Claim Missing Document
Check
Articles

Found 20 Documents
Search

Sentiment Analysis of #Saverafah Hashtag on TikTok Using Naive Bayes and Decision Tree Methods Pirsingki, Nisa; Wandri, Rizky
Jurnal Informatika Vol 12, No 1 (2025): April
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/inf.v12i1.24537

Abstract

Social media facilitates user communication, both in positive, negative and neutral aspects. One of the popular platforms today is Tiktok, where users can create short videos and interact through comments or private messages, as well as follow the latest news, including the major conflict between Palestine and Israel that has been going on since 1948. In this war, many Palestinian civilians, including children and the elderly, became victims, and are currently trying to flee to Rafah to seek protection. This study aims to analyze public sentiment towards the news of Palestinian refugees heading to Rafah, using two classification methods: Naive Bayes and Decision Tree. Before classification, the data goes through a preprocessing process and TF-IDF weighting, and the two methods are compared to determine the best accuracy. The results showed that the Naive Bayes Multinomial method with the application of SMOTE produced an accuracy of 85.43%, a precision of 86.22%, a recall of 85.43%, and an f1-score of 85.53%. Meanwhile, the Decision Tree C4.5 method with the application of SMOTE produced an accuracy of 94.23%, a precision of 94.58%, a recall of 94.23%, and an f1-score of 94.22%. Based on the evaluation results, the best method for sentiment analysis of the hashtag #SaveRafah is Decision Tree C4.5.
Deep Learning-based Identification of Personal Protective Equipment in Construction Area Fadhilla, Mutia; Sapitri, Sapitri; Wandri, Rizky
Sistemasi: Jurnal Sistem Informasi Vol 14, No 4 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i4.5271

Abstract

Work safety in the construction environment is highly dependent on the correct use of personal protective equipment (PPE). This study aims to develop an automatic PPE detection system using a YOLO-based deep learning model to improve supervision and compliance with PPE use in the field. Two variants of the YOLO model, namely YOLOv10 and YOLOv11, were tested and their performance was compared through a fine-tuning process using custom dataset consisting of 16,568 annotated images of construction workers wearing various types of PPE. The model was evaluated using precision, recall, and mAP50. The results showed that the YOLOv11s model performed the best with with an mAP50 of 0.718 and a precision score of 0.804, indicating good detection and classification ability. This model is able to detect various types of PPE effectively, so it can be used as a tool in real-time occupational safety monitoring. This study proves that the application of YOLO-based deep learning technology can be an effective solution to improve compliance with PPE use and reduce the risk of work accidents in the construction sector. The implications of this study open up opportunities for the development of more sophisticated and adaptive automatic monitoring systems in the future such as deploying the model on edge devices for real-time inference and expanding detection capabilities to include additional safety violations such as the absence of safety harnesses or proximity to hazardous zones.
Agile Scrum as a Development Approach: A Case Study of Web-based School Information System Design Wandri, Rizky; Fadhilah, M Rizki; Setiawan, Panji Rachmat; Fadhilla, Mutia
Sistemasi: Jurnal Sistem Informasi Vol 14, No 4 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i4.5273

Abstract

The growing utilization of information technology presents substantial opportunity to enhance efficiency in school administrative activities. Nevertheless, numerous educational institutions continue to employ semi-manual processes with software like Microsoft Word and Excel, thereby significantly heightening the danger of human error. This research employs an Agile development strategy utilizing the Scrum framework to create a web-based school information system that is more efficient and responsive to user requirements. The evaluation results indicate that this system has effectively enhanced administrative efficiency and attained a user satisfaction rate of 95%, demonstrating the successful implementation of the Agile Scrum methodology in the educational setting. This system is anticipated to provide as an efficient solution for the integrated management of student, teacher, staff, and school financial data.
Optimalisasi Pengelolaan Data Sekolah Melalui Sistem Informasi Sekolah Berbasis Web dengan Pendekatan Agile Wandri, Rizky; Fadhilla, Mutia; Rachmat Setiawan, Panji; Daulay, Suandi; Hanafiah, Anggi; Fiqri Qurniawan, Dwi
SAINSTEK Vol. 13 No. 1 (2025)
Publisher : Sekolah Tinggi Teknologi Pekanbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35583/js.v13i1.327

Abstract

Perkembangan teknologi web dalam pengolahan administrasi di dunia pendidikan adalah fenomena yang semakin mencolok dalam beberapa tahun terakhir. Transformasi digital yang cepat menawarkan banyak manfaat bagi institusi pendidikan, memungkinkan pemrosesan informasi dan pengelolaan administrasi menjadi lebih efisien. Meskipun demikian, banyak lembaga pendidikan terus menggunakan proses semi-manual dengan perangkat lunak seperti Microsoft Word dan Excel, sehingga secara signifikan meningkatkan risiko kesalahan manusia. Penelitian ini menggunakan strategi pengembangan Agile untuk membuat sistem informasi sekolah berbasis web yang lebih efisien dan responsif terhadap kebutuhan pengguna. Hasil evaluasi menunjukkan bahwa sistem ini telah secara efektif meningkatkan efisiensi administrasi dan mencapai tingkat kepuasan pengguna sebesar 78,8%, yang menunjukkan keberhasilan implementasi metodologi Agile dalam lingkungan pendidikan. Dengan fleksibilitas dari agile memudahkan pengembang dalam perbaikan untuk meningkatkan persentase kepuasan nantinya. Sistem ini dapat memberikan solusi yang efisien untuk manajemen administrasi kegiatan sekolah.
Traditional dance preservation model through mobile game design: a case study of Riau Malay persembahan dance Setiawan, Panji Rachmat; Syefriani, Syefriani; Mohamad Yatim, Maizatul Hayati; Wandri, Rizky
Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni Vol. 20 No. 1 (2025)
Publisher : Pascasarjana Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/dewaruci.v20i1.7084

Abstract

The rapid erosion of intangible cultural heritage, exemplified by the declining engagement of youth with the Riau Malay Persembahan Dance, poses an urgent challenge to the continuity of regional identity and values. This research responds by developing a mobile game designed to preserve and revitalize this traditional dance through digital media. The study employs a structured Research and Development (R&D) methodology integrated with the Game Development Life Cycle (GDLC), ensuring both scientific rigor and authentic cultural representation. Game design and development involved iterative prototyping, expert validation, and user testing, with data collected via structured surveys, interviews, and direct observation. The game was evaluated by 35 participants from diverse backgrounds, whose feedback demonstrated high levels of engagement and cultural appreciation. Statistical analysis using a chi-square test (X2=399.25, df=3, p<0.0001) confirmed overwhelmingly positive reception, with 85% of participants reporting increased interest in Riau Malay culture after gameplay. Despite limitations such as platform exclusivity and a narrow cultural focus, the results underscore the game’s effectiveness as an educational tool and its potential for broader implementation. This research contributes a replicable model for digital cultural preservation, demonstrating that interactive media can significantly enhance the transmission and appreciation of intangible heritage among younger generations.
Pengembangan Aplikasi Sekolah di Madrasah Tsanawiyah (MTs) YKWI Pekanbaru Berbasis Web Dalam Peningkatan Efisiensi Administrasi Fadhilla, Mutia; Nur, Nuriman M; Syefriani; Arta, Yudhi; Wandri, Rizky; Hanafiah, Anggi
Mejuajua: Jurnal Pengabdian pada Masyarakat Vol. 5 No. 1 (2025): Agustus 2025
Publisher : Yayasan Penelitian dan Inovasi Sumatera (YPIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/mejuajuajabdimas.v5i1.234

Abstract

Kemajuan teknologi informasi saat ini telah membawa perubahan signifikan dalam bidang pendidikan, sehingga mendorong sekolah untuk beralih dari sistem berbasis kertas ke solusi digital yang lebih efisien. MTs YKWI Pekanbaru, meskipun memiliki potensi strategis, masih menghadapi tantangan dalam pengelolaan sumber daya dan administrasi yang dilakukan secara manual. Dalam mengatasi masalah ini, dilakukan kegiatan pengabdian kepada masyarakat (PkM) yang bertujuan untuk mengembangkan aplikasi sekolah berbasis web dengan menggunakan metode waterfall. Pembangunan aplikasi sekolah ini bertujuan untuk  meningkatkan efisiensi dan efektivitas dalam pengelolaan data, termasuk manajemen penilaian, siswa, dan guru. Pembangunan aplikasi sekolah ini bertujuan untuk  meningkatkan efisiensi dan efektivitas dalam pengelolaan data, termasuk manajemen penilaian, siswa, dan guru. Aplikasi yang dibangun dapat meningkatkan efisiensi pada proses administrasi dengan kenaikan hingga tiga kali lebih cepat. Adapun berdasarkan feedback yang diperoleh menggunakan kuesioner, tingkat kepuasan terhadap kegiatan pengabdian sebesar 87,5% dan tingkat kepuasan aplikasi dalam meningkatkan efesiensi pada proses administrasi sebesar 78,8%.
Pemanfaatan Sistem Informasi Sekolah Berbasis Web Di SMK YKWI Sebagai Solusi Untuk Pengelolaan Data Yang Efektif Dalam Meningkatkan Kualitas Sekolah Wandri, Rizky; Fitriani; Muhammad Akbar Almuttaqin; Rizdqi Akbar Ramadhan; Poppy Camenia Jamil; Mutia Fadhilla; Anggi Hanafiah; Fhelia Zahwa; Therecya Silitonga
Mejuajua: Jurnal Pengabdian pada Masyarakat Vol. 5 No. 1 (2025): Agustus 2025
Publisher : Yayasan Penelitian dan Inovasi Sumatera (YPIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/mejuajuajabdimas.v5i1.235

Abstract

Pemanfaatan teknologi informasi dalam dunia pendidikan telah menjadi kebutuhan mendesak untuk meningkatkan efisiensi dan efektivitas pengelolaan sekolah. SMK YKWI Pekanbaru menghadapi berbagai kendala dalam administrasi sekolah akibat keterbatasan penggunaan teknologi, seperti pengelolaan data peserta didik, guru, keuangan, kehadiran, dan penilaian yang masih dilakukan secara semi-manual menggunakan Microsoft Word dan Excel. Permasalahan ini menyebabkan inefisiensi dan potensi kesalahan dalam pengelolaan data. Penelitian ini bertujuan untuk mengembangkan sistem informasi sekolah berbasis teknologi guna mengoptimalkan manajemen administrasi di SMK YKWI Pekanbaru. Metode yang digunakan adalah Agile Development Model, yang memungkinkan pengembangan sistem secara iteratif dan fleksibel sesuai kebutuhan mitra. Pelaksanaan penelitian ini meliputi tahapan observasi mitra, analisis kebutuhan, pengembangan sistem, pengujian, implementasi, serta evaluasi efektivitas sistem. Hasil dari implementasi sistem menunjukkan peningkatan efisiensi dalam proses entri dan pengolahan data siswa. Sebelum sistem diterapkan, proses entri data manual membutuhkan waktu rata-rata 1-2 hari, sedangkan setelah implementasi sistem, waktu tersebut berkurang menjadi kurang dari 1-2 jam per hari. Selain itu, dari kuesioner yang disebarkan kepada kepala sekolah, tata usaha, dan guru, diperoleh data bahwa rata-rata 88% responden sangat puas dengan kegiatan PkM yang dilakukan. Selain itu, rata-rata 95% responden menyatakan kepuasan yang tinggi terhadap sistem yang telah dikembangkan. Dengan harapan di tahun berikutnya sistem informasi sekolah ini dapat meningkatkan efisiensi administrasi dalam pengelolaan data yang efektif untuk meningkatkan kualitas sekolah. Dengan demikian, penelitian ini memberikan kontribusi signifikan dalam pengembangan teknologi informasi di bidang pendidikan, serta membuka peluang untuk pengembangan lebih lanjut di masa depan.
Urgensi Sistem Informasi Sekolah Terintegrasi Untuk Mengoptimalkan Sumber Daya Dan Meningkatkan Kinerja Sekolah Dasar 003 YKWI Anggi Hanafiah; Oktasia Nasution, Hafiza; Suryani, Des; Kurniawan, Andri; Masnur, Masnur; Wandri, Rizky; Fadhilla, Mutia
Mejuajua: Jurnal Pengabdian pada Masyarakat Vol. 5 No. 1 (2025): Agustus 2025
Publisher : Yayasan Penelitian dan Inovasi Sumatera (YPIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/mejuajuajabdimas.v5i1.237

Abstract

Pengelolaan informasi sekolah yang masih dilakukan secara manual menyebabkan inefisiensi, kurangnya transparansi, serta kesulitan akses informasi bagi masyarakat. SDN 003 YKWI menghadapi permasalahan dalam proses penerimaan peserta didik baru (PPDB), pencatatan absensi guru, dan penyebaran informasi sekolah yang belum terintegrasi secara digital. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk merancang dan mengimplementasikan sistem informasi sekolah terintegrasi yang mencakup website sekolah, sistem PPDB online, dan sistem absensi guru digital guna meningkatkan efisiensi administrasi dan kinerja sekolah. Metode pengembangan sistem yang digunakan dalam kegiatan ini adalah pendekatan Software Development Life Cycle (SDLC), yang terdiri dari tahap-tahap: identifikasi kebutuhan sistem melalui observasi dan wawancara, perancangan sistem (desain antarmuka dan database), implementasi sistem berbasis web, pengujian menggunakan metode black-box testing, serta pelatihan dan evaluasi efektivitas sistem melalui pre-test dan post-test kepada pengguna (guru dan staf administrasi). Evaluasi juga dilakukan berdasarkan respons pengguna dan efisiensi penggunaan sistem dalam aktivitas operasional sekolah. Hasil implementasi menunjukkan bahwa website sekolah memudahkan akses informasi dan meningkatkan transparansi publik, sistem PPDB online mengurangi waktu pendaftaran hingga 60% dan mengurangi kesalahan administrasi secara signifikan, sedangkan sistem absensi guru digital meningkatkan akurasi data kehadiran dan efisiensi pelaporan harian hingga 70%. Evaluasi melalui post-test juga menunjukkan peningkatan pemahaman pengguna terhadap sistem sebesar 85%. Sistem informasi sekolah terintegrasi ini berhasil memberikan kontribusi nyata dalam meningkatkan efisiensi manajemen, transparansi informasi, dan kesiapan digital sekolah. Solusi ini dapat direplikasi untuk sekolah lain yang menghadapi tantangan serupa dalam pengelolaan administrasi di era digital.
Development of Folk Games as an Android-Based Game for Advancement Riau Malay Culture Setiawan, Panji Rachmat; Syefriani, Syefriani; Wandri, Rizky; Pangestu, Firly Bagdja
Sistemasi: Jurnal Sistem Informasi Vol 13, No 1 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i1.3770

Abstract

Indonesia is a heterogeneous country and has thirty-four provinces from Sabang to Merauke. There are many cultures in Indonesia. Every province has their different culture from others. One of the existing provinces in Indonesia is Riau province. Riau is a province that is located in Sumatera Island. Riau province has culture in folk games. A folk game is a game played traditionally that is owned by people and inherited to the next generation. Nowadays, the younger generation love to play alone using smartphone rather than played together in the folk game. So that the Author conduct research introduction to folk games to young generation by developed game that is played in smartphone, in this case is Android. Game introduces four folk games, which are adu biji para, statak, gasing, and congklak. All these folk games are found in Riau province. The game was developed using Game Development Life Cycle (GDLC) methodology that has six stages and every stage has output for the next stage. This research uses qualitative methodology in collected data that used in this research.
Designing a Learning Game for Elementary School Students in Learning Mathematics using a Mobile Platform Wandri, Rizky; Setiawan, Panji Rachmat; Arta, Yudhi; Hanafiah, Anggi
Sistemasi: Jurnal Sistem Informasi Vol 13, No 3 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i3.4058

Abstract

Education is an important aspect in forming the potential of the young generation where the use of mobile platforms has become an integral part of everyday life. Over time, gadgets have become an access to learning besides books. Therefore, the increasingly complex development of the technological world encourages individuals to be able to apply technology in all their activities. Mathematics learning at elementary school level is often faced with challenges to make the learning process more fun and interactive. A common problem among students in Indonesia is that mathematics is considered a difficult subject. Monotonous learning reduces students' interest in learning. Therefore, designing learning games for elementary school students, especially in mathematics learning, can be an innovative solution to improve the quality and attractiveness of learning with interactive learning media. This research aims to create a game that allows students to learn more effectively which focuses on game development using the Game Development Life Cycle (GDLC) development model. This research produces a translation game from mathematics book learning material with the theme "Counting Numbers Up to 10,000" using the Unity 3D game engine which functions well and the application of the Game Development Life Cycle (GDLC) method also functions well.