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Genomic repeats detection using Boyer-Moore algorithm on Apache Spark Streaming Lala Septem Riza; Farhan Dhiyaa Pratama; Erna Piantari; Mahmoud Fahsi
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 18, No 2: April 2020
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v18i2.14883

Abstract

Genomic repeats, i.e., pattern searching in the string processing process to find repeated base pairs in the order of Deoxyribonucleic Acid (DNA), requires a long processing time. This research builds a big-data computational model to look for patterns in strings by modifying and implementing the Boyer-Moore algorithm on Apache Spark Streaming for human DNA sequences from the Ensemble site. Moreover, we perform some experiments on cloud computing by varying different specifications of computer clusters with involving datasets of human DNA sequences. The results obtained show that the proposed computational model on Apache Spark Streaming is faster than standalone computing and parallel computing with multicore. Therefore, it can be stated that the main contribution in this research, which is to develop a computational model for reducing the computational costs, has been achieved.
SISTEM REKOMENDASI PERTANIAN PADA ARSITEKTUR AGRIBUSINESS E-MARKETPLACE Erna Piantari; Herdi Ashaury; Enjun Junaeti
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol 5 No 2 (2020): JITK Issue February 2020
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1069.362 KB) | DOI: 10.33480/jitk.v5i2.1121

Abstract

Currently the development of information technology has driven the development of e-commerce which is quite promising in Indonesia. This development has brought an era of new digital-based creative developments. Agriculture as one of the economic and community welfare bases in Indonesia needs to be developed and supported with digital finance. Several agricultural markets have been established in Indonesia to help farmers to participate in digital economic activities. Some e-commerce systems that have been built in Indonesia only help the downstream process or the marketing process. While farmers need information that can help them for agricultural purposes. Machine learning technology uses data collected in the agricultural marketplace system to be used in building a social assessment system. Recommendations for agricultural activities are adjusted to the cost of agriculture, location of agriculture, pricing of agricultural commodities at the time of receipt and timing of agricultural activities. In this research an analysis and design of an agricultural e-commerce system will be provided to provide farmers to sell their agricultural products at competitive prices and help farmers to obtain information that can be used to plan further agricultural activities.
Applying Contextual Teaching and Learning on Multimedia to Enhance Logical Thinking Skills Eka Fitrajaya Rahman; Almira Kiasati Solehudin; Erna Piantari
CCIT Journal Vol 16 No 2 (2023): CCIT JOURNAL
Publisher : Universitas Raharja

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

Abstract

Contextual teaching and learning is a learning concept that encourages students to make a connection between knowledge and its application in real life. This concept can stimulate students to think logically so that they can improve their logical abilities. By having good logic skills, students will find it easier to solve various problems that occur. To facilitate the learning process based on contextual teaching and learning, in this research, web-based multimedia learning was developed by applying the Contextual teaching and learning model with the ADDIE method. From the results of the research conducted, it was found that the increase in students' logical abilities was evaluated based on three indicators: the coherence of thinking with a value of n-gain = 0.32 (moderate improvement), argumentative ability n-gain = 0.27 (low improvement), and drawing conclusions n-gain = 0.33 (moderate improvement).
The Effect of UIUX Design of Artificial Intelligence E-Learning System on Student Learning Engagement Erna Piantari; Sidiq Nugraha; Enjun Junaeti; Erlangga Erlangga
CCIT Journal Vol 16 No 2 (2023): CCIT JOURNAL
Publisher : Universitas Raharja

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

Abstract

Currently, e-learning has been widely used in the learning process. This is inseparable from the advantages of e-learning which allows learning to be done anytime, anywhere even with minimal instructor involvement or even no instructor involvement. The challenge in developing e-learning is how the learning process remains interesting and motivates students to remain fully involved in the learning process. In this study evaluated how the effect of UI/UX design on e-learning on AI learning that has been designed in previous research on learning engagement. The evaluation process was carried out comparing the value of student engagement in the previous AI e-learning with AI e-learning that had implemented the UI/UX design that had been designed. The value of student engagement is measured using the Online Student Engagement (OSE) matrix for skill and emotional indicators. Based on the results of the evaluation, it was concluded that UI/UX design can increase learning engagement on e-learning AI that was built with an average increase of 10.13% for skills indicators and 11.12% for emotional indicators.
Designing UI/UX for Web-Based Evaluation in Artificial Intelligence E-Learning to Determine Learning Motivation with Design Thinking Approach Muhammad Zahid Tsaqif; Erna Piantari; Erlangga Erlangga
Jurnal Guru Komputer Vol 4, No 1 (2023): JGrKom: July 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i1.64138

Abstract

E-Learning is a solution to increase knowledge and skills. One of them is learning Artificial Intelligence (AI). Based on this, AI can be learned through web-based e-learning, one of which is on the eCraft2Learn web. The eCraft2Learn website is an e-learning about AI that applies block-based programming to its learning. However, the evaluation feature has not been facilitated on the web. While in the educational process, learning evaluation is a factor that needs to be considered to determine the extent to which students master learning and diagnose student learning difficulties. Based on field studies conducted to students at SMK Negeri 4 Bandung, pain points were obtained from their experience in using online-based learning evaluations. Thus, it is necessary to design a User Interface and User Experience (UI/UX) learning evaluation on eCraft2Learn to overcome these pain points using the Design Thinking method. This design is carried out through five stages, namely Empathize, Define, Ideate, Prototype, and Test. With this design, a UI/UX design is produced that can increase students' intrinsic motivation when doing evaluations. Intrinsic motivation is significantly related to the completion of a task. Therefore, the measurement results from user experience through the User Experience Questionnaire (UEQ) are above average, and the UI/UX design that has been designed has a positive effect on the interest or pleasure subscale and the perceived choice subscale.
Developing Question-Based Learning Media by Applying Computational Thinking for Elementary School Students Muhammad Hazmi Zuhdi; Lala Septem Riza; Erna Piantari
Jurnal Guru Komputer Vol 2, No 1 (2021): JGrKom: July 2021
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v2i1.63945

Abstract

This study aims to introduce question-based computational thinking to elementary school students. The background is the study that education in Indonesia needs to be improved in order to answer the global competition in the 21st century which is full of technological and information developments. In today's era everything is integrated with computers and technology, therefore it is necessary to be equipped with Computational Thinking which is believed to be able to train the brain to get used to thinking logically and structurally so that they are faster. Therefore, the development of Computational Thinking learning media was carried out by teaching using questions consisting of 4 categories and totaling 17 questions which were applied to the media. The media development model used was ADDIE (Analyze, Design, Development, Implementation, Evaluate) with a sample of 6 students from grade 6 SDIT 'Alamy Subang. The results of this study indicate that: The instructional media has been evaluated and rated "Very Good" by experts with an average percentage of feasibility of 96.19%. Computational Thinking skills possessed by students vary and have different abilities in each question category and have different levels of difficulty according to the abilities possessed by each student. Students' responses to learning media are enabling students to learn new things and get an average percentage score of 87.11% and are included in the "Very Good" category.
Development of UI / UX Design in Web-Based Artificial Intelligence Learning on Student Learning Motivation with a User-centered Design Approach Masyita Insyra Putri; Erna Piantari; Enjun Junaeti
Jurnal Guru Komputer Vol 4, No 1 (2023): JGrKom: July 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i1.64140

Abstract

Artificial Intelligence (AI) is a study of intelligent machines. Starting from elementary school, children should have the opportunity to learn computer science, both from computational thinking and programming. Based on that case, an e-learning platform that discusses AI with block-based programming was created, namely eCraft2Learn. Based on the results of field studies, the measurement of user experience and user interface shows the "bad" category on each scale. Whereas in e-learning, UI/UX is the point of interaction as the key in achieving educational goals. It is necessary to develop UI/UX both in terms of structure and content presentation, collaboration, and interaction so that it can influence student learning and motivation. Thus, the UI/UX development is carried out by applying the four stages of the user-centered design method. After all stages of the method are carried out, it produces a UI/UX design whose value can be measured based on the measurement of user experience and the development of student learning motivation is also measured through four indicators, namely intrinsic motivation, identified regulation, external regulation, and amotivation. From these results, it can be concluded that the UI/UX design that has been developed produces an increased value and has a positive effect on the intrinsic motivation scale and identified regulation. However, the results of this UI/UX design have no influence on the scale of external regulation and motivation
Prediction of Diarrhea Sufferers in Bandung with Seasonal Autoregressive Integrated Moving Average (SARIMA) Cacuk Jati Pangestu; Erna Piantari; Munir Munir
Journal of Computers for Society Vol 1, No 1 (2020): JCS: June 2020
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jcs.v1i1.25375

Abstract

Diarrhea is the second disease that causes death in children in the world. Every year, around 1.7 million cases of diarrhea are found and cause around 525,000 deaths in children under the age of five in the world. Proper analysis of health service data can help predict epidemics, cure, and disease, and improve quality of life and avoid preventable deaths. This research is aimed at predicting diarrhea sufferers in the future by using Seasonal Autoregressive Integrated Moving Average (SARIMA) and Seasonal Autoregressive Integrated Moving Average with explanatory X (SARIMAX) by involving climate factors in the form of average temperature and average humidity. The data used are data of diarrhea sufferers and climate in 2010-2019 in the city of Bandung. The result shows that there is not significant relation between temperature or humidity and the diarrhea cases. However, the SARIMA model had performed better than the SARIMAX model with the addition of climate factors to predict the diarrhea case in Bandung. The predictive accuracy of the SARIMA model obtained is 78.6%.
Correlation Analysis of Open Street Map, Demography, and Vaccination on the Number of Covid-19 Cases Using Multiple Linear Regression and Pearson Correlation Product Moment Aqhbar Habib; Erna Piantari; Lala Septem Riza
Journal of Computers for Society Vol 5, No 2 (2024): JCS: September 2024
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jcs.v5i2.70798

Abstract

At the beginning of 2020, the world was shocked by the spread of Coronavirus Disease 2019 (Covid-19). The resulting losses cover various areas. This research aims to analyze the correlation between spatial data, demographic data, and vaccination data on the spread of Covid-19 in Bandung City using Multiple Linear Regression (MLR) and Pearson Correlation Product Moment (Pearson's r). The results show that there are only 3 variables that are significantly correlated with Covid-19 cases. The lowest variables are Residential, Population Density, and Healthy Homes. Has a significant simultaneous correlation with Covid-19 cases with a coefficient of determination (R^2) of 0.55404. The model built also passed the 3 Classical Assumptions test so that the results can be trusted for their level of truth and feasibility. The results of experiments using the Pearson's r model involving 5 vaccination periods show that out of 30 sub-districts in Bandung City, there are 20 sub-districts that have a significant correlation between vaccination and the addition of Covid-19 cases and have a negative correlation direction of 80.54%. The results of the Pearson's r model experiment involving 6 vaccination periods show that there are 9 sub-districts that have a relationship. With a negative correlation direction of 72.93%.