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PENGEMBANGAN APLIKASI SISTEM PEMBELAJARAN KLASIFIKASI (TAKSONOMI) DAN TATA NAMA ILMIAH (BINOMIAL NOMENKLATUR) PADA KINGDOM PLANTAE (TUMBUHAN) BERBASIS ANDROID Didik Kurniawan; Aristoteles Aristoteles; Ahmad Amirudin
Jurnal Komputasi Vol 3, No 2 (2015)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v3i2.1143

Abstract

Biology is part of science that have special characteristics different from other sciences, in terms of objects, issues and methods as well as having many terms and have the object form of the Kingdom (kingdom): Animalia (animal’s world), Plantae (plant’s world), Monera, Protista, and Fungi. Object numbering thousands of types into its own difficulties to learn it. One way to make it easier to learn it is grouping or classification of organism is called Taxonomy and the scientific name is called Binomial Nomenclature. In this study, to learn the classification and scientific nomenclature, then created taxonomy’s application based on Android, which aims to facilitate students in classifying organism consist of Kingdom, Sub Kingdom, Super Division, Division, class, Sub class, Ordo, Family, Genus, and species. This application is designed and then implemented using the Java programming language for Android, MySQL and Web Server to manipulate the data that is needed, and updates the database periodically. The results of data test using Equivalence Partitioning test shown the application functionate well according to the analysis. In addition, based on questionnaire data, that the application is a user friendly application (with an average value of 4,17 / good), and interactive (with an average value of 4,08 / good).Keywords : Android, Application, Binomial Nomenclature, Taxonomy.
Pengembangan Samba Server Sebagai Primary Domain Controller Pada Debian 6.0 Squeeze Studi Kasus : Laboratorium Komputasi Dasar FMIPA Universitas Lampung Didik Kurniawan; Rhisky Sambayu; Wisnu Wardhana
Jurnal Komputasi Vol 1, No 2 (2013)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v1i2.971

Abstract

Samba is an application that can connect two different operating system platforms. This application created in order to computer Linux, Unix, or BSD so that can be used as a Samba file server-based protocol, so Windows-based computers can access it. Samba server is implemented in the Laboratory of Computation, FMIPA University of Lampung as a means to facilitate access data or files for instructors, assistants, and practitioners. Using Samba server for file sharing can give problems in accessing, storing, and managing data or files because many users are accessing the system on a computer network so that the database server is messy. Considering these problems, the PDC is required as a file server. One purpose of this paper is to apply the Samba server as a PDC centrally in Laboratory of Computation , FMIPA University of Lampung. Based on test, the Samba server as a PDC has been successfully applied so management, storage, and transmission of data becomes easier, the problem was resolved.
MEMBANGUN RULE DENGAN ALGORITMA ITERATIVE DICHOTOMISER 3 (ID3) UNTUK PENJURUSAN SISWA SMA Didik Kurniawan; Anie Rose Irawati; Hilman Hudaya
Jurnal Komputasi Vol 2, No 1 (2014)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i1.1020

Abstract

Indonesian Senior High School has a policy to decide the majors for the student that match their interests, talents and abilities. By developing an auto learning decision support system with iterative dichotomiser 3 (ID3) algorithms help the teachers to make decision for student majoring. ID3 algorithms is a part of learning techniques of artificial intelligence. By using data sample from the past as training data, the system then will be able to give a decision support that can be used as a reference for teachers to majoring students. To get a good decision accuracy required training data with wide variation. The result showed the more vary of training data the higher accuracy of the decision result.
Pengujian dan Perawatan Sistem Penghitung Jumlah Mahasiswa Aktif Jurusan Ilmu Komputer Dwi Sakethi; Didik Kurniawan; Hartanto Tantriawan
Jurnal Komputasi Vol 2, No 2 (2014)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i2.1095

Abstract

Active student of computer science system is a system developed based on academic information system (siakad) which is managed by The University of Lampung. The system is built to calculate the number of active students based on data that has been inputted by students into the KRS at the beginning of the semester. KRS data is used to build the system to calculate the number of active students majoring in Computer science. The system was developed using PHP and MySQL, and tested using the Black box and White box testing.
Penerapan Metode Case Based Reasoning Pada Pengembangan Aplikasi Recipe Recommendation Berbasis Android Kurnia Muludi; Didik Kurniawan; Lia Atika Rani
Jurnal Komputasi Vol 4, No 2 (2016)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v4i2.1214

Abstract

Recipes are needed as a means to guide people when preparing ingredients for cooking, making and serving food. These days there are more and more smartphone users and Android is the most dominant operating system. Android based smartphone is very easy to use, so many people choose  it.  Case   Based Reasoning (CBR) is  a  problem solving approach by emphasizing the role of prior experience. New problems can be solved by utilizing toward similar problems that have been solved before. In this study, we design and build a Recipe Recommendations Apps for Android  and applying Case-Based Reasoning method.   This application provide recommendations of any recipes of Indonesian Foods that can be made by inputting available ingredients and step by step of cooking and the way they are presented. This evaluation show that the application successfully constructed and useful for user.
Pengembangan Utility Pembuatan Grafik Data Penyelesaian Skripsi Pada Sistem Surat Jurusan Ilmu Komputer Fmipa Universitas Lampung Dwi Sakethi; Didik Kurniawan; Laurentika Lanova Pandiangan
Jurnal Komputasi Vol 2, No 1 (2014)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i1.1002

Abstract

This research was conducted on the development of information systems supporting the completion of a thesis in the form of graphics on the letter System. Development is done by adding the Menu Duration of Study, Old Settlement thesis, recapitulation data as well as data guidance thesis. The development aims to improve the performance of the Secretary of the Department in managing student thesis data. In this development using the PHP programming language function library Kendo and MySQL as the database. This application has been applied to the Information Systems Department of Computer Science, University of Lampung. Key Word: Letter System, Graphics Menu, kendo.
Pengembangan Sistem Informasi Nilai Ujian Online dengan Gammu Rico Andrian; Didik Kurniawan; RA Dina Nia Pratiwi
Jurnal Komputasi Vol 3, No 1 (2015)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v3i1.1101

Abstract

School information is very important for associating parents and school. Information about student at school such a test score as a means of academic activity is very important for parents to know. Usually test score information is only informed when report is given to parents. The system that we developed is used to report student test score via SMS Gateway and working properly. The SMS Gateway system is created using a MySQL database, Gammu and PHP.
SOSIALISASI KEAGAMAAN MAGHRIB MENGAJI PADA ANAK DI DESA DAMAI KECAMATAN BENGKALIS Didik Kurniawan; Syafrizal "
Jurnal Online Mahasiswa (JOM) Bidang Ilmu Sosial dan Ilmu Politik Vol. 7: Edisi I Januari - Juni 2020
Publisher : Fakultas Ilmu Sosial dan Ilmu Politik Universitas Riau

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

Abstract

The phenomenon of children and adolescents equipping religious values is experiencing a shift in the development of the times so that the morality and behavior of children are threatened on deviations and contrary to the values and norms in force. Problems occur in children due to lack of control and supervision in socializing as well as a lack of understanding of children about religious education. This study aims to find out how to socialize and foster the application of the Program from Maghrib Koran activities to children. The location of this research is in the Multipurpose Building, Jl. Utama, Sungai Gelam Hamlet, Damai Village, Bengkalis District. Researchers used descriptive qualitative analysis methods by telling and giving an overview of research results in a systematic and logical manner. The criterion of the research subject is those directly involved in the Koran Maghrib program with a total of 10 people (5 key informants and 5 informants). The analysis uses socialization theory (George Herbert Mead) and symbolic interaction theory (Herbert Blumer) as supporting theories. The results of the study explained that the application of Kaji Maghrib socialization was welcomed and could be accepted in the community. The role of parents in children's religious education is still relatively low. The role of the board or teacher is the key to the success of the activity by applying learning coaching with various methods being taught. During the socialization of activities, experienced a good development. the overall ability of children is categorized as still low in terms of learning. The lack of participation in studying religious teaches ranging from adolescents, adults and parents. Constraints in terms of implementation time are also limited to only 2 meetings held during the week.Keywords: Socialization, Maghrib Reciting, Children
PREDIKSI JUMLAH PENDERITA PENYAKIT TUBERKULOSIS DI KOTA BANDAR LAMPUNG MENGGUNAKAN METODE SVM (SUPPORT VECTOR MACHINE) Favorisen R. Lumbanraja; Ira Hariati Br Sitepu; Didik Kurniawan; Aristoteles Aristoteles
KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 7, No 3 (2020)
Publisher : Lambung Mangkurat University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/klik.v7i3.350

Abstract

Tuberkulosis (TB atau TBC) merupakan salah satu penyakit infeksi yang disebabkan oleh Bakteri Mycobacterium tuberculosis. Bakteri tersebut merupakan bakteri yang sangat kuat sehingga dalam pengobatannya memerlukan waktu yang cukup lama. Pengobatan penyakit tuberkulosis dilakukan selama 6-9 bulan secara rutin dengan sedikitnya 3 macam jenis obat. Saat ini kebanyakan masyarakat menganggap batuk dalam jangka waktu berbulan-bulan merupakan batuk biasa, jika dicermati salah satu gejala yang ditimbulkan penyakit tuberkulosis, yaitu batuk dalam jangka waktu yang panjang. Pada penelitian ini digunakan data penderita tuberkulosis di Kota Bandar Lampung, data cuaca dan matrix jarak antara kejadian penderita tuberkulosis yang satu dengan kejadian yang lainnya dalam lingkup kecamatan. Jumlah dari keseluruhan data sebanyak 600 data dengan 44 variabel. Penelitian ini juga menggunakan 3 kernel yaitu, Linear, Gaussian, dan Polynomial dengan menggunakan Metode SVM dengan kernel Linear mendapatkan nilai rata-rata R2 sebesar 51.43 %, pada percobaan dengan metode SVM dengan kernel Gaussian mendapatkan nilai rata-rata R2 sebesar 58.53 % dan pada percobaan dengan metode SVM dengan kernel Polynomial mendapatkan nilai rata-rata R2 sebesar 36.03 %.Kata Kunci : Prediksi penderita tuberculosis, tuberculosis, Machine Learning, Support Vector Machine.Tuberculosis (TB / TBC) is one of infectious disease caused by Mycobacterium tuberculosis bacteria. These bacteria are very strong bacteria so for the treatment takes a long time. Tuberculosis treatment is carried out for 6-9 months regularly with at least 3 types of drugs. Currently, most of people consider a cough for months is a common cough, if looked by one of the symptoms caused by tuberculosis, which is a cough for a long time. In this research, data on tuberculosis patients in the city of Bandar Lampung were used, weather data and the distance matrix between the case of tuberculosis patients with other case within the district. The total number of data is 600 data with 44 variables. This research also uses 3 kernels namely, Linear, Gaussian, and Polynomial by using the SVM method with the Linear kernel getting an average R2 value of 51.43%, in the experiment with the SVM method with a gaussian kernel getting an average R2 value of 58.53% and at Experiments with the SVM method with the Polynomial kernel obtained an average value of R2 of 36.03% .Keywords : Prediction of tuberculosis sufferers, tuberculosis, Machine Learning, Support Vector Machine.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAMES TOURNAMENT (TGT) DENGAN MENGGUNAKAN LKS PADA MATERI POKOK SEGI EMPAT UNTUK MENINGKATKAN AKTIVITAS DAN PRESTASI BELAJAR SISWA KELAS VII-C DI SMP NEGERI 20 MATARAM TAHUN PELAJARAN 2014/2015 Didik Kurniawan
Jurnal Ilmiah Mandala Education (JIME) Vol 2, No 1 (2016): Jurnal Ilmiah Mandala Education (JIME)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (609.177 KB) | DOI: 10.36312/jime.v2i1.291

Abstract

Penelitian ini bertujuan untuk mengetahui peningkatan aktivitas dan prestasi belajar siswa kelas VII-C SMP Negeri 20 Mataram tahun pelajaran 2014/2015 pada pembelajaran matematika materi segi empat. Jenis penelitian ini adalah penelitian tindakan kelas (PTK) yang dilaksanakan dalam dua siklus dimana pada tiap siklus terdiri atas tahap perencanaan, pelaksanaan, observasi, evaluasi dan refleksi. Pelaksanaan tindakan dalam penelitian ini adalah dengan menerapkan model pembelajaran kooperatif tipe Team Games Tournament (TGT). Adapun masing-masing siklus terdiri atas dua pertemuan. Data aktivitas belajar siswa diambil menggunakan lembar observasi sedangkan data prestasi belajar siswa diambil menggunakan tes evaluasi yang diberikan pada akhir tiap siklus. Hasil penelitian menunjukkan bahwa aktivitas siswa pada pertemuan pertama siklus I tergolong kurang aktif sedangkan pada pertemuan kedua siklus I aktivitas siswa berkategori cukup aktif. Pada siklus II pertemuan pertama aktivitas siswa berkategori sangat aktif sedangkan pada pertemuan kedua siklus II berkategori sangat aktif dengan skor aktivitas siswa berturut-turut adalah7,33; 8,67; 14,00; 14,33. Dengan demikian, terdapat peningkatan aktivitas siswa. Dari analisis hasil evaluasi belajar siswa rata-rata hasil evaluasi pada siklus I dan siklus II berturut-turut adalah 78,26 dan 83,54 dengan ketuntasan klasikal masing-masing siklus 73,91% dan 83,33%. Dengan melihat hasil yang diperoleh dari siklus I ke siklus II, baik dari segi aktivitas belajar siswa maupun dari hasil belajar siswa bahwa terjadi peningkatan. Maka dapat disimpulkan bahwa penerapan model pembelajaran kooperatif tipe Team Games Tournament (TGT) pada materi segi empat dapat meningkatkan aktivitas dan prestasi belajar siswa kelas VII-C SMP Negeri 20 Mataram tahun pelajaran 2014/2015