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ASSOCIATION RULE DALAM MENENTUKAN CROSS-SELLING PRODUK MENGGUNAKAN ALGORITMA FP-GROWTH Delila Melati; Titi Sri Wahyuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 4 (2019): Vol. 7 No. 4 Desember 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i4.106499

Abstract

Sales transaction data at Bigmart stored in a database will be able to become new knowledge if processed using the data mining process. In addition, inventory is also a problem that is being faced by Bigmart. Data mining is able to analyze data into information in the form of transaction patterns that are useful in increasing revenue, one of which is Cross-Selling products. Association rule is one of the data mining methods included in the Market Basket Analysis method. The algorithm used is the FP-Growth algorithm because it has the virtue of shorter time processing data. The pattern obtained is determined by the value of support (support) and the value of confidence (confidence). To find the association rules the FP-Growth algorithm is used. To get more accurate association rules, use the Weka 8.3 tool. There are 11 association rules obtained using the Weka 8.3 tool which is classified as a Stong Rule that meets the Minimum support value of 10% and Minimum confidence 80%. Keywords: Database, Cross-selling, Market Basket Analysis, Association Rule, FP-Growth
RANCANG BANGUN MEDIA PEMBELAJARAN INTERAKTIF MATA PELAJARAN DASAR DESAIN GRAFIS BERBASIS ANDROID Randi Delfo Putra; Titi Sri Wahyuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 4 (2019): Vol. 7 No. 4 Desember 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i4.106502

Abstract

Learning media is one important factor in achieving learning objectives. Proper learning media can increase student interest in learning so that learning can take place optimally. Basic Graphic Design subjects is one of the subjects for class X vocational IT which consists of design theory and practice. Interactive learning media is needed to support the learning process. The solution offered is an interactive learning media based on Android. The application development method is prototyping. The final project is designed in the form of an android-based interactive learning media application that students can benefit anytime and anywhere. In the application there are several main menus including the kd1, kd2, kd3 menus, application guides, and about applications. With this application it is hoped that it can improve student understanding in learning Basic Graphic Design. Keywords: Android, Media, Design, Interactive
Pengembangan Media Pembelajaran Pengenalan Alat Ukur Berbasis Augmented Reality Mata Pelajaran DTJKT Di SMKN 2 Padang Khoirianisa Anisa; Vera Irma Delianti; Titi Sri Wahyuni; Hadi Kurnia Saputra
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 3 (2023): Vol. 11, No 3, September 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i3.124870

Abstract

Era globalisasi membawa banyak perubahan dalam berbagai aspek kehidupan termasuk dalam bidang pendidikan. Dalam era ini, media pembelajaran memegang peran penting dalam menunjang proses belajar mengajar. Pada revolusi 4.0 hampir semua bidang berangsur berpindah ke digitalisasi. Perubahan ini memerlukan kesiapan untuk menghadapi di masa depan. Tantangan dan peluang revolusi 4.0 berdampak juga pada aspek pendidikan untuk lebih berinovasi serta diimbangi dengan empat keterampilan abad 21 yaitu keterampilan kreatifitas, berfikir kritis, komunikasi dan kolaborasi. Metode yang digunakan dalam perancangan ini adalah Multimedia Development Life Cycle (MDLC). Pada metode ini diterapkan enam tahap, yaitu concept (pengonsepan), design (perancangan), material collecting (pengumpulan bahan), assembly (pembuatan), testing (pengujian), dan distribution (pendistribusian). Merancang media pembelajaran interaktif berupa Aplikasi Android dengan konten pembelajaran pengenalan alat ukur jaringan sesuai dengan materi pembelajaran di Alur Tujuan Pembelajaran (ATP), Capaian Pembelajaran dan Tujuan Pembelajaran yang diterapkan di kelas X TKJ dengan teknologi Marker Augmented Reality sehingga dapat diakses melalui smartphone. Membangun Aplikasi media interaktif sehingga mudah digunakan oleh siswa dan sebagai pendamping buku ajar oleh guru. Dapat mengimplementasikan teknologi Augmented Reality pada media pembelajaran untuk mata pelajaran Dasar-dasar Teknik Jaringan Komputer dan Telekomunikasi (DTJKT).Kata kunci : Augmented Reality, Alat Ukur, MDLC, DTJKT Globalization has led to widespread changes in various life aspects, including education. Learning media's significance in facilitating teaching and learning is crucial in this era. The 4.0 revolution has prompted a gradual shift towards digitalization in almost all sectors. Adapting to these changes is essential for future readiness. Revolution 4.0's challenges and opportunities also impact education, emphasizing innovation and balance with 21st-century skills: creativity, critical thinking, communication, and collaboration. The design employs the Multimedia Development Life Cycle (MDLC) through six stages: concept, design, material collection, assembly, testing, and distribution. The aim is to create interactive Android learning media, specifically an application introducing network measuring tools. This aligns with the Learning Objectives Flow (ATP), Learning Outcomes, and Learning Objectives for 10th-grade TKJ students. Augmented Reality Marker technology enables smartphone access. The interactive app serves as both a student-friendly learning tool and a teacher's companion, potentially integrating Augmented Reality technology for teaching Fundamentals of Computer Networking and Telecommunications Engineering (DTJKT).Keywords: Augmented Reality, Measuring Instruments, MDLC, DTJKT
Media Interaktif Augmented Reality: Pengenalan Bagian-Bagian Otak Manusia Wela Julia Rahmi; Agariadne Dwinggo Samala; Titi Sri Wahyuni; Vera Irma Delianti
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 4 (2023): Vol. 11, No 4, Desember 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i4.124717

Abstract

Perkembangan teknologi dalam Era Revolusi Industri 4.0, terutama teknologi informasi dan komunikasi, menawarkan berbagai kemudahan dalam proses pembelajaran. Salah satu teknologi yang menarik perhatian adalah Augmented Reality (AR). AR adalah teknologi yang memadukan objek maya dua atau tiga dimensi ke dalam lingkungan nyata tiga dimensi dan menampilkan objek tersebut secara real-time. Tujuan dari tugas akhir ini adalah untuk menghasilkan aplikasi media pembelajaran berbasis Augmented Reality yang memudahkan siswa dalam mempelajari pengenalan bagian-bagian otak manusia dalam mata pelajaran IPA kelas IX. Aplikasi ini akan dijalankan pada platform Android dan dapat digunakan kapan saja dan di mana saja tanpa memerlukan koneksi internet. Metode yang digunakan dalam perancangan media interaktif ini adalah Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu konsep (concept), perancangan (design), pengumpulan bahan (material collecting), pembuatan (assembly), pengujian (testing), dan penyebaran (distribution). Media pembelajaran ini telah diuji validasi oleh ahli media dan materi yang memberikan skor rata-rata dari validasi sebesar 89% dengan kategori valid.Kata kunci : Augmented Reality, Aplikasi Mobile, Bagian Otak Manusia, Ilmu Pengetahuan Alam. The development of technology in the Industry 4.0 era, especially information and communication technology, offers various conveniences in the learning process. One of the intriguing technologies is Augmented Reality (AR). AR is a technology that integrates two or three-dimensional virtual objects into a real three-dimensional environment and displays these objects in real-time. The aim of this final project is to create an Augmented Reality-based learning media application that facilitates students in learning about the parts of the human brain in the science subject for grade IX. This application will run on the Android platform and can be used anytime and anywhere without requiring an internet connection. The method used in designing this interactive media is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and deployment. This learning media has been validated by media and material experts, obtaining an average validation score of 89% with category “valid”. Keywords: Augmented Reality, Mobile Apps, Human Brain Parts, Natural Science.