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All Journal 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 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 Abadi: Jurnal Ahmad Dahlan Mengabdi Prosiding Seminar Nasional Unimus Riemann : Research of Mathematics and Mathematics Education Jurnal Pendidikan Matematika Universitas Lampung Hipotenusa: Journal of Mathematical Society Prosiding Seminar Nasional Ilmu Sosial dan Teknologi (SNISTEK)
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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 Suprihatingsih; 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.
Analysis of Mathematical Logic and Computational Thinking Abilities of Informatics Engineering Students on Learning Achievement in Calculus Courses Triana Harmini; Siti Suprihatiningsih
Mosharafa: Jurnal Pendidikan Matematika Vol. 13 No. 4 (2024): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v13i4.1787

Abstract

Abstrak Penelitian ini bertujuan untuk mengkaji hubungan antara kemampuan logika matematika dan berpikir komputasional dengan prestasi belajar mahasiswa dalam mata kuliah Kalkulus. Studi ini melibatkan 66 siswa semester pertama Program Studi Teknik Informatika pada tahun akademik 2022/2023.  Tes untuk mengukur kemampuan berpikir logika dan komputasional serta instruksi untuk mengumpulkan data tentang prestasi belajar adalah bagian dari metode pengumpulan data. Analisis data dilakukan menggunakan korelasi Pearson bivariat dan regresi linear berganda, dengan pengujian prasyarat yang mencakup uji normalitas, homoskedastisitas, multikolinearitas, dan autokorelasi. Hasil analisis menunjukkan terdapat hubungan yang signifikan antara berpikir komputasional dengan prestasi belajar (r = 0,715), antara logika matematika dengan prestasi belajar (r = 0,781), serta antara berpikir komputasional dan logika matematika (r = 0,661). Temuan ini mengindikasikan pentingnya integrasi kemampuan logika matematika dan berpikir komputasional dalam proses pembelajaran Kalkulus, yang dapat diupayakan melalui pendekatan pedagogis yang tepat serta pengembangan media pembelajaran yang mendukung. Abstract This study aims to examine the relationship between mathematical logic skills and computational thinking with students' academic performance in the Calculus course. This study involved 66 first-semester students of the Computer Engineering Study Program in the 2022/2023 academic year. Tests to measure logical and computational thinking abilities, as well as instructions for collecting data on learning achievements, are part of the data collection methods. Data analysis was conducted using bivariate Pearson correlation and multiple linear regression, with prerequisite tests including normality, homoscedasticity, multicollinearity, and autocorrelation tests. The analysis results show a significant relationship between computational thinking and academic achievement (r = 0.715), between mathematical logic and academic achievement (r = 0.781), as well as between computational thinking and mathematical logic (r = 0.661). These findings indicate the importance of integrating mathematical logic skills and computational thinking in the learning process of Calculus, which can be pursued through appropriate pedagogical approaches and the development of supportive learning media.
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.
Pengembangan Media Edukasi Wisata Lebah Kampoeng Madu Kediri Berbasis Augmented Reality Muhammad Ariel Naafi'; Faisal Reza Pradhana; Triana Harmini
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.v7i1.10748

Abstract

This study aims to develop a bee tourism educational media using Augmented Reality at KampungMadu Kediri to deliver information interactively and comprehensibly. The development method employed the System Development Life Cycle with the Waterfall model through stages of analysis, design, implementation, and testing. The Android-based application displays 3D objects, text, and educational audio by scanning visual markers. Blackbox Testing results showed that all features functioned as expected. The educational material evaluation recorded an average score of 4.2 (close to “Strongly Agree”) or 84%, categorized as “Very Good,” indicating relevant, accurate, and engaging content. These findings demonstrate that the application is effective in improving visitor literacy, enhancing the tourism experience, and functioning without the need for a direct guide.
Implementasi Gamifikasi dalam Pengembangan Media Pembelajaran Logika Matematika Diskrit Berbasis Game 3D Wildan Sulistiono; Faisal Reza Pradhana; Triana Harmini
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.v7i1.10750

Abstract

Education is a fundamental aspect in the development of human resources, especially in the field of computer science. One of the core subjects is Discrete Mathematics, yet many students struggle to grasp its concepts, particularly in logic. Based on observations and student grades from the Informatics Engineering Department at Darussalam Gontor University, it is evident that comprehension levels remain low. This study aims to develop a 3D game-based learning media using a gamification method. The software was developed using the Software Development Life Cycle (SDLC) waterfall model and implemented using Unity with 3D interactive control. The application was evaluated through questionnaires to content experts, media experts, and users. Validation results indicate the application is feasible as an alternative learning medium and can enhance students’ understanding and motivation in learning.