Claim Missing Document
Check
Articles

Found 37 Documents
Search

Estimation Parameters And Modelling Zero Inflated Negative Binomial Astuti, Cindy Cahyaning; Mulyanto, Angga Dwi
CAUCHY Vol 4, No 3 (2016): CAUCHY
Publisher : Mathematics Department, Maulana Malik Ibrahim State Islamic University of Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (753.259 KB) | DOI: 10.18860/ca.v4i3.3656

Abstract

Regression analysis is used to determine relationship between one or several response variable (Y) with one or several predictor variables (X). Regression model between predictor variables and the Poisson distributed response variable is called Poisson Regression Model. Since, Poisson Regression requires an equality between mean and variance, it is not appropriate to apply this model on overdispersion (variance is higher than mean). Poisson regression model is commonly used to analyze the count data. On the count data type, it is often to encounteredd some observations that have zero value with large proportion of zero value on the response variable (zero Inflation). Poisson regression can be used to analyze count data but it has not been able to solve problem of excess zero value on the response variable. An alternative model which is more suitable for overdispersion data and can solve the problem of excess zero value on the response variable is Zero Inflated Negative Binomial (ZINB). In this research, ZINB is applied on the case of Tetanus Neonatorum in East Java. The aim of this research is to examine the likelihood function and to form an algorithm to estimate the parameter of ZINB and also applying ZINB model in the case of Tetanus Neonatorum in East Java. Maximum Likelihood Estimation (MLE) method is used to estimate the parameter on ZINB and the likelihood function is maximized using Expectation Maximization (EM) algorithm. Test results of ZINB regression model showed that the predictor variable have a partial significant effect at negative binomial model is the percentage of pregnant women visits and the percentage of maternal health personnel assisted, while the predictor variables that have a partial significant effect at zero inflation model is the percentage of neonatus visits.
Applied Hierarchical Cluster Analysis with Average Linkage Algoritm Astuti, Cindy Cahyaning; Untari, Rahmania Sri
CAUCHY Vol 5, No 1 (2017): CAUCHY
Publisher : Mathematics Department, Maulana Malik Ibrahim State Islamic University of Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (584.565 KB) | DOI: 10.18860/ca.v5i1.3862

Abstract

This research was conducted in Sidoarjo District where source of data used from secondary data contained in the book "Kabupaten Sidoarjo Dalam Angka 2016" .In this research the authors chose 12 variables that can represent sub-district characteristics in Sidoarjo. The variable that represents the characteristics of the sub-district consists of four sectors namely geography, education, agriculture and industry. To determine the equitable geographical conditions, education, agriculture and industry each district, it would require an analysis to classify sub-districts based on the sub-district characteristics. Hierarchical cluster analysis is the analytical techniques used to classify or categorize the object of each case into a relatively homogeneous group expressed as a cluster. The results are expected to provide information about dominant sub-district characteristics and non-dominant sub-district characteristics in four sectors based on the results of the cluster is formed.
PERBANDINGAN GENERALIZED POISSON REGRESSION DAN NEGATIVE BINOMIAL REGRESSION UNTUK DATA OVERDISPERSI DAN UNDERDISPERSI PADA REGRESI POISSON Astuti, Cindy Cahyaning; Sumarminingsih, Eni; Nugroho, Loekito Adi
Jurnal Mahasiswa Statistik Vol 1, No 2 (2013)
Publisher : Jurnal Mahasiswa Statistik

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (0.001 KB)

Abstract

'
UKM "SOLAKIS HARJO" "SOUVENIR GELAS LUKIS KHAS SIDOARJO" (Glasspainting) Tirtoni, Feri; Astuti, Cindy Cahyaning
Jurnal Abadimas Adi Buana Vol 1 No 2 (2017): Oktober
Publisher : LPPM Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/abadimas.v1.i2.a936

Abstract

In the plan of the implementation of community service activities entitled "Making Souvenir Products of Typical Painting Sidoarjo" the purpose set is through this activity will create a group of UKM Souvenir Gelas Painting Typical Sidoarjo In Sukodono Village, which will be spearheaded youth of youth from Partners 1 / Karang Taruna Group RT 05 RW 02 Desa Jumput Rejo Sukodono and Partners 2 / Karang Taruna Group RT 02 RW 01 Desa Jumput Rejo Sukodono which will firstly perform an improvement of the quality of human resources in youth group of youth at Partner 1 and Partner 2 so that they have skill production of terrarium souvenir as well as having the ability of management and marketing strategy of the product so that it can become independent entrepreneur candidate and can make the product as one of the local superior product of the kecamatan Taman especially. And the solution offered is by providing increased in Partners 1 and Partner 2 through several methods as follows : Method of socialization activities "approach and the provision of knowledge of the business prospects of production Souvenir Gelas Lukis Khas Sidoarjo, Method of workshop and training of production Souvenir Gelas Lukis Khas Sidoarjo, Method of workshop and management training marketing strategy of Souvenir Gelas Lukis Khas Sidoarjo, Method of controlling and developing UKM product Souvenir Gelas Lukis Khas Sidoarjo, Evaluation and program of quality control of UKM product Souvenir Gelas Lukis Khas Sidoarjo. It is expected that through this production skill training can increase the community's independence through local income to contribute to achieve community self-sufficiency through training and production skills Souvenir Gelas Lukis Khas Sidoarjo products to improve the local economy, especially karang taruna warga Desa Jumput Rejo residents who previously only status as students and students only and can open the opportunity to become a Prospective Entrepreneur reliable. Keywords : UKM, Souvenir Gelas Lukis Khas Sidoarjo, Glass Painting
Hydroponic kale planting training for people affected by Covid-19 Astuti, Cindy Cahyaning; Nurmalasari, Intan Rohma; Hasanah, Fitria Nur
Community Empowerment Vol 6 No 6 (2021)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (585.495 KB) | DOI: 10.31603/ce.4568

Abstract

Various economic problems occurred due to the Covid-19 pandemic, including a decrease in income due to layoffs for factory employees and a decrease in sales turnover for traders. This is generally experienced by the people of Pilang Village. In this community service activity, the solution offered is to carry out food self-sufficiency at the family level by planting hydroponic kale. Hydroponic kale planting can be done by utilizing the vacant land around the house. Hydroponic farming technology can be an option to support food security, especially in the family environment. Hydroponic vegetable planting can be developed into a family vegetable garden, even if properly cared for can be a family economic empowerment. Hydroponic Kale planting training activities provide an increased understanding of the procedures for planting kale with hydroponic technology. The increase in participants' understanding was measured using a questionnaire. In all aspects of understanding the cultivation of kale with hydroponic technology has increased. So, the training can increase the understanding of PKK cadres in Pilang Village in planting hydroponic kale.
Prediksi Kerentanan Personal Terhadap Covid 19 dengan Menggunakan Pendekatan Graf Azizah, Nuril Lutvi; Indahyanti, Uce; Astuti, Cindy Cahyaning
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 9 No 1 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (373.154 KB) | DOI: 10.25139/smj.v9i1.3328

Abstract

Abstract The Covid 19 pandemic happened in arround the world include in Indonesia. It has impacts in many fileds. This research developed to solve the Covid 19 problem. This research requires complex variables based on the varying data in the field. Based on surveys and data, it found that there are 65% of personals know the status of their area in danger zone or safe zone for Covid 19. However, there are still many personals ignore the zone status that has been informed previously by the relevant goverment. The purpose of this study is to determine personal vulnerability to Covid-19 based on zones or regions. Moreover, prediction of vulnerability based on personal distance, the number of personal confirm Covid-19 arround the areas, and other variables such as immunity, and the accuracy of GPS applications. The methods is carried out by creating a vulnerabelity prediction model through GPS tracking based on the position or residence, then create to graph model in shortest path. Initial predictions are given a minimum distance between the personal and individuals confirms is one meter. The result of this research is percentage of personal vulnerability on the number of confirmed Covid 19 detections based on zones or regions. The prediction includes three models such as susceptible, quite susceptible, and safe. Personal susceptible in the percentage arround 90%-100%, quite susceptible in the percentage 75%-90%, and consideres safe in less that 75%. Keywords: prediction, vulnerability, graph
KEADILAN SOSIAL BAGI SELURUH RAKYAT INDONESIA PADA CERITA RAKYAT DARI DESA-DESA DI SIDOARJO Joko Susilo; Muhammad Junaedi; Feri Tirtoni; Septi Budi Sarika; Cindy Cahyaning Astuti; Niko Fediyanto
Lingua Franca:Jurnal Bahasa, Sastra, dan Pengajarannya Vol 6 No 1 (2022)
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (220.555 KB) | DOI: 10.30651/lf.v6i1.11946

Abstract

Kajian ini merupakan penerapan dan praktik bagi dosen dan mahasiswa untuk menggali kearifan lokan dengan turun langsung ke 3 desa berkarakter budaya yang ada di Sidoarjo.  Desa-desa di Sidoarjo mempunyai cerita rakyat atau kisah asal-usul yang diceritakan secara lisan secara turun-temurun ke tiap generasi. Cerita rakyat tersebut memiliki konsep kearifan yang layak dikaji sebagai solusi alternatif untuk praktik merdeka belajar. Penelitian ini bertujuan untuk mengkaji kembali cerita rakyat dari desa-desa di Sidoarjo selanjutnya dilakukan pembacaan secara hermeneutik untuk menemukan kandungan makna atau nilai-nilai filosofi tentang keadilan soasial. Diharapkan konsep keadilan tersebut bisa digunakan sebagai referensi keadilan sosial bagi seluruh rakyat lndonesia seperti pada sila kelima Pancasila. Desa-desa yang akan digunakan sebagai objek penelitian adalah desa Kalisogo, desa Tambakoso, dan desa Terung.
Peningkatan Produktivitas Dan Kreatifitas Kelompok Pengelola Bank Sampah Nuril Lutvi Azizah; Cindy Cahyaning Astuti; Metatia Intan Mauliana
LOYALITAS: Jurnal Pengabdian Kepada Masyarakat Vol 3 No 1 (2020): Mei 2020
Publisher : IAI Darussalam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30739/loyal.v3i1.553

Abstract

Pogar is a village located in Bangil District, Pasuruan Regency. The majority of the people earns as farmers and small home indutsries. The most commonly found anorganic rubbish is plastic, found around 400 kg per month in this village. The plastic waste can be recycled to be diverse. However, there are a number of things that have become partners' problems, which are not insufficient capital for the purchase of equipment, increasing community creativity through related activities, and the supply of garbage must always be large and in constant amounts. Regarding the main problem described, this program will offer solutions that are expected to help reduce the problems faced by partners. The method that will be used in addition to Socialization or Counseling so that the community is more creative and productive as well as the procurement of equipment and goods that can support partners in processing waste recycling into valuable products. We also market their products through the internet and provide tutorials on making samples of products online or offline. The result of the services is that groups can create creative products and utilize anorganic waste around their environment, as well as market the products they have produced.
Analisis Korelasi untuk Mengetahui Keeratan Hubungan antara Keaktifan Mahasiswa dengan Hasil Belajar Akhir Cindy Cahyaning Astuti
JICTE (Journal of Information and Computer Technology Education) Vol 1, No 1 (2017): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (460.095 KB) | DOI: 10.21070/jicte.v1i1.1185

Abstract

Teaching and learning can be defined as a process that contains a series of actions between educators and learners on the basis of reciprocal relationships that take place in an educational situation in order to achieve certain goals. Interaction or reciprocal relationship between educators and learners is a key condition for the continuity of the learning process. The process of interaction can be said to work well if the students can actively participate in the learning process. Active participation by students is expected in the learning process to determine the level of understanding of the material presented. The purpose of this research was to determine the relationship between the activity of students to learn the final results were analyzed using correlation analysis. The case studies in this research were students PTIK half of 1 course of Calculus Elementary School  Year 2015/2016. Based on the analysis of correlation obtained by the correlation coefficient of 0.857 which indicates that there is a high positive correlation between the activity of the student (X) and the value of the final learning outcomes (Y). Besides the correlation coefficient of 0.857 can also mean that increasing the value of the activity of the student (X) then the value of the final learning outcomes (Y) will also increase. For the hypothesis testing results of the correlation coefficient can be concluded that with a confidence level of 95% is sufficient evidence to suggest that there is a statistically significant relationship between the activity of the student (X) and the final learning outcomes (Y).
Penerapan Peran Karakter dan Poin Pada Rekayasa Perangkat Lunak Berbasis Game RPG (Role Playing Game) Sebagai Media Pembelajaran Interaktif Mahasiswa Informatika Cindy Taurusta; Yulian Findawati; Cindy Cahyaning Astuti
Fountain of Informatics Journal Vol 7, No 1 (2022): Mei
Publisher : Universitas Darussalam Gontor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21111/fij.v7i1.4715

Abstract

AbstrakKetergantungan akan perangkat lunak ini membuat kebutuhan akan lulusan Informatika yang menguasai pembuatan dan pengembangan perangkat lunak semakin meningkat. Hal ini bertujuan agar lulusan Informatika UMSIDA tidak hanya siap bersaing di dunia kerja dengan menekuni beberapa profesi yang dibutuhkan di tim pengembang software seperti System Analyst, Programmer dan Designers tetapi juga mampu menjadi wirausaha di bidang Informatika. Selama ini metode pembelajaran di kelas, yang hanya seputar ceramah, pemberian tugas individu maupun kelompok, serta presentasi, cenderung membosankan dan mahasiswa sulit memahami materi, dan yang paling buruknya adalah ketika pemberian tugas kelompok untuk pembuatan sebuah software, cenderung hanya satu mahasiswa yang mengerjakan dan lainnya hanya mengikuti atau mencontoh. Berdasarkan Renstra UMSIDA dengan bidang unggulan Inovasi dan implementasi model, media, dan teknologi pembelajaran, peneliti ingin menerapkan sebuah metode pembelajaran baru melalui sebuah Game. Metode penelitian game ini dimulai dari mencari potensi masalah, dilanjutkan dengan pengumpulan data yaitu survei awal yang dilakukan peneliti melalui sebuah kuisioner online yang dibagikan secara acak kepada 101 koresponden, didapatkan bahwa koroseponden terbanyak yaitu sebesar 96% adalah berumur 17 – 25 tahun dimana 82,2% nya adalah Mahasiswa, sebanyak 96% mengatakan bahwa mereka pernah bermain Game dengan 65,3% nya memiliki durasi bermain 0-2 jam dalam sehari. Setelah pengumpulan data dengan survei tersebut, dilanjutkan dengan mendesain Game, mulai dari pembuatan konsep, karakter, hingga latar belakang setiap level. Dilanjutkan dengan revisi desain, menguji coba Game, merevisi Game, menguji coba penerapan Game, hingga yang terakhir adalah analisa dan laporan akhir. Game ini telah diujikan kepada beberapa mahasiswa Informatika UMSIDA, dari 9 responden yang semuanya merupakan mahasiswa Informatika UMSIDA, sebanyak 55,6% berasal dari mahasiswa semester 8 dan sisanya adalah semester 6. Didapatkan hasil sebanyak 55,6% mahasiswa mengatakan bahwa Game ini sudah sesuai. Game ini terbukti membuat mahasiswa lebih memahami beberapa peran dalam tim software development, yaitu sebanyak 77,8% mengatakan bahwa mereka paham, dan peran yang paling banyak disukai mahasiswa adalah designer dengan prosentase sebanyak 66,7%. Dalam hal penguasaan, ternyata hasil yang didapatkan sebanyak 44% mereka menguasai designer. Berdasarkan pemahaman, minat, dan penguasaan tersebut, jika Game ini diterapkan sebagai salah satu alternative media pembelajaran di kelas, maka dihasilkan 66,7% mahasiswa sangat setuju dengan berbagai alasan salah satunya yaitu karena pembelajaran model ini yakni dengan memanfaatkan media Game itu dirasa sangat membantu mahasiswa memahami setiap pembelajaran yang diberikan oleh dosen dan supaya perkuliahan tidak membosankan..Kata kunci : Rekayasa Perangkat Lunak, Peran, Software Development, Poin, Metode PembelajaranAbstract[Application of the Role of Characters and Points in Software Engineering Based on RPG Games (Role Playing Game) as Interactive Learning Media for Informatics Students] The dependence on this software makes the need of Informatics graduates who master in software creation and development increase. It aims to create UMSIDA's Informatics graduates who are not only ready to compete in the world of work by pursuing several professions needed in the software development team such as System Analysts, Programmers and Designers but also being able to become entrepreneurs in the field of Informatics. So far, the method of learning in class, which only revolves around lectures, giving individual and group assignments, and presentations, tends to be boring and make students find it difficult to understand the material. The worst thing is that when giving group assignments to make a software, it tends to be only one student who does and others simply follow or imitate. Based on the UMSIDA Strategic Plan with the leading fields of innovation and implementation of learning models, media, and technology, researchers want to implement a new learning method through a game. This game research method starts from looking for potential problems and then collecting data. The data is the initial survey conducted by researchers through an online questionnaire that was randomly distributed to 101 correspondents. It was found that the highest number of correspondents was 96% aged 17-25 years which 82.2 % of them are students. 96% of them said that they have played games which 65.3% of them having a playing duration of 0-2 hours a day. After collecting the data with the survey, it was continued with designing the game, starting from the concept creation, characters, and the background for each level. Then, it was followed by revising the design, testing the game, revising the game, testing the application of the game, until the last one is getting the final analysis and report. This game has been tested on several UMSIDA's Informatics students. It contains of 9 respondents who are all UMSIDA Informatics students which 55.6% came from 8th semester students and the rest were 6th semester students. The results obtained were 55.6% of students said that this game was appropriate . This game is proven to make students more understand some of the roles in the software development team. It was about 77.8% of them saying that they understand. The role most students liked was designer with a percentage of 66.7%. In terms of mastery, there are 44% of them master the designer. Based on this understanding, interest, and mastery, if this game is applied as an alternative learning media in the classroom, then the resulting 66.7% of students strongly agree with various reasons. One of them is learning this model utilizing Game media can help students understand every lesson given by the lecturer so that lectures are not boringKeywords: Software Engineering, Roles, Software Development, Points, Learning Methods