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Penerapan Case Based Reasoning Pada Sistem Manajemen Pengetahuan Pengelolaan Infak Dan Sedekah Berbasis Web Dwi Rosa Indah; Mgs. Afriyan Firdaus; Firman Wijaya
Jurnal Sistem Informasi Vol 10, No 1 (2018)
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (365.122 KB) | DOI: 10.36706/jsi.v10i1.8030

Abstract

ABSTRAKAktivitas pengelolaan pengetahuan dan berbagi pengetahuan dalam pengelolaan infak dan sedekah perlu dikembangkan dengan menggunakan sistem manajemen pengetahuan dan memanfaatkan teknologi dengan tujuan untuk pemerataan pengetahuan pengelola serta pengambilan solusi yang tepat atas kasus-kasus yang ada di lapangan. Dalam penelitian ini dilakukan penerapan Case Based Reasoning (CBR) dengan algoritma Nearest Neighbor untuk mendukung pengelolaan masalah dan solusi pengetahuan berdasarkan pendekatan retrieve, reuse, revise dan retain atas solusi atas masalah pengelolaan infak dan sedekah. Hasilnya didapatkan bahwa Penerapan CBR pada sistem manajemen pengetahuan pengelolaan infak dan sedekah berbasis web dapat mendukung pengelolaan solusi masalah berdasarkan pendekatan retrieve, reuse, revise dan retain atas data pengetahuan, masalah dan solusi yang ada pada basis data pengetahuan pengelolaan infak dan sedekah berbasis web.Kata Kunci: sistem manajemen pengetahuan, case based reasoning, algoritma nearest neighbor, infak dan sedekah, web
Penyelesaian Masalah Pengelolaan Lumbung Pangan Desa Menggunakan Case-Based Reasoning dengan Algoritma K-Nearest Neighbor Mgs. Afriyan Firdaus; Dwi Rosa Indah; Putri Eka Sevtiyuni; Choirunnisa Qonitah
Jurnal Sistem Informasi Vol 11, No 1 (2019)
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1102.748 KB) | DOI: 10.36706/jsi.v11i1.7699

Abstract

In this paper, we discuss the problem solving of village food barn management using Case-Based Reasoning (CBR) with the K-Nearest Neighbor algorithm. This research was carried out by adopting the stages of the CBR cycle and the nearest neighbor algorithm. The results of the study show that the application of CBR and K-nearest neighbor algorithms can support the resolution of knowledge problems in village food barn management using technical problem solving based on the symptoms and solutions to existing problems. Based on the test results, the problem-solving accuracy was 92%.Keywords - case-based reasoning, K-nearest neighbor, food barn, problem-solving
IMPLEMENTASI COBIT 5 PAM DAN ITIL V3 2011 UNTUK PENILAIAN KAPABILITAS PADA SISTEM SERVICE DESK Dwi Rosa Indah; Saras Dhilarofii Russandwi; Mgs. Afriyan Firdaus
Jurnal Sistem Informasi Vol 12, No 2 (2020)
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (195.507 KB) | DOI: 10.36706/jsi.v12i2.13192

Abstract

Saat ini sistem infomasi memegang peranan penting dalam sebuah organisasi. PT. XYZ telah menerapkan Sistem Informasi Service Desk TI  yang digunakan untuk mencatat dan memonitor keluhan atau permasalahan user (pegawai) PT. XYZ. Namun layanan yang diberikan oleh sistem informasi ini belum berjalan dengan optimal karena masih sering terjadi keluhan atau permasalahan sehingga perlu penilaian kualitas layanan. Pada paper ini akan dibahas tentang penilaian kualitas layanan pada  PT. XYZ dengan menggunakan COBIT 5 PAM dan ITIL V3 2011. Penilaian kapabilitas dilakukan untuk mengetahui tingkat layanan agar layanan dari Sistem Informasi dapat berjalan dengan efektif agar dapat memberikan keuntungan bagi perusahaan. Hasil dari pemetaan menggunakan COBIT 5 dan ITIL V3 2011 didapatkan empat proses yaitu DSS01 (mengelola operasi), DSS02, (mengelola permintaan layanan dan insiden), DSS03 (mengelola masalah) dan DSS06 (mengelola kontrol proses bisnis). Hasil penilaian kapabilitas dari keempat proses tersebut didapatkan rata-rata berada pada level 2 (managed process). Adapun rekomendasi yang diberikan untuk keempat proses tersebut adalah naik ke level 3 (established process) yaitu tujuan bisnis yang telah dibangun harus diimplementasikan dengan terdefinisi agar tujuan proses tersebut mendapatkan hasil yang dituju.
Analysis of User Acceptance Using UTAUT2 Model in KAI Access Application Dwi Rosa Indah; Arwin Permata Putra; Mgs Afriyan Firdaus
Jurnal Teknologi Informasi dan Pendidikan Vol 15 No 2 (2022): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v15i2.553

Abstract

The convenience provided by mobile applications provides substantial opportunities for companies, especially those engaged in the service sector to improve performance and service to customers and get the best feedback as the value of the company's competitive advantage. This study aims to determine the factors that influence behavioral intention and use behavior in the KAI Access application using the UTAUT2 model for users of the KAI Access application. The variables used in this study are performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, price value, habit, behavioral intention, and use behavior. The number of respondents who can be used for data analysis and processing in this study was 257 respondents, with details of 27 offline respondents and 230 online respondents. The data was obtained from the distribution of google forms through various social media and the distribution of questionnaires directly at the Kertapati Palembang train station. The research method uses quantitative methods and analytical techniques using validity and reliability tests with Rasch Modeling, Path Analysis, Classical Assumption Test, Anova Test, and Partial Test. The results of the study concluded that performance expectancy, facilitating conditions, hedonic motivation, price value, and habit affect the behavioral intention and use behavior of the KAI Access application. The most influential/significant variables are facilitating conditions, hedonic motivation, price value, and habit.
Analisis Kepuasan Pengguna Pada E-Learning menggunakan Metode End User Computing Satisfaction Putra, Julian; Indah, Dwi Rosa; Firdaus, Mgs. Afriyan
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 1 (2023): MARET
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i1.1575

Abstract

E-learning merupakan rangkaian proses dan penerapan pembelajaran yang berguna memperlancar kegiatan belajar mengajar di SMA Xaverius 1 Palembang yang awalnya digunakan selama COVID-19 hingga sekarang. Guna mengetahui pencapaian penerapan e-learning dan agar dapat menjadi pertimbangan dalam keberlanjutan penerapannya. Maka, dilakukan evaluasi kepuasan pengguna akhir e-learning SMA Xaverius 1 Palembang. Adapun metode yang dipakai guna mengukur kepuasan pengguna akhir ialah End User Computing Satisfaction (EUCS) dengan lima aspek, yakni content, accuracy, format, timeliness, dan ease of use. Terdapat 307 responden yang terdiri atas guru dan murid yang pernah menggunakan e-learning SMA Xaverius 1 Palembang dengan penyebaran kuisioner melalui google form dan kuisioner secara langsung di lokasi. Hasil dari penelitian ini menyatakan seluruh aspek memiliki tingkat kepuasan berada pada kategori puas. Adapun rekomendasi pengembangan kepada pihak terkait e-learning antara lain, dalam hal error dan stabilnya sistem, fitur chat, fitur notifikasi tugas, dan bantuan langsung dalam e-learning SMA Xaverius 1 Palembang.
Usability Evaluation of GetContact Application Using Post-Study System Usability Questionnaire and Retrospective Think Aloud Zahirah, Nabilah; Indah, Dwi Rosa; Firdaus, Mgs. Afriyan; Gumay, Naretha Kawadha Pasema; Ibrahim, Ali
Sinkron : jurnal dan penelitian teknik informatika Vol. 9 No. 1 (2025): Research Article, January 2025
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v9i1.14267

Abstract

GetContact, aplikasi manajemen dan proteksi panggilan spam dengan lebih dari 700 juta unduhan di Google Play Store, masih memiliki ruang untuk peningkatan kegunaan. Studi ini bertujuan untuk memanfaatkan kegunaan GetContact berdasarkan ulasan Quora, komentar Google Play Store, dan wawancara dengan pengguna di area Palembang. Metode yang digunakan adalah Post-Study System Usability Questionnaire (PSSUQ) dan Retrospective Think Aloud (RTA). Hasil PSSUQ dari 190 responden menunjukkan tingkat kegunaan keseluruhan yang baik dengan skor 2,73. Skala Kegunaan Sistem mencatat nilai 2,60, dan Kualitas Informasi mencapai 2,80, menunjukkan kegunaan yang memuaskan. Namun, kualitas antarmuka dengan skor 2,89 masih perlu ditingkatkan. Temuan dari metode RTA juga mengidentifikasi kendala dalam fitur dan antarmuka aplikasi. Studi ini menyimpulkan bahwa meskipun tingkat kegunaan GetContact secara keseluruhan baik dan diterima oleh pengguna, pengembangan lebih dari antarmuka dan fitur masih diperlukan untuk meningkatkan kegunaan secara keseluruhan dan menciptakan pengalaman pengguna yang lebih baik.
Analysis of Factors Influencing Viu Application User Satisfaction using the End User Computing Satisfaction (EUCS) and DeLone & McLean Dea Fitri Sabrina; Dwi Rosa Indah; Mgs Afriyan Firdaus; Naretha Kawadha Pasema Gumay
Sistemasi: Jurnal Sistem Informasi Vol 13, No 6 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i6.4765

Abstract

One area of telecommunications technology that is also undergoing development in the context of entertainment is that of video streaming. Viu is a video streaming service that provides a range of premium content free of charge. Nevertheless, the Viu application continues to elicit a range of grievances, with the application’s rating remaining relatively low. It is of great importance to consider user satisfaction with an application. This research employs two methods, namely End User Computing Satisfaction (EUCS) and Delone & McLean, to ascertain the factors influencing user satisfaction with the Viu application. A sample of 244 respondents was obtained for the purposes of this research. The data obtained was analysed using the PLS-SEM technique with the Smart-PLS 4 tool. The final results obtained were that the variables of content, ease of use, timeliness, system quality, and finally information quality have a significant effect on user satisfaction.
Comparison of Naive Bayes and SVM Algorithms for Sentiment Analysis of PUBG Mobile on Google Play Store Putri Ratna Sari; Dwi Rosa Indah; Errissya Rasywir; Mgs Afriyan firdaus; Ghita Athalina
Sistemasi: Jurnal Sistem Informasi Vol 13, No 6 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i6.4814

Abstract

PlayerUnknown's Battlegrounds (PUBG) Mobile is one of the most popular mobile games in Indonesia, according to data from the Google Play Store. According to the Google Play Store, the game has a rating of 3.8 with 49.5 million reviews. While a considerable number of users express satisfaction, a significant proportion of reviews also contain criticism regarding the gameplay and features. However, a cursory examination of reviews may not fully capture the nuances of user sentiment, necessitating a more comprehensive sentiment analysis. This research will employ a positive and negative sentiment analysis of Indonesian PUBG Mobile reviews on the Google Play Store, utilizing a comparative approach to evaluate the performance of two algorithms: Naïve Bayes and Support Vector Machine (SVM). The data set comprised 2,000 user reviews, which were collected using a scraping technique. Following this, a labeling process was conducted based on the rating, data were preprocessed, TF-IDF weighting was applied, and both algorithms were implemented. The findings indicated that users expressed satisfaction with the game's visuals and gameplay. However, there were also technical concerns that required attention, including bugs, server instability, lag, and performance issues. The SVM algorithm demonstrated superior performance, with an accuracy rate of 70.95%, compared to Naïve Bayes, which reached 69.83%. Despite Naïve Bayes's faster processing speed, SVM exhibited greater precision, recall, and F1-score
Apriori Algorithm Analysis to Determine Purchasing Patterns at Beleven Farma Pharmacy Lufiah, Fara; Indah, Dwi Rosa; Firdaus, Mgs Afriyan
Journal of Applied Informatics and Computing Vol. 9 No. 1 (2025): February 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i1.8871

Abstract

Beleven Farma Pharmacy is a place that provides medicines and other health products such as supplements, vitamins and also various health tests. As a newly established pharmacy, no innovations have been made to improve sales strategies. Analysis of purchasing patterns can produce information that helps pharmacies in determining product bundling recommendations as well as determining product layout. This research applies the a priori algorithm method and uses rapidminer tools to identify drug purchasing patterns from transaction data at the Beleven Farma pharmacy. The Knowledge discovery in database (KDD) method is used as a reference in the data processing process. Based on tests carried out by the author, the resulting rules are that if you buy hemaviton you will buy vice with 4% support and 91% confidence and if you buy amoxicillin you will buy paracetamol with 4% support and 64% confidence. Thus, the resulting information can be used to support decision making in determining marketing strategies so as to increase sales at pharmacies.
PERBANDINGAN ALGORITMA C4.5 DAN NAÏVE BAYES UNTUK KLASIFIKASI PENERIMA BEASISWA BANK INDONESIA SUMATERA SELATAN Putri, Indah Arsita; Indah, Dwi Rosa; Firdaus, Mgs Afriyan; Sari, Purwita
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 2 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i2.1733

Abstract

This study aims to compare the performance of the Decision Tree (C4.5) and Naïve Bayes algorithms in classifying Bank Indonesia scholarship recipients based on data from the 2023-2024 academic year. The CRISP-DM methodology was applied, with model evaluation conducted using 10-fold cross-validation and metrics such as accuracy, precision, recall, and F-measure. The results indicate that the Decision Tree (C4.5) algorithm outperformed Naïve Bayes, achieving 82.70% accuracy, 98% precision, 84.07% recall, and a 90.5% F-measure. In comparison, Naïve Bayes obtained 82.21% accuracy, 97.43% precision, 83.99% recall, and a 90.2% F-measure. Although the Decision Tree (C4.5) requires slightly longer analysis time, it proved to be more effective for this classification task. This study concludes that Decision Tree (C4.5) is the most suitable method for supporting scholarship selection processes, providing new insights into applying data mining technology to improve selection efficiency and accuracy.