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Klasifikasi Minat Karir Siswa Sekolah Menengah Atas Menggunakan Algoritma C4.5 Nofitasary, Dina; Rahmawati, Yunianita; Suprianto, Suprianto
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 13, No 1: April 2024
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v13i1.1920

Abstract

Many Senior High School (SMA) students experience confusion in determining their next career interests, from not understanding what they have chosen to the influence of the environment in determining their career. So, the researcher aims to help the school convince students in choosing their career interests at SMA Negeri 1 Wringinanom, using SMA student career interest data which is processed using the C4.5 algorithm so that it is more targeted according to the students' interests and talents. A total of 2 classes of secondary data for students in grades X and XI with a total of 76 data with the variables gender, major, academic achievement, non-academic achievement, hobbies, attendance, warning letters, career. Where the data is divided into 4 with accuracy, namely choosing to work 80%, choosing to study 72.2%, choosing to marry 50% and choosing official service 80%. So, students who choose work and officialdom are confident in their choice, those who choose college are not too sure, and those who are most unsure about the choice they make are civil servants with the lowest percentage of confidence.Keywords: Classification; Career interests; Senior High School; Algorithm C4.5 AbstrakBanyak siswa Sekolah Menengah Atas (SMA) yang mengalami kebimbangan menentukan minat karir selanjutnya, mulai ketidak pahaman akan yang dipilih hingga pengaruh lingkungan dalam menentukan karir. Maka, peneliti bertujuan untuk membantu pihak sekolah meyakinkan siswa dalam memilih minat karir siswa di SMA Negeri 1 Wringinanom, menggunakan data minat karir siswa SMA yang diproses menggunakan algoritma C4.5 sehingga lebih terarah sesuai dengan minat dan bakat dari siswa. Sebanyak 2 kelas dari data sekunder siswa kelas X dan XI dengan keseluruhan jumlah data sebanyak 76 data dengan variabel jenis kelamin, jurusan, prestasi akademik, prestasi non akademik, hobi, kehadiran, surat peringatan, berkarir. Dimana data dibagi menjadi 4 dengan akurasi yakni memilih bekerja 80%, memilih kulaih 72,2%, memilih menikah 50% dan memilih kedinasan 80%. Maka siswa yang memilih bekerja dan kedinasan yakin dengan pilihannya, yang memilih kuliah tidak terlalu yakin, dan yang paling tidak yakin dengan pilihan yang mereka ambil adalah kediansan dengan persentase keyakinan terendah. 
Implementasi Aplikasi Perpustakaan Mini Mandiri At-Taqwa Urangagung Sidoarjo Rahmawati, Yunianita; Findawati, Yulian; Indahyanti, Uce; Fitroni, Arif Senja
Jurnal Pengabdian UntukMu NegeRI Vol. 7 No. 1 (2023): Pengabdian Untuk Mu negeRI
Publisher : LPPM UMRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jpumri.v7i1.4830

Abstract

Perpustakaan Mini Mandiri At-Taqwa didirikan untuk memberikan bahan bacaan pada warga perumahan Bhayangkara pada khususnya dan warga sekitar perumahan pada umumnya. Pendataan buku dan anggota dilakukan secara manual sehingga dibutuhkan suatu aplikasi pendataan buku secara otomatis sehingga dibuatlah aplikasi Perpustakaan Mini Mandiri At-Taqwa. Fitur aplikasi ini diantaranya Input Kategori Buku, Input Data Buku, Input Data Anggota, Input Data Petugas, Cari Data Buku, dan Laporan Buku. Aplikasi ini dapat membantu pencatatan dan pencarian data buku, anggota, dan petugas secara otomatis.
Visualisasi Rumah Adat Jawa Berbasis Augmented Reality Menggunakan Marker Based Tracking Zainudhin, Achmad Zainudhin; Rahmawati, Yunianita; Taurusta, Cindy
Jurnal Informatika Universitas Pamulang Vol 8 No 2 (2023): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v8i2.29744

Abstract

AbstrakRumah adat merupakan rumah tradisional yang sudah lama ada dan digunakan sebagai tempat tinggal. Dalam kurikulum 2013, pembelajaran tentang Rumah Adat Jawa sangat diperlukan untuk kalangan Sekolah Dasar (SD) khususnya di SD Negeri Ganting. Namun dalam pembelajaran tentang Rumah Adat Jawa masih menggunakan sistem pembelajaran secara konvensional. Augmented Reality merupakan kombinasi antara dunia maya (virtual) dengan dunia dunia nyata (real) yang dibuat oleh komputer. Dalam mendukung pembelajaran tentang Rumah Adat Jawa, maka diperlukannya “Aplikasi Visualisasi Rumah Adat Jawa Berbasis Augmented Reality (RumahAdat-AR)”. Dengan aplikasi tersebut, objek Rumah Adat Jawa akan di visualisasikan dari bentuk 2-dimensi menjadi 3-dimensi hanya dengan menggunakan smartphone. Pengujian aplikasi ini menggunakan teknik blackbox berupa pengujian fungsionalitas dan fitur, pengujian respon time, pengujian jarak jangkauan kamera, dan pengunjian intensitas cahaya. Tingkat responden siswa terhadap aplikasi ini dapat di tunjukkan dari aspek pengujian responden meliputi aspek fungsional, aspek kemudahan, dan aspek kepuasan mendapatkan nilai rata-rata mencapai 82%. Ini menunjukkan bahwa Aplikasi RumahAdat-AR mampu untuk dijadikan sistem pembelajaran baru. Tujuan dari pembuatan aplikasi ini adalah sebagai sistem dan media pembelajaran baru dalam mempelajari sejarah tentang Rumah Adat Jawa. Pembuatan aplikasi ini menggunakan metode Waterfall dengan model SDLC (System Development Life Cycle).
FACEMASK DETECTION USING YOLO V5 Suroiyah, Lailatul; Rahmawati, Yunianita; Dijaya, Rohman
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 6 (2023): JUTIF Volume 4, Number 6, Desember 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.6.1043

Abstract

The use of facemasks is one of the obligations when carrying out activities outside the home during the COVID-19 pandemic, but despite the COVID-19 pandemic, the use facemasks is still needed. One of the supporting factors driving this is air pollution. The use of facemasks can reduce the risk of respiratory diseases, because it is important to use facemasks when carrying out activities in place with a high risk of air pollution such as industrial areas, this is done to maintain the safety of its users both in term of healh and comfort. So consistency is needed for users to use masks, through current technological developments detecting the use of masks is one of the right solutions to this problem. One of the mask detection methods used in this study is YOLO (You Only Look Once). YOLO is a method that detects objects using a single neural network consisting of several layers of convolution networks for image feature extraction, then prediction of bounding box coordinates is performed simultaneously. The YOLO v5 training model in this study was carried out with a combination of minimum values ​​on img, batch, and epoch resulting in a maximum F1 value and mAP@50 of 86%.
Pengenalan Bahasa Isyarat Indonesia Dengan Algoritma YOLOv8 Berbasis Mobile Hidayah, Firmansyah Nur; Rahmawati, Yunianita; Findawati, Yulian; Azizah, Nuril Lutvi
Infotek: Jurnal Informatika dan Teknologi Vol. 8 No. 2 (2025): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v8i2.30189

Abstract

Indonesian Sign Language (BISINDO) is the primary means of communication for deaf people in Indonesia, but the general public's understanding of BISINDO is still limited, thus hampering inclusive social interaction. To overcome this obstacle, the development of an artificial intelligence-based BISINDO detection system is a promising solution. One of the latest approaches is the utilization of the YOLOv8 algorithm, which is known to have advantages in real-time object detection with high accuracy and better model efficiency compared to previous versions. The BISINDO detection system using YOLOv8 is trained with image and video datasets of Hand gestures, so that it is able to recognize various BISINDO gestures in various lighting conditions and backgrounds. The main challenge in developing this system is the limited variety of datasets and image quality, so that more diverse data collection and optimization of model parameters are needed. Integration of supporting Augmented Reality (AR) and Transfer Learning technologies also has the potential to improve the learning experience and detection accuracy. Thus, the BISINDO detection system based on YOLOv8 is expected to expand communication access, increase public awareness of BISINDO, and support the realization of a more friendly and inclusive social environment for deaf people in Indonesia
Identifikasi Penyakit Daun Durian Menggunakan Penerapan Algoritma Residual Network (RESNET-50) Ramadhan, Arga Satria; Rahmawati, Yunianita; Indra Astutik, Ika ratna; Sumarno
Infotek: Jurnal Informatika dan Teknologi Vol. 8 No. 2 (2025): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v8i2.30293

Abstract

Durian is one of Indonesia’s leading horticultural commodities, but its productivity can decline due to leaf diseases that are difficult for farmers to identify visually. This study aims to develop an automated durian leaf disease classification system using a deep learning algorithm based on the ResNet-50 architecture. The dataset consists of 420 durian leaf images classified into four categories: Algal Leaf Spot, Leaf Blight, Leaf Spot, and No Disease, collected from the Roboflow platform. Preprocessing steps included annotation, augmentation, and resizing the images to 240x240 pixels.The model was trained using TensorFlow with pretrained ImageNet weights. Three data split scenarios (70:20:10, 75:15:10, and 80:10:10) were applied using both binary and multiclass classification approaches. Model performance was evaluated using confusion matrix and metrics such as accuracy, precision, recall, and F1-score. The best binary classification result achieved 99.8% accuracy and 99.9% F1-score, while the best multiclass result achieved 99.6% accuracy and 96.9% macro F1-score. These results demonstrate that ResNet-50 is effective in accurately detecting durian leaf diseases and can be implemented in mobile applications to assist farmers in early diagnosis and improving crop productivity.
OPTIMALISASI LAHAN SEMPIT UNTUK BUDIDAYA TANAMAN OBAT KELUARGA DAN PEMBUATAN KOMPOS DI DESA BLIGO KECAMATAN CANDI KAPUBATEN SIDOARJO Rahmawati, Yunianita; Farihah, Anis; Indahyanti, Uce
PEDAMAS (PENGABDIAN KEPADA MASYARAKAT) Vol. 3 No. 05 (2025): SEPTEMBER 2025
Publisher : MEDIA INOVASI PENDIDIKAN DAN PUBLIKASI

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

Abstract

Pengabdian masyarakat ini mengkaji pemanfaatan lahan sempit untuk budidaya Tanaman Obat Keluarga (TOGA) di Desa Bligo, Kecamatan Candi, Kabupaten Sidoarjo, yang memiliki keterbatasan lahan akibat tingginya kepadatan penduduk dan pembangunan infrastruktur. pengabdian masyarakat bertujuan memberikan solusi inovatif dengan memanfaatkan ruang sempit secara efektif melalui penanaman TOGA. Metode yang digunakan mencakup sosialisasi kepada masyarakat, pembuatan rak tanaman, tong komposer untuk pengolahan sampah organik, dan penanaman bibit TOGA dengan teknik vertikultur dan polibag. Hasil pengabdian masyarakat menunjukkan bahwa pemanfaatan lahan sempit ini tidak hanya meningkatkan kesadaran masyarakat mengenai pentingnya TOGA tetapi juga memberikan manfaat ekonomi dan kesehatan. Penanaman TOGA pada rak-rak di depan rumah warga mampu mengoptimalkan lahan terbatas sekaligus memperindah lingkungan. Evaluasi kegiatan menunjukkan keberhasilan dalam penerapan metode ini, dengan kendala yang dapat teratasi dan peningkatan partisipasi warga melalui pemberian penghargaan. Studi ini menyimpulkan bahwa pemanfaatan lahan sempit untuk TOGA memberikan dampak positif bagi masyarakat, terutama dalam aspek kesehatan dan lingkungan.
Pengembangan Game 2D “Cat Collection Coin” Berbasis Single Player Menggunakan Metode Finite State Machine untuk Manajemen State Karakter Awalludin, Krisna; Busono, Suhendro; Indahyanti, Uce; Rahmawati, Yunianita
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2424

Abstract

Penelitian ini bertujuan untuk mengembangkan game 2D berjudul "Cat Collection Coin" berbasis single player dengan mengimplementasikan metode Finite State Machine (FSM) untuk mengelola perilaku karakter secara sistematis. FSM memungkinkan setiap karakter dalam game memiliki transisi keadaan yang terstruktur, seperti diam, berjalan, melompat, dan menyerang, berdasarkan input pemain dan kondisi permainan. Game ini dikembangkan menggunakan Godot Engine, yang menyediakan dukungan optimal untuk pengembangan game 2D. Penelitian ini juga membahas bagaimana FSM diterapkan pada berbagai level permainan untuk menciptakan alur permainan yang responsif dan menantang. Hasil perancangan menunjukkan bahwa penggunaan FSM mampu meningkatkan modularitas logika permainan serta memberikan pengalaman bermain yang lebih dinamis. Implementasi ini menjadi solusi efektif dalam mengelola kompleksitas perilaku karakter pada game 2D berbasis single player.
Pelatihan Media Pembelajaran Digital untuk Tenaga Pendidik Di Masa Pandemi Di SMP Muhammadiyah 4 Porong Sidoarjo Busono, Suhendro; Rosid, Moch Alfan; Rahmawati, Yunianita
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 5 No 1 (2021): Volume 5 Nomor 1 Tahun 2021
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v5i1.15387

Abstract

In 2020 Indonesia goverment got the big disaster from God, It is namely Corona Virus. In education sector such as school,university and other formal education can’t do teaching learning activity directly.Teacher and student can’t do face to face activity because they are limited by goverment policy about social distancing.Education Ministry can solve the limitation of internet access bandwith by using free internet access or big bandwith, unfortunetly the big problem that can’t be solved by Indonesia Goverment is teacher have no knowladge about digital learning. Abdimas Team of Sidoarjo Muhammadiyah University try to aim this big problem. Abdimas Team of Sidoarjo Muhammadiyah University held training of digital learning for SMP Muhammadiyah 4 Porong Sidoarjo. Platform of this digital learning uses EDMODO. The result of this training is teacher and student can do teaching and learning activity periodically using internet media. The conclusion of this article is digital learning is necessary in revolution 4.0 because growth of information technology raise significantly
Aplikasi Pengenalan Alutsista Berbasis Mobile Menggunakan Augmented Reality (AR) Ridwan Dwi Sofian; Suhendro Busono; Yunianita Rahmawati
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 13 No 02 (2023): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM UBHINUS MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v13i02.936

Abstract

Indonesia as a sovereign state has made significant progress in increasing its capacity for defense. Since then, Indonesia has continued to work together to increase the capacity of defense equipment as the main support of the Indonesian National Army. In this strategic position, Indonesia has open sea and land borders with several neighboring countries. This makes Indonesia vulnerable to security threats resulting in national instability. This research aims to develop a Mobile-Based Defense Equipment Recognition Application using Augmented Reality (AR) which is able to recognition defense equipment models in the field of education, which is used as a means of learning media, so that people who don't know about defense equipment in AR form can find out. With the ability to scan objects in three dimensions, so that they can explore the introduction of defense equipment digitally through applications and can increase knowledge.