Dalai
Jurnal Ilmiah Ilmu Komputer Banthayo Lo Komputer Vol 2 No 1 (2023): Edisi Mei 2023
Publisher : Teknik Informatika Fakultas Ilmu Komputer Universitas Ichsan Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37195/balok.v2i1.542

Abstract

Abstrak - Game saat ini telah menjadi sarana hiburan yang paling banyak disukai masyarakat dari yang muda hingga yang tua. Itulah alasan mengapa pengembang game saat ini berlomba-lomba untuk berinovasi merancang sebuah game. Seiring dengan kebanyakan sekolah dasar masi menggunakan cara manual seperti buku dan alat tulis, maka penelitian ini bertujuan memeberikan sedikit kontribusi dalam dunia game, khususnya game yang bersifat edukasi. Sifat edukasi dalam game ini berupa pembelajaran matematika yang asik dan menarik. Di dalam game ini pemain bisa menikmati animasi dan juga bisa menambah pengetahuan berhitung dengan menjawab quis yang ada di dalam game ini. Kelebihan game ini yaitu bisa dijalankan secara offline sehingga tidak mempersulit anak dan orang tua untuk mengeluarkan uang. Hasil yang dicapai dari penelitian ini yaitu berhasil membuat sebuah aplikasi game edukasi pembelajaran berhitung. Game ini diharapkan dapat menambah pengetahuan anak dan juga diharapkan mampu meningkatkan minat belajar anak khususnya dibidang berhitung.
Analisi Efektivitas Pembelajaran Daring Spada Unisan Dengan Menggunakan Metode System Usability Scale damopolii, muhlis; Lasulika, Mohamad Efendi; Mustofa, Yasil Aril
Jurnal Ilmiah Ilmu Komputer Banthayo Lo Komputer Vol 2 No 2 (2023): November 2023
Publisher : Teknik Informatika Fakultas Ilmu Komputer Universitas Ichsan Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37195/balok.v2i2.627

Abstract

 ABSTRACT ; Online learning is distance learning that is conducted indirectly or through face- to-face communication by video conferencing, uploading, and downloading materials and assignments via the internet. It is not new. It has been widely applied in high schools and universities but is ineffective due to the lack of facilities. It occurs in universities between students and lecturers. To make students and lecturers understand online learning, Universitas Ichsan Gorontalo, especially the Informatics Engineering Study Program, has carried out an online learning system using an application, commonly called SPADA UNISAN. It is provided to meet the needs of the teaching and learning process between students and lecturers to be more flexible, efficient, measurable, and enjoyable. The results of the analysis of online learning using the method of System Usability Scale) indicate that the results of the assessment given to 114 respondents obtain a score of 45%. with the Acceptability Ranges version obtains “Not Acceptable”. The grade scale results in terms of the level of user acceptance are included in the Poor Category, and the score obtained is above the average score. It means that this system cannot be accepted by its users and has been below the standard usability average value setKeywords: fuzzy Tsukamoto, online game addiction, duration, compulsion, Keywords: system analysis, online learning, SUS method
Sistem Prediksi Jumlah Wisatawan Di Lambangan Pauno Desa Kendek Menggunakan Metode Support Vector Machine Hermawan, Tamsil; Yasin Aril Mustofa; Kartika Chandra Pelangi
Jurnal Ilmiah Ilmu Komputer Banthayo Lo Komputer Vol 3 No 1 (2024): Mei 2024
Publisher : Teknik Informatika Fakultas Ilmu Komputer Universitas Ichsan Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37195/balok.v3i1.772

Abstract

Abstrac- Banggai Laut is regency rich in agricultural products and marine beauty.  One of the very famous tourist attractions in Banggai Laut is Lambangan Pauno Beach. Lambangan Pauno Beach is one of the beachside tourist attractions at Kendek in Banggai Utara Subdistrict, which is 10 km from Banggai City. Lambangan Pauno is a very representative tourist attraction because it can be reached by car or motorbike. It extends for about 200 meters with clean white sand, coral rocks, cliffs, and Ketapang trees, fencing on the left and right ends of the beach, making the view beautiful.  Lambangan Pauno has become a tourist spot in Banggai Laut often visited by tourists. Tourist visits have increased drastically due to many factors, including competitive travel costs and the number of adequate travel routes. It is supported by facilities that make visitors comfortable and guarantee security. Based on the research results, it is found that the research categorization produced by SVM is very good. It is proven by the test results which produce an accuracy rate of 90%. Keywords: prediction system, number of tourists, SVM
Rancang Bangun Game Edukasi Pembelajaran Bahasa Daerah Bolaang Mongondow Berbasis Android Sugeha, Moh. Sidik; zohrahayaty; Yasin Aril Mustofa; Abd Rahmat karim Haba
Jurnal Ilmiah Ilmu Komputer Banthayo Lo Komputer Vol 3 No 1 (2024): Mei 2024
Publisher : Teknik Informatika Fakultas Ilmu Komputer Universitas Ichsan Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37195/balok.v3i1.883

Abstract

Abstract - Local languages are often endangered due to lack of use and maintenance. By learning local languages from an early age, students can maintain and develop the local language of Bolaang Mongondow to obtain the results of making an interesting educational game of the local language of Bolaang Mongondow in increasing elementary school students' interest in learning. Students often feel bored and uninterested when learning local languages due to the lack of interesting and interactive learning methods. With the existence of an interesting and interactive local language learning of Bolaang Mongondow, this educational game can be an effective tool to increase student interest in learning local languages. The educational game design has two main menus, namely the learning menu and the playing menu. In the learning feature, players can learn the vocabulary contained in the Bolaang Mongondow language educational game. While in the playing menu, players will choose the game level in which at each level, the player will play by dragging letters to the letter box until they are arranged correctly. The results of black box testing show that the Bolaang Mongondow Language educational game can run well without any errors in the features contained in the game. The results obtained in user acceptance testing show that the Bolaang Mongondow Language educational game can be accepted by students with a total score of 95% which can be categorized as Very Feasible. Keywords: Local Language of Bolaang Mongondow, Educational Game, Android
KLASIFIKASI PENYAKIT PNEUMONIA MENGGUNAKAN METODE CONVOLUTION NEURAL NETWORK (CNN) H. Mosi, Thia Riskiyani; Yasin Aril Mustofa; Sudirman Melangi; Annahl Riadi
Jurnal Ilmiah Ilmu Komputer Banthayo Lo Komputer Vol 4 No 1 (2025): Mei 2025
Publisher : Teknik Informatika Fakultas Ilmu Komputer Universitas Ichsan Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37195/balok.v4i1.1462

Abstract

Abstrak - Penyakit pneumonia merupakan salah satu penyebab utama kematian di Indonesia dan diagnosis dini sangat penting untuk penanganan yang efektif. Penelitian ini bertujuan untuk mengembangkan model klasifikasi pneumonia menggunakan metode Convolution Neural Network (CNN) berbasis citra X-ray paru-paru. Metodologi penelitian ini melibatkan penggunaan dataset citra rontgen paru-paru yang diambil dari Kaggle, yang terdiri dari dua kelas yaitu pneumonia dan normal. Tahapan yang dilakukan meliputi pengumpulan data, pre-processing citra, pelatihan model CNN, serta evaluasi model menggunakan confusion matrix. Hasil penelitian menunjukkan bahwa model CNN yang dibangun mampu mengklasifikasikan citra X-ray paru-paru dengan akurasi mencapai 96%. valuasi lebih lanjut menunjukkan bahwa model ini memiliki tingkat presisi dan recall yang tinggi, yang menunjukkan kemampuannya dalam mengenali pneumonia dengan baik. Selain itu, confusion matrix menunjukkan bahwa model ini memiliki performa yang baik dalam mengidentifikasi kedua kelas dengan minim kesalahan. Penelitian ini memberikan kontribusi dalam bidang teknologi kesehatan, khususnya dalam pemanfaatan CNN untuk klasifikasi penyakit pneumonia. Temuan ini menunjukkan bahwa CNN adalah metode yang efektif untuk meningkatkan kecepatan dan akurasi diagnosis pneumonia melalui analisis citra X-ray. Ke depannya, penelitian lebih lanjut dengan dataset yang lebih besar dan beragam dapat lebih meningkatkan performa model ini. Kata Kunci: Pneumonia, Convolution Neural Network
KLASIFIKASI BERITA ONLINE PADA LIPUTAN 6 MENGGUNAKAN METODE KNN Andika Tri Saputra; Yasin Aril Mustofa; Yulianty Lasena; Irma Surya Kumala Idris
Jurnal Ilmiah Ilmu Komputer Banthayo Lo Komputer Vol 4 No 1 (2025): Mei 2025
Publisher : Teknik Informatika Fakultas Ilmu Komputer Universitas Ichsan Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37195/balok.v4i1.1476

Abstract

Abstrak - Penelitian ini bertujuan untuk menguji efektivitas metode klasifikasi KNN dalam mengklasifikasi berita online pada Liputan 6. Data yang digunakan dalam penelitian ini adalah data berita online dari Liputan 6 yang diterbitkan pada tanggal 19 November 2023 s/d tanggal 25 November 2023 sebanyak 788 judul berita. Data tersebut meliputi judul berita, tanggal berita, link berita dan kelas berita. Hasil penelitian menunjukkan bahwa metode klasifikasi KNN dapat mengklasifikasi berita online pada Liputan 6 dengan akurasi sebesar 91% untuk 6 kelas berita yang berbeda, yaitu kelas Bisnis, Pemilu, Islami, Showbiz, Bola dan Tekno Hasil penelitian ini menunjukkan bahwa metode klasifikasi KNN dapat digunakan untuk melakukan klasifikasi berita online dengan baik dan benar. Kata Kunci: data mining, klasifikasi, KNN, TF-IDF, berita online, Liputan6