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Demographic Attribute Selection Model For Prediction Of Election Participation Using Decision Tree Linda Kushernawati; Arif Senja Fitrani; Metatia Intan Mauliana
Jurnal Mantik Vol. 6 No. 2 (2022): August: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v6i2.2848

Abstract

Implementing a democratic general election is expected to produce people's representatives who can channel the people's aspirations. Demographic data is information that discusses a group of people with several related attributes and involves many factors. In this study, we will relate the relationship between the implementation of elections and the condition of demographic data with a benchmark for the form of public participation in the election. By utilizing 2019 election data and Bangkalan Regency demographic data from the Central Statistics Agency (BPS), it is expected to determine the relationship between the two conditions of the dataset on the form of public participation at the polling station (TPS) level. By starting with the Preprocessing step, it implement a classification method with the Decision Tree (DT) algorithm to predict community presence at the polling station level. There are three versions of the dataset that will be used in modeling, namely initial data that has not been selected for attributes (version 1), data that has been chosen using correlation-based attribute selection (version 2), and data that has been selected using chi-square attributes ( version 3). The results show version 1 with a prediction of 81%, followed by version 2 with a prediction of 81%, and the last is version 3 with a prediction of 70%. The detachment model's formation with the selection attribute has a different impact, and the relationship between the election dataset and demographics has a significant effect, as indicated by the prediction results of version 2.
Pengembangan Media E-Flip Modul Berbasis Web Pada Materi Interaksi Makhluk Hidup Dengan Lingkungan Untuk Siswa Kelas VII MTS AL-AMIN Khoirun Nisa; Binti Basruroh; Metatia Intan Mauliana; Nisfil Maghfiroh Meita
Paradigma: Jurnal Filsafat, Sains, Teknologi, dan Sosial Budaya Vol 28 No 4 (2022): Paradigma: Jurnal Filsafat, Sains, Teknologi, dan Sosial Budaya
Publisher : IKIP Budi Utomo Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/paradigma.v28i4.2621

Abstract

This study aims to develop a web-based e-module learning media on interactions of Living things for class VII students at Mts. Al-Amin. In this development research using the 4D development model, namely define, design, develop, and disseminate. However, in this research the stages are only up to develop (development). In the material validation test, an assessment of 92.5% was obtained with a very feasible category, in the media validation assessment, a value of 93.9% was obtained with a very feasible category. After validating media experts, there was a readability test conducted by students at Mts. Al-Amin, numbering 20 people. By obtaining a value of 91.6% in the very good category. Based on the results of the assessment data that has been carried out the development of web-based e-module learning media is declared to meet the criteria of very feasible and very good for use as learning
PENINGKATAN PENGETAHUAN DAN EFEKTIFITAS PRODUKSI BAGI ANGGOTA IKATAN PENGUSAHA AISYIYAH DESA PORONG Metatia Intan Mauliana; Nuril Lutvi A.
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 7, No 2 (2023): June
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v7i2.15139

Abstract

ABSTRAKProgram ini diberikan untuk meningkatkan SDM anggota Ikatan Pengusaha Aisyiyah Sidoarjo (IPAS) khususnya wilayah desa Porong dalam bidang pengembangan ketrampilan kewirausahaan. Adapun permasalahan yang ditemukan terkait dengan mitra adalah permasalahan pada aspek keterbatasan literasi mengenai proses pengelolaan aktivitas produksi dan pengembangan usaha. Oleh karena itu, program ini bertujuan untuk mengoptimalkan literasi anggota dibidang teknik pemasaran, branding, diversifikasi produk, dan peningkatan efektivitas produksi. Metode Pelaksanaan dimulai dari (1) sosialisasi teknik pemasaran dan penguatan branding, (2) pelatihan pengolahan produk kreatif berdasar potensi desa, (3) pendampingan pembuatan alat tepat guna sederhana yang mampu meningkatkan efisiensi produksi. Pengolahan data dilakukan secara deskriptif dengan menggunakan alat pengumpulan data berupa angket, pedoman wawancara dan dokumentasi. Hasil dari pelaksanaan kegiatan yang telah dilakukan menunjukkan antusiasme peserta dalam mengikuti kegiatan ini dan memperoleh respons positif dalam menumbuhkan semangat serta motivasi peserta untuk memperbaiki dan mengembangkan usaha mandiri yang selama ini telah dirintis. Berdasarkan hasil angket yang disebarkan juga menunjukkan nilai rata-rata sebesar 90,64 % pada aspek peningkatan literasi, motivasi dan kesesuaian topik kebutuhan. Kata kunci: kewirausahaan; diversifikasi; efektivitas produksi; aisyiyah. ABSTRACTThis program is given to improve human resources for members of the Aisyiyah Sidoarjo Entrepreneurs Association (IPAS) in the field of developing entrepreneurial skills. The problems found are related to aspects of limited literacy regarding the process of managing production activities and business development. Therefore, this program aims to optimize member literacy in marketing techniques, branding, and product diversification, and increase production effectiveness. The implementation method starts with (1) socialization of marketing techniques and strengthening branding, (2) training on creative product processing based on village potential, and (3) assistance in making simple, effective tools that can increase production efficiency. Data processing was carried out descriptively by using data collection tools in the form of questionnaires, interview guidelines, and documentation. The results of the implementation of the activities that have been carried out show the enthusiasm of the participants in participating in this activity and obtaining a positive response in fostering enthusiasm and motivation of the participants to improve and develop the independent business that has been initiated so far. Based on the results of the questionnaire that was distributed, it also showed an average value of 90,64% in the aspects of increasing literacy, motivation, and suitability of topic needs. Keywords: entrepreneurship; diversification; production effectiveness; aisyiyah.
5E-Based Flipped classroom Teaching Model Templates for STEM Education Noly Shofiyah; Fitria Eka Wulandari; Metatia Intan Mauliana; Lailatul Maghfiroh
Indonesian Journal of Cultural and Community Development Vol 14 No 2 (2023): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijccd.v14i2.917

Abstract

This study focuses on the development of 5E-Based Flipped classroom Teaching Model Templates for STEM education. The aim is to assess the validity and reliability of the model across its content and construct validity. The findings suggest that the 5E-Based Flipped classroom Model for STEM Learning exhibits strong validity and reliability. The model is well-developed, supported by theory, effectively planned and implemented, and reliable in measuring the desired outcomes in STEM education. These results provide valuable insights for educators and researchers interested in adopting the 5E-Based Flipped classroom Model for STEM Learning in their educational settings. By utilizing these templates, educators can enhance their teaching practices and facilitate engaging and effective learning experiences for students in STEM subjects. Researchers can also benefit from these findings to further investigate the impact and effectiveness of the model in different educational contexts. Overall, the 5E-Based Flipped classroom Teaching Model Templates for STEM education offer a promising approach to foster student engagement, understanding, and achievement in STEM disciplines. Highlights: Validity and reliability assessment: The study evaluates the validity and reliability of the 5E-Based Flipped classroom Teaching Model Templates for STEM education, providing evidence of its strong validity and reliability. Effective teaching and learning: The model is well-developed, supported by theory, and effectively planned and implemented, enhancing teaching practices and facilitating engaging and effective learning experiences for students in STEM subjects. Potential for broader adoption and research: The findings offer valuable insights for educators and researchers interested in adopting the model, encouraging further investigation of its impact and effectiveness in different educational settings and contexts. Keywords: 5E-Based Flipped classroom Teaching Model Templates, STEM education, validity, reliability, engagement.
APLIKASI EKPLORASI 3D DAN VISUALISASI OBJEK WISATA EDUKASI KEBUN JERUK SEBAGAI MEDIA PEMBELAJARAN BERBASIS ANDROID AUGMENTED REALITY Firman Milani; Rohman Dijaya; Metatia Intan Mauliana
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 8, No 3 (2023)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v8i3.4019

Abstract

Dari kayanya potensi yang ada, tidak luput dari suatu permasalahan yang selama ini dihadapi, yakni strategi dalam pengelolaan potensi yang ada, salah satunya potensi dalam mengembangkan kebun jeruk sebagai tempat wisata edukasi bagi masyarakat sehingga akan membantu perekonomian masyarakat desa jiken, memanfaatkan sebuah perkebunan jeruk sebagai media pembelajaran edukasi. Untuk penerapan teknologi ini akan dicoba membuat model sebuah Aplikasi ekplorasi objek pembelajaran kebun jeruk jiken. Pemahaman terhadap Augmented Reality juga membutuhkan piranti keras (hardware) dan piranti lunak yang dilakukan dalam membangun Augmented Reality. Visualisasi model 3D dengan teknologi Markerless Augmented Reality sangat baik jika digabungkan dengan Unity. Dari hasil pengamatan di area perke-bunan jeruk, peneliti berkeinginan untuk merancang sebuah aplikasi eksplorasi virtual dengan fitur first person view. Penggunaan nya dapat menambah pengalaman pengguna untuk melakukan eksplorasi. Penelitian ini menghasilkan keberhasilan simulasi pada ekplorasi kebun jeruk jiken pada smartphone Android. Selain kemudahan, sistem ini dapat meningkatkan rasa antusias dari para pengguna. Penelitian kedepan dari sistem ini adalah menambah jumlah model 3D yang ada sehingga informasi menjadi semakin lengkap. Selanjutnya memberikan fitur ekplorasi agar user dapat melakukan pengontrolan melalui tool joystick untuk interaksi sehingga memberi fasilitas menarik bagi para pengguna un-tuk aplikasi ini. Pada penelitian ini Bertujuan Untuk Mengembangkan Aplikasi Ekplorasi 3D dan Visualisasi Objek Wisata Edukasi Kebun Jeruk Berbasis Android Augmented Reality. Tempat Wisata 3 Dimesi Menggunakan Tool Blender dan Google Sketchup, yang divisualisasikan menggunakan teknologi Augmented Reality (AR). Aplikasi ini dikembangkan un-tuk membantu wisatawan untuk memberikan wawasan tentang area dan produk wisata kebun jeruk desa jiken.
Rancang Bangun Sistem Informasi Perhitungan Harga Pokok Produksi Udang pada CV. Gani Mina Makmur Berbasis Website Jihaan Anisa Mukti; Yulian Findawati; Suhendro Busono; Metatia Intan Mauliana
Journal of Electrical Engineering Vol. 1 No. 1 (2024): April
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jte.v1i1.2477

Abstract

CV. Gani Mina Makmur merupakan sebuah perusahaan tambak udang vaname di Probolinggo, Jawa Timur. Dalam pengelolaan data, perusahaan masih melakukan secara manual. Metode ini rentan terhadap kesalahan dan kesulitan dalam mencari data yang diperlukan. Tujuan dari penelitian ini adalah rancang bangun sistem informasi perhitungan harga pokok produksi udang berbasis website. Sistem informasi tersebut akan membantu perusahaan dalam mengelola data biaya produksi, termasuk bahan baku, tenaga kerja, biaya overhead, dan harga pokok produksi. Metodologi waterfall digunakan dalam pengembangan sistem penelitian ini. Pengujian sistem yang dilakukan menggunakan metode Black Box dan kuisoner terhadap 3 responden di dapat nilai skor akhir 72, rata–rata skor jumlahnya 80%, hasil pengujian menunjukkan aplikasi ini berjalan dengan baik. Penelitian yang dilakukan menghasilkan sebuah sistem informasi perhitungan harga pokok produksi berbasis website yang bermanfaat dalam melakukan monitoring, dan mempermudah dalam membuat laporan harga pokok produksi per siklus serta bisa mengevaluasi setiap kegiatan.
RANCANG BANGUN GAME PETUALANGAN 2D ROLE PLAYING GAME JHONY SANG PEMBERANI BERBASIS DEKSTOP Ichsan, Muhammad Nurul; Taurusta, Cindy; Mauliana, Metatia Intan
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 9, No 3 (2024)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v9i3.5343

Abstract

Beberapa tahun lalu, tingkat stress yang ada di Indonesia sangatlah tinggi, bahkan mencapi peringkat ke dua tertinggi di Asia Teggara pada tahun 2023. Tingkat stress yang tinggi jika dibiarkan maka akan mengganggu aktifitas sehari-hari. Penelitian ini bertujuan untuk membangun game petualangan 2D yang berjudul Jhony sang pemberani berbasis dekstop yang mudah dimainkan. Perancangan game ini menggunakan software yang bernama RPG Maker MV dengan menerapkan metode penelitian Game Development Life Cycle (GDLC). Metode tersebut terdapat 6 tahap yaitu initiation, pre-production, production, testing, beta, dan release dengan hasil pengujian menggunakan metode Black-Box. Dimana pada penelitian ini melibatkan 20 responden untuk menguji hasil dari pembangunan game Jhony sang pemberani dengan mengisi kuisoner yang telah disediakan. Hasil dari pengujian pada pengguna didapatkan hasil bahwa 88% pengguna yang memainkan game Jhony sang pemberani merasa terhibur dan senang setelah memainkan game ini. Dengan demikian diharapkan game yang telah dibangun ini dapat mengurangi tingkat stres yang dialami pengguna setelah bermain game.
The Effect of Carbon on Chitosan-ZnO Composites as Fabric Mask Coating Materials Mauliana, Metatia Intan; Findawati , Yulian; Hanum, Galuh Ratmana
Sainmatika: Jurnal Ilmiah Matematika dan Ilmu Pengetahuan Alam Vol. 20 No. 2 (2023): Sainmatika : Jurnal Ilmiah Matematika dan Ilmu Pengetahuan Alam
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/sainmatika.v20i2.12651

Abstract

Increasing the effectiveness of cloth masks can reduce the use of disposable medical masks which creates a new waste problem. In this research, the synthesis of zinc oxide nanoparticles was carried out using the precipitation method through the reaction between zinc nitrate and phosphoric acid as one of the ingredients in the chitosan-ZnO/C composite mixture. The carbon source is obtained from activated coconut shell carbon using sodium hydroxide. X-ray diffractometer (XRD) testing was carried out to determine the phase content of the synthesized carbon powder. XRD testing was also carried out on synthesized ZnO particles to determine the occurrence of phase transformations and to determine the quantitative and qualitative characteristics of the material. Fourier Transform Infrared testing was also carried out to observe functional group bonds formed in carbon compounds. Composite materials that have been successfully made will then be tested for hydrophobicity by calculating the contact angle. The results of this study indicate that the synthetic base material has been successfully carried out and the composite has been successfully made. The highest water contact angle is 106o was found in the chitosan/ZnO composite sample with a ratio of 2:1 and a mass variation of 0.05 gr active carbon.
STEM Approach: The Development of Optical Instruments Module to Foster Scientific Literacy Skill Shofiyah, Noly; Mauliana, Metatia Intan; Istiqomah, Istiqomah; Wulandari, Ria
Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika Vol. 5 No. 2: July 2021
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/esaintika.v5i2.388

Abstract

The STEM is an approach that seemly considered will be useful in online learning, because it can facilitate students to learn some  skills from about 21st century.  This study was aimed to develop module-based STEM in improving scientific literacy skills in distance learning through e learning. Because this research developed module-based STEM, this study was named developmental research. The research procedure follows the stages of the R & D method developed by Barg and Gall which includes the studies of preliminary, product planning, development, validation (validation by experts), and  revision, lastly field testing. Moduls that have been declared valid by experts are field tested using one group pretest-posttest design in an experimental class. The results show that the feasibility of module-based STEM in distance learning model to increase students' skills within scientific literacy was valid with the average score of 4.28 by two experts. In addition, the application of integrated STEM teaching materials through e-learning has a moderate effect on students' scientific literacy skills since the N-gain score was 0.6.
Enhancing KBIH Management Website System Design Study: Meningkatkan Manajemen KBIH Studi Perancangan Sistem Website Shella, Deva Martha; Mauliana, Metatia Intan
Procedia of Engineering and Life Science Vol. 5 (2024): Proceedings of the 7th Seminar Nasional Sains 2024
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pels.v7i0.1487

Abstract

KBIH Jabal Nur is an institution that operates in the field of managing prospective Hajj and Umrah pilgrims in groups. KBIH Jabal Nur is an institution under the auspices of PDM Sidoarjo. KBIH Jabal Nur was founded in 2011, currently the information system is still traditional or manual where promotions for Hajj and Umrah registration are spread through verbal communication. Therefore, the author took the initiative to create a web-based information system to make it easier for users or pilgrims to find more in-depth information about Hajj and Umrah registration. The system used by the author is SDLC or system development life cycle, this method is used in creating or developing information systems that aim to solve problems effectively. On this website there is the history of KBIH, management structure, promotion of guidance registration and also social media. Of course, this website was designed using the SDLC method or system development life cycle to make it easier to create an author's website. Highlights : KBIH Jabal Nur enhances Hajj and Umrah registration process. Web-based system developed using SDLC methodology. Website offers history, management, promotion, and social media integration. Keywords : KBIH Jabal Nur, web-based information system, SDLC methodology, pilgrimage registration, Hajj and Umrah.