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All Journal Techno.Com: Jurnal Teknologi Informasi Prosiding Seminar Nasional Sains Dan Teknologi Fakultas Teknik Jurnal S2 Pendidikan Matematika Jurnal Didaktik Matematika AKSIOMA: Jurnal Program Studi Pendidikan Matematika Jurnal Teknologi Informasi dan Ilmu Komputer AlphaMath: Journal of Mathematics Education The Indonesian Journal of Occupational Safety and Health Fountain of Informatics Journal Jurnal Pembelajaran Matematika IKRA-ITH Informatika : Jurnal Komputer dan Informatika Dinamisia: Jurnal Pengabdian Kepada Masyarakat Buana Matematika : Jurnal Ilmiah Matematika dan Pendidikan Matematika Jurnal Nasional Komputasi dan Teknologi Informasi JUMANJI (Jurnal Masyarakat Informatika Unjani) Multitek Indonesia : Jurnal Ilmiah JUSIM (Jurnal Sistem Informasi Musirawas) METIK JURNAL M A T H L I N E : Jurnal Matematika dan Pendidikan Matematika Ideas: Jurnal Pendidikan, Sosial dan Budaya International Journal on Teaching and Learning Mathematics Mosharafa: Jurnal Pendidikan Matematika Jurnal Tika Lani: Jurnal Kajian Ilmu Sejarah dan Budaya Abdiformatika: Jurnal Pengabdian Masyarakat Informatika MATHEMATIC EDUCATION AND APLICATION JOURNAL (META) Unnes Journal of Mathematics Education PELS (Procedia of Engineering and Life Science) Malcom: Indonesian Journal of Machine Learning and Computer Science TEKNOLOGI NUSANTARA Prosiding Seminar Nasional Hasil-hasil Penelitian dan Pengabdian Pada Masyarakat JOINCS (Journal of Informatics, Network, and Computer Science) Biner : Jurnal Ilmiah Informatika dan Komputer Innovative: Journal Of Social Science Research Prosiding Seminar Nasional Unimus Riemann : Research of Mathematics and Mathematics Education Hipotenusa: Journal of Mathematical Society Prosiding Seminar Nasional Ilmu Sosial dan Teknologi (SNISTEK)
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Sejarah Evolusi Generasi Internet Saroji, Ahmad; Harmini, Triana; Taqiyuddin, Muhammad
Lani: Jurnal Kajian Ilmu Sejarah dan Budaya Vol 2 No 2 (2021): Lani: Jurnal Kajian Ilmu Sejarah dan Budaya
Publisher : Program Studi Pendidikan Sejarah, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (390.893 KB) | DOI: 10.30598/Lanivol2iss2page175-185

Abstract

This study aims to trace the evolutionary history of the internet across generations, culminating in the fifth generation (5G). Over the last decade, internet technology has undergone rapid development. Each generation of internet technology—1G, 2G, 3 G, 4G, and 5G—comes with its own set of advantages and disadvantages. This article provides an overview of the features and specifications of these internet generations. It examines when Indonesia first adopted internet technology, including identifying the figure known as the "father of the internet" in Indonesia. The internet serves as a medium through which people access information from distant places they may never visit in person. It has become an essential communication tool, enabling connections at any time and from any location. The internet is also instrumental in simplifying human tasks. As inherently social beings, humans find it difficult to detach from social media, relying on the internet for activities such as browsing, chatting, and online learning, all of which have become integral to daily life.
IMPLEMENTASI GAME EDUKASI 3D PADA MATERI ALJABAR MELALUI PENDEKATAN GAME DEVELOPMENT LIFE CYCLE (GDLC) HARMINI, TRIANA; REZA PRADHANA, FAISAL; NUR SURYANITA, DEVI; WARNIASIH, KRISTINA
Riemann: Research of Mathematics and Mathematics Education Vol. 6 No. 1 (2024): EDISI APRIL
Publisher : Program Studi Pendidikan Matematika Universitas Katolik Santo Agustinus Hippo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38114/rksfhj44

Abstract

Peningkatan pendidikan dalam era digital menuntut pendekatan yang inovatif dan efektif dalam menyampaikan materi pelajaran. Game edukasi 3D tidak hanya memfasilitasi pemahaman konsep aljabar secara visual, tetapi juga menawarkan pengalaman belajar yang interaktif dan menyenangkan. Materi aljabar dapat disajikan dalam bentuk visualisasi game 3D yang menyenangkan dan dapat menarik perhatian siswa. Penelitian ini bertujuan untuk mengimplementasikan game edukasi 3D pada materi Aljabar menggunakan pendekatan Game Development Life Cycle (GDLC). Pembuatan asset 3D menggunakan adalah Unity engine versi 2023.3.14f. Berdasarkan hasil uji dari ahli materi dan ahli media menunjukan bahwa rata-rata persentasi hasil mendapatkan skor sebesar 91,59%. menunjukkan interpretasi “Sangat Valid”. Hasil uji pengguna menunjukkan hasil rata-rata sebesar 95% interprestasi “Sangat Valid”. Hal tersebut membuktikan bahwa media pembelajaran yang dirancang telah memenuhi kriteria kepraktisan dari pengguna. Berdasarkan hasil uji media pembelajaran tersebut dapat disimpulkan bahwa media pembelajaran menggunakan visualisasi game layak digunakan sebagai media pembelajaran dalam materi aljabar.  
Sistem Pendukung Keputusan Pemilihan Program Studi Bagi Mahasiswa Baru Menggunakan Metode Analytic Hierarchy Process (AHP) Pradana, Kelvin; Harmini, Triana; Muriyatmoko, Dihin; Putra, Oddy Virgantara
Prosiding Sains Nasional dan Teknologi Vol 11, No 1 (2021): PROSIDING SEMINAR NASIONAL SAINS DAN TEKNOLOGI 11 2021
Publisher : Fakultas Teknik Universitas Wahid Hasyim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36499/psnst.v1i1.4959

Abstract

Abstrak— Panitia Penerimaan Mahasiswa Baru (PMB) Universitas Darussalam Gontor (UNIDA Gontor) selama ini menentukan program studi bagi calon mahasiswa baru dengan cara interview tanpa mempertimbangkan nilai ujian masuk. Proses interview membutuhkan waktu yang lama sehingga kurang effisien. Sehingga dibutuhkan solusi untuk mempercepat dalam menentukan program studi. Penelitian ini bertujuan untuk mempercepat dalam menetapkan program studi di UNIDA Gontor. Model pengambilan keputusan yang digunakan adalah AHP yang mampu untuk memperhitungkan hal-hal yang bersifat kuantitatif dan kualitatif. Hasil perhitungan AHP sudah sesuai dengan aturan yang diterapkan oleh panitia pendaftaran mahasiswa baru yaitu, rencana studi sampai S1, kesanggupan financial, nilai mata pelajaran, motivasi dan catatan lain. Hasil implementasi menunjukan bahwa Sistem Pendukung Keputusan dapat berfungsi serta membantu dan memudahkan dalam pengolahan data hasil tes dan pemilihan program studi di UNIDA Gontor. Penelitian selanjutnya akan diterapkan pada sistem informasi pandaftaran mahasiswa baru UNIDA Gontor berbasis web.
Komparasi Metode Naïve Bayes dan Kolmogorov Arnold Networks dalam Klasifikasi Tingkat Kemungkinan Obesitas Aviary Azahra, Renaya; Harmini, Triana
TEKNOLOGI NUSANTARA Vol. 6 No. 2 (2024): NOVEMBER 2024
Publisher : Fakultas Teknik

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

Abstract

Obesitas merupakan salah satu permasalahan pada bidang kesehatan yang cukup signifikan di seluruh dunia, dengan peningkatan prevalensi yang terus terjadi setiap tahunnya. Memprediksi kemungkinan obesits dengan mendeteksi sedini mungkin merupakan Langkah yang sangat penting untuk mengurangi risiko komplikasi kesehatan yang terkait. Dengan adanya penelitian ini, bertujuan untuk mengkaji performa dua metode klasifikasi, yaitu Naïve Bayes dan Kolmogorov Arnold Networks (KAN). Analisis yang dilakukan dengan membandingkan akurasi dari masing-masing metode. Hasil menunjukan bahwa metode Naïve Bayes lebih unggul dari Kolmogorov Arnold Networks. Hal ini mengindikasikan bahwa Naïve Bayes lebih efektif dalam data yang diteliti. Sebaliknya untuk Kolmogorov Arnold Networks menunjukan keterbatasan pada dataset dengan fitur yang kurang kompleks.
PENGARUH KESIAPAN BELAJAR TERHADAP PRESTASI BELAJAR MAHASISWA PADA PEMBELAJARAN KALKULUS Harmini, Triana
Mathline : Jurnal Matematika dan Pendidikan Matematika Vol. 2 No. 2 (2017): Mathline
Publisher : Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/mathline.v2i2.42

Abstract

This study aims to determine whether or not a significant relationship between the readiness of learning and students' achievement in Calculus. This study was conducted in the odd semester of the academic year 2016/2017. The population in this study is the students of Informatics Engineering, University of Darussalam Gontor who took calculus course consisting of 50 people. Data collection in this research using questionnaire and documentation method.The research instruments used are questionnaire. Techniques of analysis data used are Product Moment correlation and simple linear regression analysis with prerequisite analyses those are normality and linearity test applied to know the influence of readiness study toward the students' achievement in Calculus course. The analysis result of Product Moment correlation show that the coefficient of readiness is 0.808 with significance score 0,00. This means that there is a positive and significant correlation between the readiness of learning and the students' achievement in the Calculus course. While the results of Linear Regression analysis shows that determination coefficient is 0.652. It means that the readiness of study gives an effect of 65,2% on the students' achievement in Calculus course.
Modelling Ergonomic Hazard Risks in Manual Handling: Insights from Ponorogo’s Traditional Industry Arifah, Dian Afif; Rahma, Ratih Andhika Akbar; Harmini, Triana; Hafidz, Dhiya Irsyad
The Indonesian Journal of Occupational Safety and Health Vol. 14 No. 1 (2025): The Indonesian Journal of Occupational Safety and Health
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/ijosh.v14i1.2025.98-110

Abstract

Introduction: As the center-cultured region in Indonesia, Ponorogo Regency is dominated by traditional manufacturing industries which support regional economic growth. Most production in this sector is labor-intensive and depends on manual handling processes, which may increase the risk of work-related musculoskeletal disorders (WMSDs). This study aims to develop a model to evaluate and predict ergonomic hazards using a neural network algorithm, focusing on the relationship between manual handling postures and musculoskeletal pain in 12 body regions. Method: A cross-sectional study involved data of 250 workers measured using used Nordic Musculoskeletal questionnaire and manual handling exposure checklist based on SNI 9011:2021. A neural network model was developed based on GLM’s output to explore the complex interrelationships between manual handling postures (X variables) and musculoskeletal pain across 12 body regions (Y variables). Result: The outputs identified carrying object over 9 meters (X10), one-handed lifting (X3), and trunk twisting (X2), with X10 confirmed as the most predictor for multiple outcomes, affecting six regions. Neural network models demonstrated adequate learning capacity with stable architecture, proved by average CEE values ranging from 0.21 to 0.54. The models showed improved predictive accuracy across epochs. Conclusion: The finding shows that NN modelling may be expanded to include broader industries in Indonesia's traditional manufacturing sector as an integrated data-based information system application. However, further validation using external datasets is recommended to enhance generalizability.
Pemanfaatan Machine Learning dalam Menganalisis Sentimen Terhadap Program TAPERA di Platform Digital X: Utilization of Machine Learning in Analyzing Sentiment Towards the TAPERA Program on Digital X Platform Musthafa, Aziz; Harmini, Triana; Rafiq, Abid; Marantika, Nurhana
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 5 No. 2 (2025): MALCOM April 2025
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v5i2.1801

Abstract

Tabungan Perumahan Rakyat (TAPERA) adalah program pemerintah Indonesia yang bertujuan mengatasi masalah perumahan bagi masyarakat berpenghasilan rendah dan menengah, namun mendapat beragam respons akibat perubahan kebijakan. Tujuan Penelitian ini menganalisis sentimen pengguna media sosial X terhadap kebijakan TAPERA, untuk mengidentifikasi apakah sentimen yang dominan adalah positif, negatif, atau netral. Metode yang dimanfaatkan untuk menganilisis sentimen yaitu Crisp-DM dengan memanfaatkan model Support Vector Machine (SVM) dan Random Forest yang merupakan algoritma dari Machine Learning. Data dikumpulkan dari Platform Digital X dengan total 2.936 komentar, dan proses pelabelannya divalidasi oleh ahli Ilmu Komunikasi guna memastikan akurasi serta menghindari kesalahan. Hasil evaluasi menggunakan confusion matrix dari Model SVM menunjukkan keunggulan dengan akurasi 88%, dibandingkan dengan Random Forest yang memiliki akurasi 86%. Sedangkan hasil klasifikasi model, masyarakat lebih cenderung memberikan respons negatif terhadap perubahan kebijakan program TAPERA yaitu 1.874 komentar (63,9%). Dominasi sentimen negatif ini mencerminkan ketidakpuasan masyarakat terhadap program TAPERA secara umum. Sentimen positif sejumlah 527 komentar (18%), menunjukkan apresiasi terhadap inisiatif pemerintah masih terbatas. Serta Sentimen netral sejumlah 534 komentar (18,1%), menunjukkan kebutuhan informasi untuk meningkatkan pemahaman masyarakat. Penelitian ini diharapkan dapat menjadi pendukung rekomendasi untuk perbaikan pengelolaan TAPERA yang lebih baik, terutama dalam aspek layanan, transparansi, dan komunikasi.
Implementing Mobile Learning with Differentiated Instruction in Calculus: Student Learning Styles Analysis Triana Harmini; Dihin Muriyatmoko; Siti Suprihatiningsih; Ebenezer Bonyah
Hipotenusa: Journal of Mathematical Society Vol. 7 No. 1 (2025): Hipotenusa : Journal of Mathematical Society
Publisher : Program Studi Tadris Matematika Universitas Islam Negeri (UIN) Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18326/hipotenusa.v7i1.3883

Abstract

This study aims to examine: (1) differences in Calculus learning achievement between students using mobile learning with differentiated instruction (DI) and those using modules, (2) differences in achievement based on students' learning styles, and (3) the interaction between instructional methods and learning styles on learning outcomes. The participants were 112 Informatics Engineering students at Universitas Darussalam Gontor in the 2023/2024 academic year, divided into two groups: 59 students in the experimental group (using mobile learning) and 53 in the control group (using modules). The study was conducted over five sessions on the topic of Absolute Value Equations and Inequalities. A quasi-experimental method with a 2x3 factorial design was used. The research instruments included an achievement test and a learning style questionnaire. Data were analyzed using two-way ANOVA after confirming normality and homogeneity assumptions. The results showed that: (1) mobile learning with DI is more effective than modules, (2) learning styles significantly affect learning achievement, and (3) there is no interaction between instructional method and learning style. These findings suggest that mobile learning with DI can be effectively implemented regardless of students' learning styles and supports the development of inclusive digital learning environments in higher education.
Sistem Informasi Klinik Berbasis Web untuk Pengelolaan Data Pasien dan Konsultasi secara Realtime di Klinik Perawatan Weiku Mohamad Farhat; Triana Harmini; Miftahuddin Fahmi
Prosiding Vol 7 No 1 (2025): SNISTEK
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/psnistek.v7i1.10744

Abstract

Klinik Weiku is a healthcare institution that still employs a manual management system, which poses potential risks of data loss and difficulties in data retrieval. This study aims to develop a web-based information system for patient data management and real-time medical consultations by applying the Waterfall development model, which consists of the stages of planning, analysis, design, implementation, testing, and maintenance. The main features of this system include online patient registration and real-time consultation services with medical professionals, with three types of users: doctors, who can view and respond to patient messages; nurses, who manage registration data; and patients, who can register and consult online. The technologies used include ReactJS for the user interface (front-end), NodeJS and ExpressJS for the server side (back-end), and MongoDB as the database, with JavaScript as the primary programming language. The system was evaluated through four testing methods: blackbox testing, media expert testing, material expert testing, and user testing. The results show that all features functioned as planned, with material expert testing achieving an average score of 93.33%, media expert testing 91.11%, and user testing 95.0%. Based on these results, the system is deemed feasible for use as a web-based information system for patient data management and real-time consultation services at Klinik Weiku
Pengembangan Aplikasi Media Pembelajaran Matematika Pecahan Berbasis Android Untuk Siswa Kelas 5 SD dengan Metode Gamifikasi Dwiki Kurniawan; Triana Harmini; Miftahuddin Fahmi
Prosiding Vol 7 No 1 (2025): SNISTEK
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/psnistek.v7i1.10745

Abstract

Mathematics learning, especially the topic of fractions, is often a challenge for 5th-grade students. An Android-based mathematics learning Application with gamification elements was developed to address the low interest of these students in the topic of fractions. This research aims to develop a gamified Android-based mathematics learning Application for the topic of fractions. The development methodused the Waterfall Software Development Life Cycle (SDLC) model, which includes the stages of requirements analysis, design, implementation, testing, and maintenance. The Application was designed with the integration of gamification features such as levels and challenges to enhance student motivation and understanding. The Application was tested through five stages: black box testing, compatibilitytesting, media expert testing, material expert testing, and user testing. The results of the black box test showed that all features functioned as planned. The functionality test results indicated that the Application can run properly on all devices with at least Android version 11. The media expert testing showed an average of 100%, and the material expert testing also showed an average of 100%. User testing conducted on 20 5 th grade students at MI Ma’arif surodikraman, Ponorogo, showed a very positive outcome. Based on a 1 to 5 rating scale, the average percentage of user satisfaction reached 90.1%, indicating a high level of acceptance. These results show that the Application functions well and is suitable for use.