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SCHOLAR AI: INNOVATION IN SCHOLARSHIP SELECTION CLUSTERING BASED ELIGIBILITY CLASSIFICATION BASED ON MACHINE LEARNING Tutik Lestari; Achmad Farouq Abdullah; Oddy Virgantara Putra; Onno Widodo Purbo
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 11 No. 4 (2026): JITK Issue May 2026
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v11i4.7196

Abstract

Scholarship allocation is a crucial process that ensures financial support for students based on academic performance, potential, and financial need. However, the scholarship selection process at Pondok Pesantren Darunnajah has faced challenges in capturing the holistic characteristics of applicants. This research proposes a machine learning model that integrates clustering and predictive techniques to improve the scholarship selection process. The dataset consists of 300 student samples with attributes such as academic scores, tahfidz (Qur'an memorization), family income, and extracurricular activities. These features help determine if a student qualifies for one of three scholarship schemes: Beasiswa Tahfidz, Beasiswa Prestasi, or Beasiswa Ashabunnajah, or if they are deemed "not eligible." The model follows the Cross-Industry Standard Process for Data Mining (CRISP-DM) framework and utilizes machine learning algorithms for classification. To ensure the model's robustness, its performance is evaluated using K-fold cross-validation, with 5-fold validation employed to validate the model's predictions. The results show a high mean validation accuracy of 90.61% and an F1-score of 0.9311, indicating strong generalization capabilities. These findings highlight the model's potential to improve the scholarship allocation process, ensuring scholarships are awarded to the most deserving students based on academic performance, leadership potential, and financial need. Despite its high performance, the study acknowledges limitations such as potential biases in the dataset and challenges in capturing all relevant factors. These issues may affect the overall effectiveness of the model, suggesting room for improvement in addressing the complexity of the selection process.
Penerapan Teknologi Augmented Reality Sebagai Media Pembelajaran Gerakan Semaphore Berbasis Mobile Menggunakan Metode Markerless Triana Harmini; Oddy Virgantara Putra; Muhammad Yusrizal Haq
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 8, No 6 (2025): Desember 2025
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v8i6.10040

Abstract

Abstrak - Gerakan semaphore merupakan salah satu bentuk komunikasi visual yang diajarkan dalam kegiatan ekstrakurikuler pramuka. Namun, dalam praktiknya, pembelajaran semaphore masih dilakukan secara konvensional, sehingga kurang efektif dan kurang menarik bagi peserta didik. Permasalahan lain seperti keterbatasan waktu latihan, minimnya alat bantu, serta kurangnya antusiasme siswa juga menjadi kendala dalam proses pembelajaran. Oleh karena itu, penelitian ini  bertujuan untuk mengembangkan media pembelajaran interaktif berbasis Augmented Reality (AR) menggunakan metode Markerless di akses melalui perangkat android. Penelitian ini menggunakan metode pengembangan perangkat lunak Software Development Life Cycle (SDLC). Aplikasi yang  memungkinkan pengguna untuk mempelajari gerakan semaphore secara visual dan interaktif dengan hanya mengarahkan kamera ke permukaan datar tanpa perlu marker based. Hasil uji ahli media memperoleh nilai rat-rata 92% dengan kategori “Sangat Baik”. Sedangkan uji ahli materi memperoleh nilai 88% dengan kategori “Sangat Baik”. Selain itu,uji pengguna menghasilkan rata-rata kepuasan 77.4% menunjukkan bahwa aplikasi di terima dengan baik dan efektif sebagai sarana pembelajaran gerakan semaphore. Selain itu, integrasi AR dalam aplikasi ini mendukung pendekatan pembelajaran yang sesuai dengan perkembangan teknologi dan nilai-nilai syariat islam, khususnya dalam menjaga dan mengembangkan akal melalui Pendidikan.Kata kunci : Semaphore; Augmented Reality; Markerless; Software Development Life Cycle; Media Pembelajaran; Abstract - Semaphore movement is a form of visual communication taught in scouting extracurricular activities. However, in practice, semaphore learning is still done conventionally, so it is less effective and less interesting for students. Other problems such as limited practice time, lack of tools, and lack of student enthusiasm also become obstacles in the learning process. Therefore, this study aims to develop interactive learning media based on Augmented Reality (AR) using the Markerless method accessed via Android devices. This study uses the Software Development Life Cycle (SDLC) software development method. The application allows users to learn semaphore movements visually and interactively by simply pointing the camera at a flat surface without the need for marker-based. The results of the media expert test obtained an average value of 92% with the category "Very Good". While the material expert test obtained a value of 88% with the category "Very Good". In addition, the user test resulted in an average satisfaction of 77.4% indicating that the application was well received and effective as a means of learning semaphore movements. In addition, the integration of AR in this application supports a learning approach that is in accordance with technological developments and Islamic sharia values, especially in maintaining and developing reason through education. Keywords: Semaphore; Augmented Reality; Markerless; Software Development Life Cycle; Instructional Media;