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Deteksi Cyberbullying Tiga Kelas pada Komentar Berbahasa Indonesia di Aplikasi X dan Threads Menggunakan IndoBERTweet Nisya Indriyani; Chanifah Indah Ratnasari
Journal of Computers and Digital Business Vol. 5 No. 2 (2026)
Publisher : PT. Delitekno Media Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56427/jcbd.v5i2.1009

Abstract

Media sosial menjadi ruang utama untuk berinteraksi, tetapi juga memunculkan risiko cyberbullying melalui komentar yang menghina, merendahkan, atau menyerang pengguna lain. Penelitian ini bertujuan mendeteksi cyberbullying pada komentar berbahasa Indonesia dari aplikasi X dan Threads menggunakan IndoBERTweet. Penelitian menggunakan pendekatan kuantitatif dengan desain supervised machine learning. Dataset akhir terdiri atas 9.182 komentar yang diseimbangkan berdasarkan platform, yaitu 4.591 komentar dari aplikasi X dan 4.591 komentar dari Threads. Sebagai kebaruan, penelitian ini menerapkan klasifikasi tiga kelas, yaitu non-cyberbullying, ambiguitas, dan cyberbullying, untuk mengakomodasi komentar yang belum dapat dikategorikan secara tegas sebagai aman atau berbahaya. Proses penelitian meliputi pengumpulan data berbasis kata kunci, pelabelan awal berbasis aturan, validasi pakar pada data terpilih, prapemrosesan terbatas, fine-tuning IndoBERTweet, evaluasi model, dan integrasi ke dalam prototipe sistem. Hasil pengujian pada 919 data uji menunjukkan accuracy sebesar 0.7911 dan macro F1-score sebesar 0.7294. Model memperoleh F1-score sebesar 0.8680 pada kelas non-cyberbullying, 0.4901 pada ambiguitas, dan 0.8301 pada cyberbullying. Evaluasi platform menunjukkan accuracy sebesar 0.8214 pada aplikasi X dan 0.7609 pada Threads. Model dapat digunakan sebagai alat bantu moderasi awal, tetapi komentar ambigu tetap memerlukan peninjauan manusia.
PEMODELAN TOPIK CUITAN TENTANG DANANTARA MENGGUNAKAN BERTOPIC TEROPTIMASI UMAP DAN HDBSCAN Noor Akhnafal Aban; Chanifah Indah Ratnasari
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 11 No 1 (2026): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v11i1.7238

Abstract

This study examines public discourse surrounding Danantara by applying BERTopic optimized with UMAP dimensionality reduction and HDBSCAN clustering to model thematic structures within Indonesian-language tweets. The increasing volume of digital conversations and uncertainty surrounding Danantara necessitate analytical approaches that go beyond conventional sentiment classification to capture thematic diversity. The dataset underwent extensive preprocessing, including duplication removal and temporal anomaly detection, to reduce noise and mitigate distortion from non-organic conversational bursts. BERTopic was configured using IndoSBERT-large, a transformer-based embedding model specifically designed for Indonesian-language semantic representation, alongside optimized UMAP–HDBSCAN parameters to ensure stable clustering. The analysis identified fifteen distinct topics spanning economic optimism, energy and state-owned enterprises, concerns over legality and accountability, political narratives, and informal or humorous interactions. The findings demonstrate that public discourse on Danantara is highly heterogeneous and shaped by socio-political dynamics on social media. Overall, the proposed approach proves effective in uncovering layered discourse structures, as reflected in the coherence and diversity of the generated topics, and it provides a data-driven foundation for analyzing public perception and informing policy communication strategies.
Production Stock Monitoring System at PT Yamaha Indonesia Using the Scrum Method Rizkina Maulida Safira; Chanifah Indah Ratnasari
Jurnal Ilmiah Teknik Elektro Komputer dan Informatika Vol. 8 No. 2 (2022): June
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/jiteki.v8i2.23638

Abstract

Digital transformation brings changes to the industrial sector to become Industry 4.0. PT Yamaha Indonesia is a piano-manufacturing company that also uses technology to help monitor the production of piano parts. Production stock monitoring is carried out in order to meet the company's production targets. As a result, the company's stock can meet customer demand, keeping inventory costs to a minimum. Furthermore, it has the potential to optimize operational production time. Previously, the production monitoring procedure was done manually. Recordings are made every few hours or so to keep track of the data. Due to the manual recording of each step of the piano's part-making process, productivity and the ability to perform other tasks are slowed down. To address these issues, PT Yamaha Indonesia, through this research, developed a production stock monitoring system. This system was built using the Scrum method and implements data visualization using chart.js to facilitate monitoring. The research contribution is analyzing user needs until the production stock monitoring system is built so that monitoring the manufacturing process can be simplified and more efficient, and it can be done in real-time.
Cognitive-Oriented Serious Game Design for Manufacturing Production-Flow Problem Solving Using Mini Drone Assembly Sari, Handini Fatma; Ratnasari, Chanifah Indah; Mulyati, Rina
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 6 No. 3 (2026): MALCOM July 2026
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v6i3.2916

Abstract

Manufacturing production-flow problem-solving requires Industrial Engineering students to understand how queues, work-in-process (WIP), bottlenecks, quality control, rework, and system stability interact to determine production performance. Yet conventional materials rarely allow students to observe how a single decision affects the whole system. This study aims to produce a refined, cognitive-oriented serious game design that explicitly links cognitive problem-solving, simplified production-flow rules, and game-system interaction across four progressive levels, and to evaluate it formatively as a basis for further development. Using Design-Based Research, the design was represented through Figma-based static mockups covering level progression, rule-based production behavior, feedback, and performance reports, operationalizing an Observe–Diagnose–Predict–Adjust–Stabilize–Reflect loop. Two game-design experts and five Industrial Engineering students evaluated the design through researcher-guided walkthroughs. Expert judgment produced an overall mean of 2.86 out of 5, indicating refinement needs in dynamic-system behavior and feedback. In contrast, prospective users gave 3.74 out of 5, with the strongest perception in cognitive support. Consistent with its formative objective, these results were not treated as evidence of learning effectiveness but were directly used to refine production-flow rules, feedback, and level structure, producing a four-level design artifact that provides a basis for future prototype development and effectiveness testing.
Compliance Without Experience? A Task-Based WCAG 2.1 Evaluation of Mobile Banking in Indonesia Fatin Maetam; Chanifah Indah Ratnasari
Jurnal Pendidikan Informatika (EDUMATIC) Vol 10 No 1 (2026): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v10i1.34175

Abstract

Mobile banking applications play a central role in digital financial systems; however, accessibility for users with visual impairments remains insufficiently examined in real task contexts. Existing studies primarily emphasize automated and interface-level assessments, with limited attention to interaction processes during task execution. This study evaluates the accessibility of a widely used mobile banking application in Indonesia using a task-based approach based on WCAG 2.1 Level A and AA criteria. An exploratory descriptive case study was conducted on BRImo (version 2.92.0) using Android 13 and TalkBack 16.2.0. The evaluation integrates manual WCAG inspection, automated testing, and screen reader-based interaction testing across three core tasks: login authentication, balance inquiry, and fund transfer. The unit of analysis focuses on interaction steps within task workflows, examined through a triangulation approach comparing structural compliance and interaction-level outcomes. The findings show substantial partial conformance, with over 70% of Level A and nearly 90% of Level AA criteria categorized as “Supports with Exceptions.” However, critical barriers persist in transactional workflows, including missing labels, inconsistent screen reader feedback, and navigation failures that hinder task completion. These results indicate that WCAG conformance alone is insufficient to ensure functional accessibility, highlighting the distinction between structural conformance and experiential task accessibility.
Integrated Behavioral Perceptual Evaluation for Comparative E-Commerce Web Usability: Evidence from Shopee and Tokopedia Mifta Fauzia Rahma; Chanifah Indah Ratnasari
Jurnal Pendidikan Informatika (EDUMATIC) Vol 10 No 1 (2026): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v10i1.34193

Abstract

The growth of e-commerce has intensified competition among digital platforms, making usability a crucial factor in user engagement and convenience. However, many usability studies rely on single-method evaluation approaches, rarely conduct cross-platform comparisons, and seldom examine the relationship between perceived usability and behavioral interaction efficiency. This study compared the web usability of Shopee and Tokopedia by combining subjective usability assessment with eye-tracking analysis. Thirty-nine participants completed search, filter, and cart tasks on both platforms while gaze data were recorded and then completed the USE Questionnaire. The data were analyzed using non-parametric tests and AOI-based eye-tracking metrics. The results showed that both platforms achieved comparable perceived usability and received a “Good” classification. However, eye-tracking findings revealed task-dependent differences in visual attention, particularly during search activities. These findings demonstrate that perceived usability equivalence does not necessarily indicate behavioral interaction efficiency. This study contributes methodologically by proposing an integrated evaluation framework that combines biometric and psychometric measures, and theoretically by providing empirical evidence of the divergence between subjective perceptions and objective behavioral efficiency, with implications for improving visual hierarchy and navigation in e-commerce interfaces.
Gamified Mobile Learning for Teaching the Prophet’s Mandatory Traits in Elementary Education Sakti Chandra Hanafi; Chanifah Indah Ratnasari
Jurnal Pendidikan Informatika (EDUMATIC) Vol 10 No 1 (2026): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v10i1.34206

Abstract

The integration of digital media in Islamic elementary education remains limited, particularly in studies that integrate Islamic character education with game-based learning and provide quantitative evidence of learning effectiveness. This study develops and evaluates the usability of an Android-based educational game, Kisah Teladan Rasul, designed to support elementary school students’ understanding of the Prophet’s mandatory traits (ṣidq, amānah, tablīgh, and faṭānah) through gamified mobile learning. A Research and Development approach using the ADDIE model was employed, involving 19 fourth-grade students at SDN Margorejo 2 Pati. The small sample size reflects the exploratory and developmental nature of this study, which prioritizes systematic media development over broad generalizability. Learning improvement was examined through a one-group pretest–posttest design yielding an average N-Gain score of 0.69 (medium category), indicating meaningful improvement in conceptual understanding. Usability was assessed using the System Usability Scale, with a mean score of 90.1, categorized as Excellent (Highly Acceptable). These findings suggest that an Android-based educational game integrating narrative missions, scenario-based challenges, and immediate feedback can serve as effective complementary media in Islamic elementary education. This study contributes by combining systematic instructional design (ADDIE), game-based mobile learning, and empirical usability evaluation within the specific context of Islamic character education.
An Automated System for Detecting and Improving Academic Text Politeness Using IndoBERT and IndoT5 Belina Eka Ariesty; Chanifah Indah Ratnasari
SISTEMASI Vol 15, No 2 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i2.6125

Abstract

The increasing use of digital communication in academic interactions between students and lecturers is often not accompanied by consistent application of language politeness norms, potentially affecting the effectiveness of academic interactions. To date, efforts to enhance language politeness have predominantly relied on manual and subjective evaluation. This study aims to develop an automated system for detecting and improving politeness in Indonesian academic text communication. The proposed approach integrates IndoBERT as a classification model to identify levels of text politeness and IndoT5 as a generative model to transform sentences identified as impolite into more appropriate academic forms. The dataset consists of 6,230 labeled sentences collected through Google Forms, TikTok, and additional synthetic data generated using ChatGPT. Experimental results show that the IndoBERT model achieves an accuracy of 97.11% in classifying academic text politeness, while IndoT5 is capable of transforming impolite sentences into more appropriate academic expressions, as demonstrated by evaluations using BLEU, ROUGE, and METEOR metrics. This study results in an integrated deep learning–based system capable of automatically detecting and improving academic text politeness within a unified processing framework.
PERBANDINGAN ANTARMUKA TRAVELOKA DAN TIKET.COM MENGGUNAKAN EYE-TRACKING DAN UEQ Ahmad Gunawan Triyanto; Chanifah Indah Ratnasari
Technologia : Jurnal Ilmiah Vol 17 No 2 (2026): Technologia (April)
Publisher : Fakultas Teknologi Informasi, Universitas Islam Kalimantan Muhammad Arsyad Al Banjari, di bawah koordinasi UPT Publikasi dan Pengelolaan Jurnal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v17i2.22966

Abstract

Penelitian ini membandingkan efektivitas desain antarmuka pada dua platform Online Travel Agent, yaitu Traveloka dan Tiket.com, dengan mengombinasikan analisis perilaku visual dan evaluasi pengalaman pengguna. Metode yang digunakan adalah eksperimen komparatif dengan desain within-subject, di mana setiap partisipan menguji kedua platform menggunakan skenario tugas yang sama. Data dikumpulkan melalui teknologi eye-tracking untuk menganalisis distribusi perhatian visual serta User Experience Questionnaire (UEQ) untuk mengukur persepsi pengalaman pengguna. Hasil penelitian menunjukkan bahwa perhatian visual pengguna pada kedua platform terutama terfokus pada elemen antarmuka yang mendukung penyelesaian tugas. Meskipun tidak ditemukan perbedaan signifikan dalam pola perhatian visual, evaluasi UEQ menunjukkan perbedaan karakteristik pengalaman pengguna. Traveloka unggul pada aspek efisiensi penggunaan, sedangkan Tiket.com menunjukkan keunggulan pada aspek daya tarik visual dan pengalaman emosional. Temuan ini menunjukkan bahwa kombinasi evaluasi perilaku visual dan persepsi pengguna dapat memberikan pemahaman yang lebih komprehensif mengenai kualitas interaksi pada sistem layanan digital.
A Digital Dakon Game for Elementary Mathematics Learning: An ADDIE-Based Development Muhammad Aulia Nalendra; Chanifah Indah Ratnasari
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3748

Abstract

Mathematics learning in elementary school often relies on repetitive exercises that can reduce student engagement and motivation. Digital game-based learning provides opportunities to create interactive learning environments by integrating instructional content into gameplay. In addition, ethnomathematics emphasizes connecting mathematical concepts with familiar cultural contexts. One traditional Indonesian game with mathematical potential is Dakon, which involves counting, comparison, and distribution activities. This study aimed to develop and evaluate a culturally contextualized digital mathematics game based on Dakon for elementary school students. The study contributes by integrating ethnomathematics into a structured digital game-based learning environment using the ADDIE instructional design model. The game was implemented as an Android-based application using Unity game engine with a rule-based AI opponent. Arithmetic questions were embedded into gameplay across three progressive levels to support gradual learning. The implementation involved twenty third-grade students from MI Fajar Siddiq Elementary School in Palembang, Indonesia. System functionality was validated using black-box testing, while user evaluation was conducted using a 13-item Likert-scale questionnaire measuring usability, attractiveness, effectiveness, and user acceptance. The results showed that all system features functioned as expected. User evaluation indicated positive perceptions with mean scores of 4.19 (usability), 4.17 (attractiveness), 4.38 (effectiveness), and 4.30 (user acceptance), with an overall mean of 4.25 and a feasibility percentage of 85%. The reliability test yielded a Cronbach’s alpha of 0.88, indicating strong internal consistency. These findings suggest that integrating culturally relevant games into digital learning environments can enhance engagement and support mathematics learning.