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Inventory System Design Using Weight Average Cost (WAC) and Graphic Methods Pohan, Nurmaliana; Yani, Zulfitri
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 6 No. 1 (2023): Jurnal Teknologi dan Open Source, June 2023
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v6i1.3093

Abstract

Companies or business units are currently utilizing the role of the internet for company activities. Applications to support company activities that have been made have started to be web-based, both related to administration, finance, marketing and management of goods or inventory so that information can be obtained more quickly and easily accessed. wherever and whenever. However, until now there is no system that is able to manage data about inventory stock, for this reason the company wants to have a system that can be used to find out inventory, so that it can easily find out the amount and place to store inventory, that the inventory inventory system is not yet effective because doing data processing is still done in a way that is still manual. The results of the analysis are applied in an application capable of processing inventory system data using a web-based programming language. With the design of this new system, it is hoped that it will make it easier for companies/business units to process existing inventory system data, and can increase work effectiveness and efficiency.
Naive Bayes Algorithm Classification for Predicting Graduation Rate Purnama, Pradani Ayu Widya; Pohan, Nurmaliana; Adiddo Restiady
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 7 No. 2 (2024): Jurnal Teknologi dan Open Source, December 2024
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v7i2.3866

Abstract

Classification refers to the process of identifying a model or function that clarifies or differentiates concepts or categories of data, with the goal of predicting the class of an object. Naïve Bayes is a machine learning technique that employs probability computations. In this case study, various algorithms are used for modeling classification, and the naïve bayes algorithm is applied to examine the graduation rate. By utilizing this method, accuracy is assessed, which allows for an analysis based on criteria such as School Major, First Choice of College, Second Choice of College, Average Graduation Value, and Graduation Information. The outcome of the computation utilizing the Naïve Bayes Algorithm (Information Systems | Option 1) > (Information Engineering | Option 2) is 53.32% > 0%, which allows us to infer that the First Option of Information Systems and the Second Option of Informatics Engineering yield an Average Score of 75.00, resulting in a Graduation Information status of PASS, thus, Information Pass (Option 1-Information Systems).
Predicting New Student Admissions with the SVM Regression Model in Data Mining Purnama, Pradani Ayu Widya; Pohan, Nurmaliana; Adiddo Restiady
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 8 No. 2 (2025): Jurnal Teknologi dan Open Source, December 2025
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v8i2.5035

Abstract

Prediction is an action to predict future conditions based on past data. One method for making predictions that can be used is the linear regression method. The linear regression method itself consists of two types, simple linear regression and multiple linear regression. One method that uses past data to make predictions is the linear regression method. Regression is a statistical calculation to test how closely the relationship between variables. The simplest and most frequently used regression analysis is simple linear regression. In regression analysis, there is one dependent variable usually written with the symbol Y and one or more independent variables usually written with the symbol X. The relationship between the two variables has a linear nature according to its name. The SVM method was chosen for data mining analysis in this study. There are two parameters used: Exam Scores and Admission Status. This research uses recapitulation data on the acceptance of new students at Play Group & Kindergarten Rahmah Abadi with a total of 50 people. Based on the analysis results, an accuracy rate of 91%.
Dampak Alat Pembelajaran Multimedia dalam Meningkatkan Kemampuan Bahasa Inggris: The Impact of Multimedia Learning Tools in Improving English Language Skills Rasmita Rasmita; Nurmaliana Pohan
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 4 No. 03 (2024): Research Articles, December 2024
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v4i03.5026

Abstract

This study aims to analyze multimedia learning tools' impact on improving grade VI students' English language skills at SDN 02 Lubuk Buaya, Padang City. In today's digital era, technology in education is increasingly important, especially in improving language skills. The method used is a quantitative experiment with a pre-test and post-test approach. The sample consisted of 52 students and was divided into two groups: an experimental group using multimedia applications and a control group using conventional methods. The results showed that multimedia significantly improved students' English skills, especially vocabulary comprehension and speaking skills. Data analysis revealed a significant difference between the control and experimental groups, which showed better progress. These findings confirm the benefits of integrating multimedia technology in language teaching, which can help students be more engaged and motivated in learning English. This study provides empirical evidence regarding the effectiveness of multimedia use in improving students' English learning outcomes. Multimedia tools based on mobile applications and e-learning platforms are becoming more widespread to improve students' English skills. Therefore, it is important for schools and educators further to integrate multimedia technology into the English language learning curriculum. In addition, training for teachers in the use of multimedia tools is also needed to ensure that the technology is used effectively. Thus, students' English learning outcomes can be significantly improved by applying this method.
Dampak Multimedia Interaktif terhadap Keterampilan Speaking Mahasiswa di Padang Rasmita; Nurmaliana Pohan
Jurnal SINTIKA (Jurnal Sistem Informasi, Teknik Informatika, dan Sistem Komputer) Vol. 1 No. 4 (2025): Jurnal Sintika
Publisher : Yasin Publisher (Yayasan Amal Sosial Islami Nahdliyin)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65359/sintika.2025.14.134

Abstract

Penelitian ini bertujuan untuk menganalisis dampak penggunaan multimedia interaktif terhadap keterampilan berbicara mahasiswa di Padang. Penelitian dilakukan dengan pendekatan kuantitatif deskriptif menggunakan desain pra-eksperimental dengan 20 peserta mahasiswa semester empat program studi pendidikan bahasa Inggris. Data dikumpulkan melalui observasi, kuesioner, dan tes pre-test serta post-test. Hasil penelitian menunjukkan adanya peningkatan signifikan dalam kemampuan berbicara mahasiswa setelah mengikuti pembelajaran berbasis multimedia interaktif, terutama dalam aspek kelancaran, pelafalan, dan keberanian berbicara. Selain itu, 80% responden menyatakan puas dan sangat puas terhadap media pembelajaran yang digunakan karena dinilai menarik, mudah dipahami, dan meningkatkan motivasi belajar. Keterbatasan penelitian ini meliputi jumlah sampel yang terbatas dan periode penelitian yang relatif singkat. Implikasi penelitian ini memberikan gambaran empiris bahwa penggunaan multimedia interaktif dapat menjadi strategi efektif dalam pengembangan keterampilan berbicara mahasiswa pada pembelajaran bahasa Inggris
Optimalisasi Pengenalan Dasar Coding Berbasis Visual untuk Meningkatkan Literasi Digital Siswa Sekolah Menengah Pohan, Nurmaliana; Kurnia AR, Harlan; Purnama, Pradani Ayu Widya
JPM: Jurnal Pengabdian Masyarakat Vol. 6 No. 3 (2026): January 2026
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v6i3.2782

Abstract

This activity was motivated by the low level of digital literacy and the limited implementation of programming education in secondary schools, which have resulted in students’ lack of understanding of computational thinking from an early age. In fact, this ability is essential for developing critical and creative thinking skills to face the challenges of the Industrial Revolution 4.0 and Society 5.0. This condition highlights the need for educational interventions that introduce the concept of coding starting from the high school level. The workshop aimed to introduce the fundamentals of programming to students of SMA INS Kayutanam through an interactive visual approach using the Scratch platform. This platform was chosen because it is beginner-friendly, featuring a block-based interface that is easy to understand without requiring complex syntax. Through this activity, students learned programming logic, algorithmic thinking, and problem-solving skills in a fun and practical way. The implementation used a project-based learning approach that combined short lectures, demonstrations, hands-on practice, and group discussions. The activity was carried out over two days in the school’s computer laboratory, involving 20 students and two accompanying teachers. Each session focused on introducing programming logic, creating mini projects using Scratch, and evaluating learning outcomes through pre-tests and post-tests. The results showed a significant improvement in students’ understanding, with the average pre-test score increasing from 43 to 82 in the post-test. A total of 90% of participants expressed satisfaction with the activity, and 85% were interested in continuing to learn programming afterward. The visual-based workshop model proved effective in enhancing students’ motivation, confidence, and understanding of technology. This activity not only developed students’ cognitive abilities but also encouraged them to experiment, collaborate, and create through simple projects such as animations or interactive games. The program has the potential to serve as a sustainable community engagement model that integrates educational, technological, and social aspects in supporting the digital transformation of education in Indonesia.