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PENERAPAN ALGORITMA APRIORI UNTUK MENENTUKAN REKOMENDASI ANIME RATING TINGGI DENGAN JUMLAH PENONTON SEDIKIT (Studi Kasus: Situs MyAnimeList.net) Diah Puspita, Dwi Ratna Ayu; Mashuri, Chamdan; Ahmad Heru Mujianto; Indana Lazulfa
Inovate Vol 10 No 1 (2025): September
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v10i1.9386

Abstract

Abstract High-quality yet less popular anime recommendations are a need for users on MyAnimeList.net, a platform containing thousands of anime titles with varying ratings and viewership numbers. This study aims to apply the Apriori algorithm to determine anime recommendations with high ratings but low viewership, using data from MyAnimeList.net. In the growing anime industry, many high-quality anime titles receive little attention from viewers. Therefore, it is essential to develop a recommendation system that can help users discover anime they may have missed. The dataset used consists of rating and viewership data from MyAnimeList.net. Through filtering and analysis, the Apriori algorithm successfully identified relationships among anime titles that meet the criteria of high ratings and low viewership, resulting in more targeted recommendations. This research is expected to contribute to the development of data mining-based recommendation systems, especially for recommending content that is rarely viewed yet has high quality. The use of the Apriori algorithm in content recommendations also shows potential in helping users find preferences that are more diverse and relevant to their interests.
Decision Support System for Selecting the Best Cryptocurrency Mining Machine Using the Multifactor Evaluation Process Method Mashuri, Chamdan; Sitompul, Bernad J. D.; Vernanda, Dwi; Marbun, Nasib
SaNa: Journal of Blockchain, NFTs and Metaverse Technology Vol. 1 No. 1 (2023): August 2023
Publisher : CV. Media Digital Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58905/sana.v1i1.152

Abstract

Cryptocurrency mining is a process carried out using a specialised computer network in order to obtain new crypto assets. The cryptocurrency mining business in today's digital era is increasingly in demand by netizens. Many netizens run cryptocurrency mining businesses to generate new cryptocurrency assets that can be traded on the cryptocurrency market to earn huge profits. In doing cryptocurrency mining itself, it is necessary to be careful in choosing the cryptocurrency mining machine used to get the maximum profit. In this study, researchers proposed the Multifactor Evaluation Process as a decision support system method used to simplify the process of selecting the best cryptocurrency mining machine. The results of this study show that the best cryptocurrency mining machine that is most recommended to use is Cheetah Miner F5I (0.2120), followed by the alternatives iBeLink DSM7T Miner (0.2072), Bitfury RD4 (0.2016), Aladdin T1 16T (0.2016), and Obelisk SC1 Dual (0.1800).
IMPLEMENTASI ONLINE MARKET PLACE PADA INDUSTRI RUMAHAN DI DESA MOJODANU NGUSIKAN JOMBANG Ahmad Heru Mujianto; Hadi Sucipto; Chamdan Mashuri; Ginanjar Setyo Permadi; Tanhella Zein Vitadiar
ABIDUMASY Vol 1 No 1 (2020): ABIDUMASY : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/abidumasy.v1i1.651

Abstract

Data tingkat pengangguran di Indonesia menurut Badan Pusat Statistik menunjukkan bahwa hingga tahun 2017 masih terdapat 7,04 juta orang belum bekerja, hal tersebut menjadi penghambat pertumbuhan ekonomi Indonesia. Salah satu upaya mengurangi pengangguran dengan memulai bisnis sendiri yang tentunya juga dibekali dengan ketrampilan. Membangun Industri Rumahan tidaklah mudah harus banyak pertimbangan dan strategi yang tepat. Terdapat beberapa Industri Rumahan di Desa Mojodanu Ngusikan Jombang yang bergerak dibidang kuliner. Berdasarkan hasil analisa pada Industri Rumahan Desa Mojodanu, rendahnya tingkat pemasaran tidak hanya disebabkan karena media pemasaran yang terbatas tetapi juga karena strategi bisnis yang diterapkan kurang tepat. Sehingga kegiatan PKM yang akan dilaksanakan meliputi pelatihan pengenalan teknologi informasi, implementasi strategi bisnis dan implementasi website marketplace berbasis online. Metode yang digunakan dalam PKM ini dengan cara langsung presentasi, pendampingan, praktikum dan berdiskusi sehingga diharapkan pelaku Industri Rumahan dapat memahami dan mempraktikkan apa yang telah disampaikan. Hasil akhir PKM ini diharapkan pelaku Industri Rumahan Desa Mojodanu mampu memperluas target pemasaran yang tidak hanya secara konvensional tetapi sudah bisa melakukan transaksi penjualan secara online sehingga mampu meningkatkan produktivitas dan pendapatan Industri Rumahan Desa Mojodanu dan produk dari Industri Rumahan Desa Mojodanu mampu menjadi produk unggulan daerah khas desa Mojodanu Ngusikan Jombang.
IMPLEMENTASI APLIKASI E-SURAT PADA PERANGKAT DESA DI DESA MENTURUS KUDU JOMBANG Hadi Sucipto; Ahmad Heru Mujianto; Chamdan Mashuri,; Mahrus Ali; Mahfudiyanto
ABIDUMASY Vol 1 No 1 (2020): ABIDUMASY : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/abidumasy.v1i1.654

Abstract

Pelayanan Desa menggambarkan identitas Desa itu sendiri. Selama ini pelayanan pembuatan surat di kantor Desa Menturus menggunakan pelayanan dalam bentuk sistem informasi manual, pelayanan dilakukan oleh sorang petugas. Beberapa permasalahan yang dihadapi dari sistem pelayanan seperti ini seperti sulit dan lambat dalam proses pengajuan usulan surat baru, surat ijin dan surat keterangan. Sementara masyarakat menginginkan pelayanan yang ramah, cepat dan efektif. Sistem layanan E-SuratDesa dapat dijadikan solusi untuk memberikan layanan prima kepada masyarakat. Sistem yang dibangun ini diharapkan masyarakat dapat mengakses layanan seperti mengurus surat keterangan dan surat pengantar untuk berbagai keperluan dengan cara memsukkan atau mengetik Nomor Induk kependudukan (NIK) ke web layanan mandiri desa. Jika data ditemukan, masyarakat bisa langsung melakukan layanan yang diinginkan. Hasil dari penelitian ini adalah aplikasi administrasi desa berbasis web.
Analisa Pemanfaatan Learning Management System Schoology Menggunakan HOT Fit Model terhadap Pembelajaran di Masa Pandemi Covid 19 Mujianto, Ahmad Heru; Mashuri, Chamdan; Permadi, Ginanjar Setyo; Wiratsongko, Radityo
Applied Information System and Management (AISM) Vol. 5 No. 1 (2022): Applied Information System and Management (AISM)
Publisher : Depart. of Information Systems, FST, UIN Syarif Hidayatullah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/aism.v5i1.24767

Abstract

The Covid-19 pandemic in Indonesia has resulted in face-to-face learning methods having to be replaced with online learning. Several e-learning applications can be used as online learning media, including the learning management system (LMS) Schoology. This study aims to analyze the benefits of LMS Schoology for algorithm courses with the HOT Fit model framework which analyzes the system in terms of system quality, information quality, service quality, system use, user satisfaction, benefits and organization. Based on the analysis, it was found that LMS Schoology was able to provide benefits and help students in online learning of algorithms and programming, this was indicated by the average respondents' answers from 23 questions that had a value of 3, which means that respondents answered Agree regarding the benefits obtained. Although overall LMS Schoology is said to be good for use in learning algorithms, it is still necessary to pay attention to several variables that have a value of respondent dissatisfaction, so that this deficiency can be improved to improve LMS Schoology, especially in terms of ease of access and use of the system which still has a value of user dissatisfaction
Evaluasi Kepuasan Pengguna Sistem Informasi Perumahan (SIP PERKIM) Menggunakan Metode End-User Computing Satisfaction (EUCS) Rizki, Mohammad; Sucipto, Hadi; Mashuri, Chamdan; Lazulfa, Indana
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 1 (2026): Edisi Februari
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i1.944

Abstract

Sistem Informasi Perumahan (SIP PERKIM) is an online-based application used by Dinas Perumahan dan Permukiman Kabupaten Jombang to monitor the progress of physical development projects more effectively, accurately, and in real time. This study is aimed at measuring the level of user satisfaction with SIP PERKIM through the application of the End-User Computing Satisfaction (EUCS) method, which assesses satisfaction based on five main dimensions, namely Content, Accuracy, Format, Ease of Use, and Timeliness. The research employed a quantitative approach using a Likert-scale questionnaire distributed to all active SIP PERKIM users, totaling 30 Field Facilitators. The results of the validity and reliability tests indicate that all questionnaire items meet the criteria of validity and reliability, with a Cronbach’s Alpha value of 0.950. Descriptive analysis shows that all EUCS dimensions fall within the “Satisfied” category, with an overall average satisfaction score of 3.60. Furthermore, the results of the multiple linear regression analysis reveal that, simultaneously, all independent variables have a significant effect on user satisfaction, as indicated by the calculated F-value being greater than the F-table value. However, partially, only the Ease of Use and Format dimensions are found to have a significant influence on the satisfaction of SIP PERKIM users. These findings suggest that ease of use and the clarity and neatness of the system interface are the dominant factors shaping user experience.Although users were generally satisfied, several aspects still require improvement, particularly data consistency, system speed in displaying information, and the uniformity of report formats. This study is expected to serve as a basis for further development of SIP PERKIM to ensure it becomes more responsive, efficient, and aligned with user needs.
INTEGRASI SMART CLASS DAN OPEN JOURNAL SYSTEM (OJS) DALAM PEMBINAAN PENULISAN ILMIAH UNTUK MAHASISWA TINGKAT AKHIR Widoyoningrum, Sri; Hari Agus Prastyo, Edwin; Sucipto, Hadi; Augusta Jannatul Firdaus, Reza; Mashuri, Chamdan; Heru Mujianto, Ahmad
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 9, No 2 (2026): MARTABE : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v9i2.%p

Abstract

Kemampuan mahasiswa tingkat akhir dalam menyusun artikel ilmiah dan mengirimkannya ke jurnal secara daring menjadi salah satu tantangan akademik yang terus dihadapi perguruan tinggi. Kendala umum yang terjadi antara lain lemahnya pemahaman struktur artikel ilmiah, minimnya kemampuan melakukan sitasi dan manajemen referensi, kurangnya pengalaman menggunakan Open Journal System (OJS), serta belum optimalnya pemanfaatan Smart Class sebagai media pembelajaran digital. Kegiatan pengabdian ini bertujuan meningkatkan kompetensi penulisan ilmiah melalui integrasi platform Smart Class dan sistem publikasi OJS dalam model pembinaan berkelanjutan bagi mahasiswa tingkat akhir. Metode pelaksanaan meliputi workshop penulisan artikel ilmiah, coaching clinic, pelatihan manajemen referensi Mendeley, serta simulasi langsung proses submit artikel melalui OJS. Kegiatan diikuti oleh 30 mahasiswa dari program studi Teknik Informatika dan Sistem Informasi. Hasil evaluasi menunjukkan peningkatan kompetensi akademik sebesar 40% berdasarkan nilai pre-test dan post-test. Selain itu, sebanyak delapan draft artikel ilmiah berhasil disusun dan tiga naskah telah berhasil dikirim ke jurnal nasional berbasis OJS. Integrasi Smart Class terbukti efektif dalam mendukung pendampingan digital, distribusi materi, dan monitoring revisi artikel.
ANALISIS UI/UX PLATFORM PESANTREN UNTUK MENINGKATKAN PENGALAMAN PENGGUNA MENGGUNAKAN METODE DESIGN THINKING (Studi Kasus: www.nuriska.id) Moh. Abrorul Amin; Chamdan Mashuri; Ginanjar Setyo Permadi; Ahmad Heru Mujianto
Inovate Vol 10 No 2 (2026): Maret
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v10i2.9401

Abstract

Penelitian ini menganalisis pengguna (UI) dan pengalaman pengguna (UX) pada website www.nuriska.id dengan menggunakan metode design thinking, yang terdiri atas lima tahapan: empathize, define, ideate, prototype, dan testing. Tahap empathize dilakukan melalui observasi dan wawancara untuk memahami kebutuhan serta permasalahan yang dialami pengguna. Selanjutnya, pada tahap define, hasil temuan dirumuskan menjadi beberapa pernyataan masalah dan pain point. Tahap ideate menghasilkan sejumlah solusi desain yang kemudian divisualisasikan dalam bentuk prototipe pada tahap prototype menggunakan aplikasi Figma. Prototipe yang dikembangkan kemudian diuji menggunakan metode System Usability Scale (SUS) terhadap 30 responden. Hasil pengujian menunjukkan total skor kontribusi sebesar 887, yang dikalikan 2,5 menghasilkan skor keseluruhan 2.217,5, sehingga diperoleh skor rata-rata sebesar 73,91. Berdasarkan interpretasi standar SUS, skor tersebut berada dalam kategori “baik”. Dengan demikian, perancangan ulang yang dilakukan berdasarkan pendekatan design thinking dapat meningkatkan aspek kemudahan penggunaan pada website nuriska.id sesuai masukan dari pengguna.
Decision Support System for Identifying Student Learning Styles in Elementary School using Naïve Bayes Algorithm khakim, ikhsanul; Mujianto, Ahmad Heru; Vitadiar, Tanhella Zein; Mashuri, Chamdan
MATICS: Jurnal Ilmu Komputer dan Teknologi Informasi (Journal of Computer Science and Information Technology) Vol 18, No 1 (2026): MATICS
Publisher : Department of Informatics Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/mat.v18i1.39725

Abstract

Identifying student learning styles is essential for teachers to design effective and adaptive teaching strategies. At SDN Rejoagung 3, this process is currently conducted manually through observation and interviews, which are prone to subjective bias. This research develops a web-based decision support system to classify student learning styles—Visual, Auditory, and Kinesthetic—using the Naïve Bayes algorithm. The system was built using data collected via questionnaires from students in grades 1 to 6. Testing was conducted using a confusion matrix to evaluate the model's performance. The results show that the Naïve Bayes algorithm successfully classified learning styles with an accuracy of 94.12%. This system provides a more objective and systematic tool for teachers to identify students' preferences, enabling more personalized instructional delivery in an elementary school context
Optimizing Adaptive Rewards Using Sugeno Fuzzy Logic in an Android Educational Game Permadi, Ginanjar Setyo; Vitadiar, Tanhella Zein; Mashuri, Chamdan
Jurnal Sistem Informasi Bisnis Vol 15, No 4 (2025): Volume 15 Number 4 Year 2025 (In Press)
Publisher : Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/vol15iss4pp480-487

Abstract

This study developed an Android-based educational game to teach children about waste management, with an adaptive reward system using Sugeno fuzzy logic. The aim of the study was to increase student motivation and engagement in environmental learning by providing rewards tailored to player performance. The development method referred to the Game Development Life Cycle (GDLC), covering the development stages up to beta testing. Media expert validation results showed good game quality in terms of visual appearance and ease of use, with an average score of 4.6/5. Material validation also showed the suitability of the material for learning objectives with a score of 4.7/5. Trials with 26 primary school students resulted in an average score of 4.6/5 for ease of use and 4.8/5 for visual appeal. The Sugeno fuzzy logic-based reward system proved effective in adjusting rewards to player performance. Test data showed that 70% of students received 3 stars, 20% received 2 stars, and 10% received 1 star. This system increased student motivation and engagement in learning. This research contributes to the development of fuzzy technology-based educational games by demonstrating the great potential of Sugeno fuzzy logic in creating adaptive reward systems that enhance learning. This game is expected to be an effective alternative in teaching waste management and can be expanded to other educational topics.