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Klasifikasi Penentuan Tingkat Penyakit Demam Berdarah dengan menggunakan Algoritma Naïve Bayes (Studi Kasus Puskesmas Nagreg) Saeful Anwar; Revita Lestari Faujiah; Tuti Hartati; Edi Tohidi
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol 6, No 1 (2024): Maret
Publisher : Universitas Wahid Hasyim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36499/jinrpl.v6i1.10299

Abstract

The rapid development of science and technology, especially in the field of information technology, can give rise to new innovations for presenting and managing information to meet information needs. The role of technology in the health and medical fields has helped a lot in helping the human spirit and has shown its importance. Dengue Hemorrhagic Fever (DHF) is a disease that occurs in children and adults with the main symptoms of fever, muscle and joint pain, which usually gets worse after the first two days. DHF is a public health problem in Indonesia where the number of sufferers tends to increase and its spread causes bleeding. Dengue fever is characterized by sudden high fever lasting 2-7 days without a clear cause accompanied by manifestations such as petechiae, epistaxis sometimes accompanied by vomiting of blood, diarrhea, decreased consciousness, tendency to cause shock and death. The Naïve Bayes algorithm is a form of data classification using probability and statistical methods. The algorithm uses Bayes' theorem and assumes that all attributes are independent or not interdependent given the values of the class variables. Another definition says that Naïve Bayes is a classification using probability and statistical methods discovered by the British scientist Thomas Bayes, namely predicting future opportunities based on previous experience. Proceeding to the final stage, the final stage or step is to see the level of accuracy or how well the classification of the model we are using is.
Penerapan Algoritma Naive Bayes pada Analisis Sentimen Ulasan Aplikasi Whoosh – Kereta Cepat Di Google Play Store Tuti Hartati; Rachmat Trikar Sohadi; Edi Tohidi; Edi Wahyudin
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol 6, No 1 (2024): Maret
Publisher : Universitas Wahid Hasyim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36499/jinrpl.v6i1.10307

Abstract

Sentiment analysis of user reviews on mobile app distribution platforms is a complex and crucial issue, especially with the rapid growth of the number of users and the volume of reviews. This research focuses on the application of Naive Bayes Algorithm to analyze the sentiment of user reviews of WHOOSH app on Google Play Store. Naive Bayes algorithm was chosen due to its efficiency and easy implementation. Using a dataset of 500 cleaned and labeled reviews (positive or negative), the model was trained and achieved 81.25% accuracy. The high precision for the positive class (90%) demonstrates the model's ability to correctly identify positive reviews. Although the recall of the positive class is high (94%), the recall of the negative class still needs to be improved (64%). Overall, the Naive Bayes model is effective for classifying sentiment in WHOOSH user reviews, but needs to improve the accuracy and recall of negative classes.
Klasifikasi Algoritma KNN dalam menentukan Penerima Bantuan Langsung Tunai Ryan Hamonangan; Risa Komala Sari; Saeful Anwar; Tuti Hartati
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol 6, No 1 (2024): Maret
Publisher : Universitas Wahid Hasyim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36499/jinrpl.v6i1.10298

Abstract

Poverty is a condition where an individual or a group experiences economic incapacity to meet their basic needs, and this study involves broader aspects than just expenditures. The focus of this research is on Ciherang and Ciaro Villages, located in the Nagreg Subdistrict, Bandung Regency, which are areas with significant levels of poverty. This research responds to poverty issues by utilizing the K-Nearest Neighbor (KNN) Algorithm in the data mining classification process. KNN considers the proximity of a new object to its nearest neighbors, and as a supervised learning algorithm, KNN requires target information or classes in the analyzed dataset. The aim of this research is to provide information regarding the classification of recipients of Direct Cash Assistance (BLT) in Ciherang and Ciaro Villages. The research results present data on criteria for determining whether recipients are considered eligible or ineligible for BLT, with an accuracy rate reaching 81.56%. Additionally, the performance of this algorithm is demonstrated through true recall values for both eligible and ineligible recipients, with recall for true ineligible recipients at 88.43%, recall for true eligible recipients at 74.80%, precision for eligible recipients at 86.79%, and precision for ineligible recipients at 77.54%. These findings provide a basis for more accurate decision-making in determining BLT recipients in both villages. This can contribute to the design of more targeted and effective social policies in reducing the impact of poverty, providing in-depth insights into the characteristics of BLT recipients, and demonstrating the relevance and efficiency of the KNN algorithm in addressing complex social issues.
Sistem Pembelajaran E-learning Menggunakan Metode ADDIE di SDIT Kabupaten Cirebon: Sistem Pembelajaran Tika Agustiyani; Tuti Hartati; Dita Amalia
Eduprof : Islamic Education Journal Vol. 4 No. 1 (2022): Eduprof : Islamic Education Journal
Publisher : Program Pascasarjana, Universitas Islam Bunga Bangsa Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47453/eduprof.v4i1.117

Abstract

Education is something that cannot be separated in human life and has become a primary need besides clothing and food. Students tend to prefer to play rather than study and because the teacher teaches students are only glued to the module so they get bored quickly and are less active which results in a lack of student interest in learning. Currently, various concepts have been offered to support the development of the world of education, one of which is smartphone users as a medium for delivering learning. To improve these services, an e-learning course has been developed for elementary school children using the ADDIE method. This study uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) method for learning media because this method is a simple learning system design model and is very easy to learn. With this, e-learning in the form of applications using the ADDIE method of this research can bridge the relationship between students and teachers even without face-to-face contact. With this application not only play but also learn. Through this service, students can continue to receive subject matter and complete tests and assignments given by teachers at school. With this application, students will not miss the teaching material delivered by the teacher. ABSTRAK Pendidikan merupakan hal yang tidak dapat dipisahkan dalam kehidupan manusia dan sudah menjadi kebutuhan primer selain sandang dan pangan. Siswa cenderung lebih suka bermain dari pada belajar dan karena guru mengajarkan siswa hanya terpaku pada modul sehingga cepat bosen dan kurang aktif yang mengakibatkan kurangnya minat siswa untuk belajar. Saat ini, berbagai konsep telah ditawarkan untuk mendukung perkembangan dunia pendidikan, salah satunya adalah pengguna smartphone sebagai media bantu untuk penyampaian pembelajaran. Untuk meningkatkan layanan tersebut, telah dikembangkan sebuah pembelajaran e-learning untuk anak – anak Sekolah Dasar menggunakan metode ADDIE. Penelitian ini menggunakan metode ADDIE (Analysis, Design, Development, Implementation, Evaluation) untuk media pembelajaran karena metode ini merupakan model desain system pembelajaran yang sederhana dan sangat mudah di pelajari. Dengan adanya, pembelajaran e-learning berupa aplikasi dengan metode ADDIE penelitian ini dapat menjembatani hubungan antara siswa dan guru walau tanpa kontak bertatap muka langsung. Dengan aplikasi ini bukan hanya bermain tetapi juga belajar. Melalui layanan ini, siswa dapat tetap menerima materi pelajaran dan menyelesaikan tes dan tugas yang diberikan guru disekolah. Dengan aplikasi ini, siswa tidak akan ketinggalan materi ajar yang disampaikan oleh guru.