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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.
Fluensi Digital untuk Siswa SD dalam Kompetensi Komputer di SD N 02 Lubuk Buaya Kota Padang Harlan Kurnia AR; Nurmaliana Pohan; Pradani Ayu Widya Purnama
Jurnal IPTEK Bagi Masyarakat Vol 4 No 1 (2024)
Publisher : Ali Institute of Research and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/jibm.v4i1.882

Abstract

Siswa SD saat ini sudah memanfaatkan teknologi digital dalam pembelajaran di sekolahnya, bahkan dalam kehidupan sehari-hari. Tapi masih banyak siswa SD yang belum memahami bagaimana seharusnya memanfaatkan teknologi digital ini dengan baik dan benar, juga agar lebih efisien dan etis. Teknologi digital yang biasa siswa SD gunakan saat ini adalah komputer maupun turunannya. Agar siswa SD dapat mengambil hal positif dari penggunaan teknologi ini, maka kami tim pengabdi perlu melakukan kegiatan pengabdian kepada masyarakat. Kegiatan pengabdian kepada masyarakat ini lebih dikhususkan kepada fluensi digital, yang bertujuan untuk meningkatkan fluensi digital siswa SD kelas V di SD N 02 Lubuk Buaya, Kota Padang. Kemampuan dalam menggunakan komputer menjadi penting bagi siswa untuk menghadapi era globalisasi. Sebelum melaksanakan kegiatan, tim pengabdi telah melakukan pretest terhadap siswa dengan cara tanyajawab langsung. Kemudian mensosialisasikan fluensi digital dan memberikan pelatihan yang berkaitan dengan fluensi digital. Kegiatan ini melibatkan metode pembelajaran interaktif yang mencakup permainan edukatif, proyek kelompok, dan simulasi. Setelah kegiatan selesai dilaksanakan, tim pengabdi kembali melaksanakan posttest terhadap siswa dengan tanyajawab langsung dan menggunakan aplikasi yang berkaitan dengan fluensi digital. Hasil kegiatan menunjukkan peningkatan signifikan dalam keterampilan komputer siswa. Kegiatan ini juga mendapatkan tanggapan positif dari siswa dan guru, menunjukkan bahwa pendekatan interaktif, informatif dan inovatif efektif dalam meningkatkan motivasi dan partisipasi siswa SD kelas V SD N 02 Lubuk Buaya, Kota Padang.