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Development of Attendance Information System For Teacher Attendance at Pertiwi Elementary School Bandung Dewi, Irma Amelia; Miftahuddin, Yusup; Triseptiyadi, Fahmi; Vito, Nicola; Naufal, Muhammad Thoriq; Fahreza, Algi
REKA ELKOMIKA: Jurnal Pengabdian kepada Masyarakat Vol 5, No 2 (2024): REKA ELKOMIKA
Publisher : Institut Teknologi Nasional, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/rekaelkomika.v5i2.135-144

Abstract

The advancement of technology particularly in telecommunications, has led to the creation of various software applications that are beneficial to human life. One such application is modern attendance management systems. The objective of this research is to construct and implement a QR-code-based attendance information system for teachers and staff at SD Pertiwi Kota Bandung. The research methodology comprises socialization, counseling, implementation, and monitoring and evaluation. The responses indicate that the application has met or exceeded user expectations in terms of functionality and accessibility. Of the respondents, 30.74% gave "Normal" responses, 41.85% gave "Baik" responses, and 27.41% gave "Sangat Baik" responses. Additionally, the responses from program partners, SD Pertiwi, Bandung City, indicate positive evaluation and feedback.. The results of this development are intended to improve the accuracy of the attendance process, facilitate teachers and staff in reporting attendance, and minimize fraud and human error.
PENGEMBANGAN APLIKASI PENDUKUNG PEMETAAN GEOSPASIAL BERBASIS FOTOGRAMETRI UDARA DI DESA PASIRMULYA Miftahuddin, Yusup; Dewi, Irma Amelia; Tahttadu, Winter Bee; Pratama, Yanuarsyah; Haidar, Muhamad Rafi; Fadhlurrohman, Naufal Mufid; Almawahib, Zulfa Sulthany; Ibrahim, Farrel Adi
Jurnal Abdimas Ilmiah Citra Bakti Vol. 5 No. 4 (2024)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jailcb.v5i4.3929

Abstract

Desa Pasirmulya, kecamatan Banjaran, kabupaten Bandung, provinsi Jawa Barat belum memiliki peta wilayah yang aktual dan terbaru. Terdapat perselisihan mengenai batas wilayah oleh warga. Berdasarkan hal tersebut diperlukan kegiatan dalam pembuatan peta wilayah dengan ortofoto. Tujuan utama kegiatan ini adalah menyediakan solusi teknologi yang mampu meningkatkan akurasi, efisiensi, dan aksesibilitas data geospasial dalam mendukung pengelolaan wilayah desa. Tahapan dalam pembuatan peta adalah insisialisasi, pembuatan aplikasi, survey, sosialisasi hasil dan evaluasi. Kegiatan dilaksanakan pada tanggal 16 September - 16 Januari 2024. Hasil dari kegiatan ini adalah peta ortofoto wilayah Desa Pasirmulya dengan tingkat kepuasan warga dalam pembuatan peta sebesar 80 %. Hal ini menunjukkan bahwa aplikasi yang dikembangkan mampu memproses data fotogrametri udara secara efisien, menghasilkan peta geospasial dengan akurasi tinggi yang relevan untuk kebutuhan perencanaan dan pengelolaan desa. Dengan demikian, aplikasi ini memberikan kontribusi penting dalam mendukung pembangunan berbasis data di tingkat desa. Ke depan, pengembangan lebih lanjut diperlukan untuk menambahkan fitur-fitur canggih, seperti integrasi dengan data demografi dan analisis spasial otomatis, guna meningkatkan manfaat aplikasi dalam pengelolaan wilayah secara menyeluruh.
Implementasi Game Pengenalan Binatang di TK Putra I Bandung Miftahuddin, Yusup; Kristiana, Lisa; Anindia, Hana Nathania; Sugiharto, Ariq Bagus; Adli, Muhammad Arkan; Nurrahmayanti, Fadhilah; Setiyawati, Setiyawati
Society : Jurnal Pengabdian Masyarakat Vol 4, No 1 (2025): Januari
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i1.511

Abstract

The animal recognition game application is designed to support interactive learning at TK Putra 1 Bandung, Arcamanik District, Bandung City. This application aims to provide an engaging learning experience where young children can learn about various animals, their habitats, sounds, and distinctive features. Interactive elements such as animal images, sounds, and videos are presented in an enjoyable way, allowing children to learn in an engaging and active manner. Features such as quizzes, clickable buttons, and animations support children’s engagement, enhance curiosity, and encourage active participation in the learning process. The application is also designed to make it easier for teachers and staff to deliver interactive content, ensuring that learning takes place in an enjoyable and effective manner.
Application of Self-Organizing Map and K-Means to Cluster Bandwidth Usage Patterns in Campus Environment Miftahuddin, Yusup; Ridwan, Abdur Rafi Syach
JOIN (Jurnal Online Informatika) Vol 10 No 1 (2025)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v10i1.1438

Abstract

Unequal bandwidth distribution in campus environments often stems from a lack of understanding of WiFi usage patterns, as seen at Itenas Bandung. Here, bandwidth is allocated equally across all buildings, ignoring differences in demand, leading to inefficiencies in high-usage areas and poor money management due to unnecessary allocation of resources to low-demand buildings. This study aims to optimize bandwidth allocation by analyzing usage patterns using a combination of Self-Organizing Map (SOM) and K-Means clustering methods. SOM is used to group buildings into low, medium, and high bandwidth usage categories, while K-Means refines these clusters to enhance accuracy. The proposed approach demonstrated significant improvements in clustering quality, with the Silhouette Index increasing from 0.321 to 0.773 and the Davies-Bouldin Index dropping from 0.896 to 0.623 in the first test. Similar enhancements were observed in subsequent tests, highlighting the effectiveness of this method in addressing unequal bandwidth distribution. This research offers a practical solution for more efficient network and financial management in educational institutions.
Voting classifier in pain points identification Miftahuddin, Yusup; Firdaus, Muhammad Alif
IAES International Journal of Artificial Intelligence (IJ-AI) Vol 14, No 5: October 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijai.v14.i5.pp3915-3925

Abstract

A successful app understands and addresses the needs of its users. Pain points-specific difficulties and frustrations that users experience while using an application-are crucial for understanding user expectations and improving user experience. Google Play Store reviews can be a valuable source for identifying these pain points, but this raw data requires processing to be useful for developers. This study develops a model to automatically classify reviews as either containing pain points or not. We chose the voting classifier as our primary algorithm because of its proven ability to produce models with high accuracy through combining the strengths of multiple classifiers. After evaluating 5 different classifier methods, our research shows that the optimal model combines XGradient boosting, multinomial naïve Bayes, and logistic regression-with each contributing unique strengths in text classification. This combination achieves 90% accuracy and a 90% F1-Score, outperforming previous studies that used neural networks (which achieved 80% accuracy). The model successfully identifies user frustrations from app reviews, providing developers with actionable insights to improve their applications. 
Implementasi Game Pengenalan Binatang di TK Putra I Bandung Miftahuddin, Yusup; Kristiana, Lisa; Anindia, Hana Nathania; Sugiharto, Ariq Bagus; Adli, Muhammad Arkan; Nurrahmayanti, Fadhilah; Setiyawati, Setiyawati
Society : Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2025): Januari
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/jpm.v4i1.511

Abstract

The animal recognition game application is designed to support interactive learning at TK Putra 1 Bandung, Arcamanik District, Bandung City. This application aims to provide an engaging learning experience where young children can learn about various animals, their habitats, sounds, and distinctive features. Interactive elements such as animal images, sounds, and videos are presented in an enjoyable way, allowing children to learn in an engaging and active manner. Features such as quizzes, clickable buttons, and animations support children’s engagement, enhance curiosity, and encourage active participation in the learning process. The application is also designed to make it easier for teachers and staff to deliver interactive content, ensuring that learning takes place in an enjoyable and effective manner.