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Algoritma Apriori Untuk Pola Penjualan Pada Kedai Kopi Studi Kasus: Kedai Kopioko Juliano, Aryo; Rasim, Rasim; Sugiyatno, Sugiyatno
Journal of Students‘ Research in Computer Science Vol. 3 No. 1 (2022): Mei 2022
Publisher : Program Studi Informatika Fakultas Ilmu Komputer Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/02t5ze63

Abstract

Effective promotion can increase sales figures. One way is to identify market conditions, namely about consumer purchasing tastes, which can be observed through consumer purchase transaction data. In recent years, transaction data has been widely used as research material, which aims to build some new information related to sales patterns to help manage future business development. In this study, the a priori algorithm method was used to determine sales patterns. The results obtained from the experiments carried out that the application of data mining using yahoo a priori with the association rule method can run well and produce two association rules, by changing the minimum support and confidence parameters. After the experiment using the apriori algorithm, it was found that the combination of menu items that can be made for sales patterns or the development process uses the racist Kopioko package menu, potatoes with a value of 60.34%, and racist Kopioko, Agung with a value of 54.88
Designing Augmented Reality-Based Multimedia Using Experimental Methods to Improve Students' Cognitive in Basic Network Subject Sumitra, Desfasa Ilham; Setiawan, Wawan; Rasim, Rasim
Jurnal Guru Komputer Vol 4, No 2 (2023): JGrKom: September 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i2.29565

Abstract

This study aims to determine the cognitive increase that occurs in students, after being given treatment in the form of learning using-based learning multimedia Augmented Reality with VAK (learning models Visualization, Auditory, Kinesthetic) in Basic Network subjects. The subjects of this study were students of class X (ten) at one of the vocational schools in the district, West Bandung. The background of this research is the learning model used previously in the teaching process is less effective, the multimedia used by the teacher is too monotonous and the lack of understanding and student activity in the learning process. The research method used in this research is quantitative and the teaching method used is experimental. While the application development method used is SHM (Comprehensive Life Cycle) and the results obtained from this study are: 1) Interactive multimedia is considered good and suitable for use. The presentation score was 83.99% which was interpreted as "Very good" by media experts and teachers, 2) The interactive multimedia can also improve students' cognitive and obtained an average gain value of 0.67 with the "Medium" effectiveness criteria. Meanwhile, the students' response to the based on Augmented Reality-based multimedia obtained an average score of 81.19% and is included in the "Good" category.
Seminar on Future Trends and Research in the Field of Study Smart Learning Environment Erlangga, Erlangga; Rahman, Eka Fitrajaya; Putro, Budi Laksono; Junaeti, Enjun; Piantari, Erna; Judie, Rizky Rachman; Rasim, Rasim
Jurnal Guru Komputer Vol 4, No 2 (2023): JGrKom: September 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i2.45496

Abstract

The field of education has advanced thanks to technological developments in the 21st century. Teaching and learning activities have pointed towards a smart learning environment (SLE). Many research efforts have attempted to define SLE as well as identify key features for creating an intelligent learning environment. SLE is a development of digital learning environments (DLEs). Both SLE and DLEs have the same goal, which is to provide an effective, efficient and attractive learning environment for learners. The purpose of this community service is to introduce SLE research and studies, provide insight to academics, practitioners and students regarding SLE research trends, find out the extent of implementation, needs and opportunities for SLE implementation in institutions. The method used is the direct communication counseling method by holding webinars (online seminars) regarding SLE research trends targeting academics, practitioners and students at both undergraduate and postgraduate levels. At the end of the activity, a question-and-answer session was carried out, and the participants filled out a questionnaire as a form of evaluation. After attending this seminar, it is expected that the participants can understand trends future research regarding the field of SLE studies.
Sentiment Analysis of Application Reviews using the K-Nearest Neighbors (KNN) Algorithm Wijati, Damar; Atika, Prima Dina; Setiawati, Siti; Rasim, Rasim
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol. 12 No. 1 (2024): March 2024
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v12i1.9490

Abstract

Product reviews play a crucial role in evaluating user satisfaction and overall performance. Vidio, one of the over-the-top (OTT) media platforms, offers a wide range of entertainment content, including movies, TV shows, sports events, music shows, lifestyle programs, and more, accessible through its application. Users have the opportunity to provide reviews and feedback on their experience with the Vidio application. Therefore, this research was conducted to analyze user sentiment towards the Vidio application on the Google Play Store platform using the K-Nearest Neighbors (KNN) method. Data for sentiment analysis were randomly selected from the Vidio application based on the most relevant reviews. A total of 3,000 data were analyzed, with 2,238 data in the negative class, 508 data in the neutral class, and 254 data in the positive class. This research used the K-Nearest Neighbors (KNN) method for classifying reviews based on negative, neutral, and positive classes, and the Multiclass Confusion Matrix for model evaluation. With a data split of 70% for training data 30% for testing data, and several n_neighbors of 10 data, the results in an accuracy of 81.6%, precision of 79%, recall of 81.6%, and F1-Score of 77%.
DSS Decision Support System for Best Employee Evaluation Using the SMART Algorithm. Handayani, Dwipa; Rasim, Rasim
International Journal of Information Technology and Computer Science Applications Vol. 2 No. 3 (2024): September - December 2024
Publisher : Jejaring Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58776/ijitcsa.v2i3.167

Abstract

The use of information technology has permeated all areas, including employee performance evaluation, which plays a crucial role in company management. The success of a company is largely dependent on human resources, which are considered valuable assets due to their strong link to employee performance. This study focuses on the application of the SMART Algorithm in a Decision Support System designed for the evaluation of the best employees at PT Raharja Jaya Mandiri Bekasi. The main objectives of the study are to develop an employee evaluation system, apply the SMART Algorithm to make the evaluation process more objective, and improve the security and reliability of evaluation data through a digital system. The research employs the SMART Algorithm to evaluate and select the best option based on predetermined goals and criteria. This approach is implemented using the waterfall model of system development. The results of the study indicate that the implementation of a web-based Decision Support System utilizing the SMART Algorithm enhances the accuracy and efficiency of employee performance evaluations at PT Raharja Jaya Mandiri Bekasi. Moreover, it reduces subjective bias in the decision-making process and ensures that the best employees are chosen based on measurable and transparent criteria.
Sentiment Analysis of Indonesian Presidential Candidate Before and After the Election Sofyan, Muhammad Hilmy Rasyad; Zulkifli, Akmal; Rasim, Rasim
ULTIMA InfoSys Vol 15 No 2 (2024): Ultima Infosys: Jurnal Ilmu Sistem Informasi
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/si.v15i2.3689

Abstract

As one of the world's democratic countries, Indonesia has just held a general election to choose its next president. The development of the times encourages presidential candidates to make a new breakthrough, such as the use of social media as campaign media. Currently, X is a popular social media used as a campaign medium. On X, users are given the freedom to share their opinions. Various opinions related to one of the presidential candidates were used by the researchers to collect data using the data crawling method. The results of the data crawling are first processed with different methods in the pre-process to make the data ready for use. Some of the steps that need to be taken in the pre-process are such as cleaning, normalisation, stopword, tokenisation, stemming and translation processes. All the processes carried out in the pre-process stage will produce mature or usable data. The mature data is then classified into positive, negative and neutral using the Naïve Bayes classification method. Once the classification is complete, the results are evaluated in terms of sentiment towards one of the presidential candidates. The results of a total of 2117 data collected from 01 February 2024 to 20 May 2024, there are 390 data used for the pre-presidential election sentiment analysis and 1618 data used for the post-presidential election sentiment analysis. Both before and after the presidential election was held, this presidential candidate had more positive sentiments than the negative and neutral sentiments he received from the public.
Designing User Experience Website for Culinary MSMEs Using Participatory Design Method Julianti, Sukma; Siregar, Herbert; Anisyah, Ani; Rasim, Rasim
Brilliance: Research of Artificial Intelligence Vol. 4 No. 2 (2024): Brilliance: Research of Artificial Intelligence, Article Research November 2024
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v4i2.5313

Abstract

The advancement of digital technology serves as a pivotal driver of business transformation across various sectors, including Micro, Small, and Medium Enterprises (MSMEs). This technology provides innovative solutions to enhance operational efficiency, broaden market reach, and improve customer experiences. However, the adoption of digital technology remains inconsistent among MSMEs, as evidenced by the case of Baso Jewol Gandasari. This research aims to develop a dedicated website tailored to this MSME to facilitate digitalization, simplify order management, and expand market share. The study employs a User Experience (UX)-driven design methodology utilizing Participatory Design, which actively involves business owners and customers in the feedback collection process to ensure that the developed features align with user needs. The evaluation process was conducted using the User Experience Questionnaire (UEQ) and the System Usability Scale (SUS), engaging 30 respondents for UEQ and 29 respondents for SUS. The findings reveal UEQ scores of 2.33 for attractiveness, 2.40 for perspicuity, 2.30 for efficiency, 1.96 for dependability, 2.16 for stimulation, and 1.88 for novelty. Additionally, the average SUS score of 83 is categorized as “Excellent”, signifying a high level of user satisfaction with the website. This research makes a significant contribution by offering digitalization solutions for MSMEs, enhancing operational efficiency, and fostering positive user experiences. Future studies are recommended to incorporate additional features, such as marketing analytics and personalization, to comprehensively address the evolving needs of MSMEs.
Pengaruh Digital Game-Based Learning terhadap Kemampuan Computational Thinking di Sekolah Kejuruan Shafarin, Anti Nuraulia; Rosa, Elisa; Nursalman, Muhammad; Rasim, Rasim; Munir, Munir; Putro, Budi Laksono
Jurnal Pendidikan Tambusai Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Digital Game-Based Learning (DGBL) merupakan metode pembelajaran yang memanfaatkan permainan digital untuk meningkatkan keterlibatan dan motivasi siswa. DGBL menawarkan lingkungan belajar yang interaktif dan menyenangkan, memungkinkan siswa untuk belajar secara lebih aktif. Di sekolah kejuruan, DGBL bertujuan meningkatkan pemahaman materi dan keterampilan yang relevan dengan industri, khususnya dalam pengembangan kemampuan berpikir komputasional. Kemampuan ini mencakup pemecahan masalah sistematis, pengenalan pola, pembuatan algoritma, dan berpikir logis. Melalui DGBL, siswa diharapkan dapat mengasah kemampuan ini.Beberapa penelitian sebelumnya telah mengeksplorasi pengaruh DGBL terhadap kemampuan berpikir komputasional siswa. Meskipun demikian, masih terdapat kesenjangan dalam pemahaman menyeluruh mengenai kolaborasi penulis, jurnal penerbit, dan tren publikasi di bidang ini. Studi ini bertujuan mengatasi kesenjangan tersebut melalui analisis bibliometrik yang mendalam, menggunakan R Studio untuk analisis dataset besar dan VOSviewer untuk visualisasi pemetaan bibliometrik. Hasil penelitian menunjukkan bahwa DGBL memiliki dampak signifikan terhadap kemampuan berpikir komputasional siswa, namun penelitian terkait DGBL dan berpikir komputasional di pendidikan kejuruan masih jarang dibahas, sehingga memberikan peluang untuk penelitian lebih lanjut di masa depan.
Analisis Bibliometrik: Digital Game-Based Learning dalam Pengembangan Computational Thinking di Sekolah Kejuruan Shafarin, Anti Nuraulia; Rosa, Elisa; Munir, Munir; Nursalman, Muhammad; Rasim, Rasim; Putro, Budi Laksono
Jurnal Pendidikan Vokasi Raflesia Vol 5 No 1 (2025): Jurnal Pendidikan Vokasi Raflesia
Publisher : LPPM Politeknik Raflesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53494/jpvr.v5i2.740

Abstract

Digital Game-Based Learning (DGBL) merupakan metode pembelajaran yang memanfaatkan permainan digital untuk meningkatkan keterlibatan dan motivasi siswa. DGBL menawarkan lingkungan belajar yang interaktif dan menyenangkan, memungkinkan siswa untuk belajar secara lebih aktif. Di sekolah kejuruan, DGBL bertujuan meningkatkan pemahaman materi dan keterampilan yang relevan dengan industri, khususnya dalam pengembangan kemampuan berpikir komputasional. Kemampuan ini mencakup pemecahan masalah sistematis, pengenalan pola, pembuatan algoritma, dan berpikir logis. Melalui DGBL, siswa diharapkan dapat mengasah kemampuan ini.Beberapa penelitian sebelumnya telah mengeksplorasi pengaruh DGBL terhadap kemampuan berpikir komputasional siswa. Meskipun demikian, masih terdapat kesenjangan dalam pemahaman menyeluruh mengenai kolaborasi penulis, jurnal penerbit, dan tren publikasi di bidang ini. Studi ini bertujuan mengatasi kesenjangan tersebut melalui analisis bibliometrik yang mendalam, menggunakan R Studio untuk analisis dataset besar dan VOSviewer untuk visualisasi pemetaan bibliometrik. Hasil penelitian menunjukkan bahwa DGBL memiliki dampak signifikan terhadap kemampuan berpikir komputasional siswa, namun penelitian terkait DGBL dan berpikir komputasional di pendidikan kejuruan masih jarang dibahas, sehingga memberikan peluang untuk penelitian lebih lanjut di masa depan.
Improving Employee Performance through IT Engagement: The Roles of Individual Experience and Management Support Lavianti, Desi; Munir, Munir; Dirgantari, Puspo Dewi; Rasim, Rasim; Mahphoth, Mohd Halim bin
Jurnal Manajemen Bisnis Vol. 16 No. 2: September 2025
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/mb.v16i2.26069

Abstract

Research aims: Employee IT engagement is a critical component in the successful implementation of digital transformation. Both prior IT experience and support from upper management significantly influence the extent of employee involvement in IT. This study aims to explore the relationship between employee IT engagement, management's support, and understanding of employees' IT experiences, and how these factors impact employee performance.Design/Methodology/Approach: A quantitative method was employed through a survey involving 227 employees of PTNBH, examining the relationships between Individual IT Experience, Management Support, Employee IT Engagement, and Employee Performance. Research findings: The analysis reveals a strong correlation between management support, employee IT engagement and experience; all of which positively influence employee performance. Employee performance is enhanced through both direct and indirect effects of management support and individual’s experiences on IT engagement. The correlation between employees’ IT involvement and performance is statistically significant. Furthermore, the study underscores the critical role of management in promoting IT utilization for optimal performance outcomes and highlights the substantial impact of employees' individual IT experiences on their performance.Theoretical Contribution/Originality: This study contributes theoretically by presenting an integrative model and practically by providing recommendations for PTNBH managers to accelerate digital transformation success.Practitioners/Policy Implications: The practical implications include recommendations for PTNBH managers to drive digital transformation successfully.Research Limitations/Implications: The research is limited to personnel at legal entity universities. Future studies should expand the sample to include employees from universities, whether academic institutions or government agencies.