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PENGELOMPOKKAN JENIS RUMPUT LAUT MENGGUNAKAN FUZZY C-MEANS BERBASIS CITRA Franki Bisilisin Yusuf Bisilisin; Remerta Noni Naatonis
Jurnal Manajemen Informatika dan Sistem Informasi Vol. 4 No. 1 (2021): MISI Januari 2021
Publisher : LPPM STMIK Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36595/misi.v4i1.212

Abstract

Rumput laut merupakan komoditas unggulan bagi petani rumput laut dalam meningkatkan pendapatan rumah tangga. Rumput laut tersedia dalam jumlah banyak dan berbagai jenis rumput laut banyak ditemukan di perairan Teluk Kupang. Permasalahan yang terjadi adalah minimnya pengetahuan petani rumput laut tentang jenis rumput laut yang tersedia. Teknologi sangat dibutuhkan untuk membantu permasalahan yang dihadapi. Salah satunya adalah pengelompokan jenis rumput laut dengan menggunakan komputer untuk mengidentifikasi jenis rumput laut. Data yang digunakan adalah 10 jenis rumput laut dengan masing-masing 10 jenis diambil di Teluk Kupang. Data citra diekstraksi untuk mendapatkan karakteristik tekstur menggunakan pola fuzzy local binary (FLBP). Pengelompokan jenis rumput laut menggunakan metode fuzzy c-means clustering. Sistem dibangun dengan menggunakan Matlab sebagai bahasa pemrograman. Pengujian menggunakan purity untuk menghitung kemurnian sebuah cluster yang direpresentasikan sebagai anggota cluster yang paling sesuai. Hasil penelitian menunjukkan jumlah citra teridentifikasi sebanyak 63 citra rumput laut. Jenis rumput laut yang teridentifikasi dengan benar adalah jenis ulva reticulate dengan nilai kemurnian 1.
APLIKASI PEMANDU PARIWISATA DI KOTA KUPANG BERBASIS MOBILE WEBSITE Remerta Noni Naatonis
Jurnal Inovasi Penelitian Vol 1 No 7: Desember 2020
Publisher : Sekolah Tinggi Pariwisata Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47492/jip.v1i7.231

Abstract

Peranan teknologi informasi dan komunikasi banyak sekali dalam sektor kehidupan manusia salah satunya sektor pariwisata. Teknologi canggih yang sudah tersedia seperti pencarian dan pemanfaatan website mengenai wisata memang ada, akan tetapi wisatawan masih sering mengalami kesulitan baik dalam menemukan tempatwisata dan masih kesulitan dalam mengetahui fasilitas apa yang terdapat pada tempat wisata tersebut. Seperti apakah tempat wisata tersebut terdapat penginapan, hotel, caffe, tempat buang air, ataupun tempat-tempat tersebut aman atau tidak untuk para wisatawan, sering terjadi tidak kesamaan antara lokasi dengan titik petunjuk pada peta dan kurangnya informasi mengenai apa yang harus dilakukan para wisatawan ditempat wisata tersebut. Dilihat dari masalah tersebut maka tujuannya membangun sebuah aplikasi pemandu pariwisata bertujuan untuk membantu wisatawan dalam memperoleh informasi serta fasilitas yang terdapat dalam tempat wisata. Pada penelitian ini dibangun suatu aplikasi pemandu pariwisata dengan system berbasis mobile website dengan menggunakan metode tahap penelitian Flowchart. Hasil penelitian yang telah dilaksanakan berupa pemandu pariwisata berbasis mobile website yang dapat memberikan informasi kepada wisatawan berupa informasi fasilitas, tempat, lokasi, serta memberikan keterangan tempatwisata lengkap dengan denah wisata.
PEMBELAJARAN ADAPTIF BERBASIS SISTEM CERDAS UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS MAHASISWA DI PERGURUAN TINGGI Sumarlin; Naatonis, Remerta Noni; Anggraini, Dewi
HOAQ (High Education of Organization Archive Quality) : Jurnal Teknologi Informasi Vol. 15 No. 2 (2024): Jurnal HOAQ - Teknologi Informasi
Publisher : STIKOM Uyelindo Kupang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52972/hoaq.vol15no2.p136-145

Abstract

Penelitian ini bertujuan untuk menganalisis penerapan pembelajaran adaptif berbasis sistem cerdas dalam meningkatkan keterampilan berpikir kritis mahasiswa dalam proses pembelajaran online selama perkuliahan. Pembelajaran adaptif dapat menyediakan konten materi kuliah yang sesuai dengan karakteristik dan gaya belajar mahasiswa secara mandiri. Pembelajaran adaptif berbasis sistem cerdas yang dikembangkan mampu mendeteksi gaya belajar mahasiswa sesuai dengan hasil kuesioner VARK sebagai dasar untuk mengenali karakteristik mahasiswa, serta dapat merekomendasikan konten pembelajaran yang sesuai dengan gaya belajar mahasiswa. Dengan demikian, mahasiswa diharapkan dapat meningkatkan keterampilan berpikir kritis yang akan berdampak pada peningkatan hasil belajar. Untuk menguji efektivitas sistem yang dikembangkan, digunakan uji T Independen dengan membagi sampel 100 menjadi dua kelompok (eksperimen kuasi), yaitu kelas eksperimen dan kelas kontrol. Hasil penelitian menunjukkan bahwa terdapat pengaruh yang sangat signifikan antara hasil kelas eksperimen dan kelas kontrol dengan nilai signifikansi (P=0,020) <(0,050), sehingga dapat disimpulkan bahwa sistem adaptif yang dikembangkan berjalan dengan baik, terlihat dari nilai rata-rata pada setiap kelas dimana kelas eksperimen memperoleh nilai rata-rata lebih tinggi dari kelas kontrol.   This study aims to analyze the application of intelligent system-based adaptive learning in enhancing students' critical thinking skills in the online learning process during lectures. Adaptive learning can provide lecture material content that suits the characteristics and learning styles of students independently. The intelligent system-based adaptive learning developed is capable of detecting student learning styles according to the results of the VARK questionnaire as a basis for recognizing the characteristics of these students, as well as being able to recommend learning content according to student learning styles. So that in the end students can improve critical thinking skills which will have an impact on improving learning outcomes. To test the effectiveness of the system being developed, the Independent T test was used by dividing a sample of 100 into two groups (quasi-experiments), namely the experimental class and the control class. The results showed that there was a very significant effect between the results of the experimental class and the control class with a significant value (P=0.020) <(0.050), so it can be concluded that the adaptive system developed went well, this can be seen from the average value on each class where the experimental class obtained an average score higher than the control class.
SISTEM REKOMENDASI DESTINASI WISATA DI KOTA KUPANG DENGAN METODE WEIGHTED PRODUCT Overbeek, Marlinda Vasty; Naatonis, Remerta Noni
HOAQ (High Education of Organization Archive Quality) : Jurnal Teknologi Informasi Vol. 10 No. 1 (2019): Jurnal HOAQ - Teknologi Informasi
Publisher : STIKOM Uyelindo Kupang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52972/hoaq.vol10no1.p30-34

Abstract

From 2006 to the latest data collection in 2017, the number of domestic and foreign tourists visiting East Nusa Tenggara is increasing. In Kupang city as the provincial capital of East Nusa Tenggara. Kupang City is not just a temporary stop when tourists want to transit to other islands in East Nusa Tenggara but have become tourist destinations. The increasing number of tourist visits is not accompanied by a system of recommendations about tourist destinations in the city of Kupang, In this study a recommendation system was built in Kupang City using the weighted product method, which is one of the techniques of Multiple Alternative Decision Making. Weighted products use multiplication to connect attribute ratings. The criteria used in this study are 3 criteria, namely costs, facilities provided and reviews from previous visitors. While for locations or tourist destinations there are 55 tourist destinations in Kupang City which are the alternatives in this study. From the results of the study, for natural attractions, Namosain Beach ranked first to be visited with a value of 0.00519. As for artificial tourism objects, Nostalgia Park is the first place with a value of 0.0805. As for culinary tourism, Nostalgia Park culinary ranks first at 0.0904.
APLIKASI KIDUNG PUJIAN BAHASA DAWAN “SIT KNINO” BERBASIS ANDROID Tse, Dedi; Naatonis, Remerta Noni; Payong, Yohanes
HOAQ (High Education of Organization Archive Quality) : Jurnal Teknologi Informasi Vol. 11 No. 2 (2020): Jurnal HOAQ - Teknologi Informasi
Publisher : STIKOM Uyelindo Kupang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52972/hoaq.vol11no2.p61-66

Abstract

Based on the development of technology years by years, the side of human being’s life cannot separated from the changing of time nowadays, including the development android application form which is studied from book become digital application that can be accessed easily by Smartphone. Android mobile phone is a good medium to develop an application about the content of a book. One of the application worship song “sit knino” is a worship song used by congregations on church or Sunday service and family service. The worship song sit knino has blessed for the growth and matured the faith of congregations who used it. Year by year the quantity of people who used it always raised, so the needed of good quality and quantity also raised, instead of the sit knino worship song used by people right now still on book form and the availability for printed sit knino also limited. Application sit knino worship song on android form is an application which is implemented on android Smartphone that can give easier for Smartphone android user especially for congregations on worship while God’s word service.
Modelling user acceptance of personalised learning apps in high schools using the SEM approach Heni; Sumarlin; Naatonis, Remerta Noni; Snae, Menhya; Latuan, Yosep Jacob; Anggraini, Dewi
Indonesian Journal of Educational Development (IJED) Vol. 6 No. 3 (2025): November 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/ijed.v6i3.4807

Abstract

This research addresses the urgent need to understand user acceptance of personalised mobile learning applications in higher education, especially as digital learning becomes increasingly essential in post-pandemic education. The study employs a quantitative research design, utilising the Technology Acceptance Model 3 (TAM3) as the theoretical framework and Structural Equation Modelling (SEM) for analysis. The population comprises undergraduate students from various departments at STIKOM Uyelindo Kupang, selected using stratified random sampling to ensure representation across faculties. Data was collected through a validated questionnaire based on TAM3 constructs, and the instrument's validity and reliability were confirmed using Cronbach's Alpha, Composite Reliability (CR), and Average Variance Extracted (AVE). The results show that Perceived Usefulness (PU) and Perceived Ease of Use (PEOU) significantly influence Behavioural Intention (BI), while Social Influence (SI) and Facilitating Conditions (FC) also play important roles. Perceived Enjoyment (PE) enhances engagement, and Computer Anxiety negatively affects ease of use. The study concludes that TAM3 effectively models user acceptance in this context. Recommendations include improving app usability, providing institutional support, and designing engaging learning experiences to enhance the adoption and continued use of mobile learning technologies.