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Analisis User Experience Pada Game Mobile Legends dengan Menggunakan Metode System Usability Scale Nanda, Meindita Andriano; Kusumodestoni, R. Hadapiningradja; Wibowo, Gentur Wahyu Nyipto
TIN: Terapan Informatika Nusantara Vol 5 No 4 (2024): September 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v5i4.5901

Abstract

The most popular game today is a mobile game, because it can be played anytime and anywhere, in the case of Mobile Legend Bang-Bang which has been used by more than one million users. Mobile Legend is one of the MOBA (Multiplayer Online Battle Arena) games, MOBA games are online games that combine RPG (Role Playing Game) and RTS (Real Time Strategy) to test the user experience based on usability using the System Usability Scale (SUS) method. (SUS) is one of the usability testing methods to obtain significant analysis results, questionnaires are given to 100 respondents who have been selected based on active users of Mobile Legends Bang-Bang in order to get a representative score result. This study aims to e.valuate the experience and feelings of player users using the Game Experience Questionnaire (GEQ) instrument. GEQ only focuses on the user's experience and feelings while playing. The results of the GEQ based on three modules, namely the Core Module, Social Presence Module and Post Game Module, showed good results in each dimension, such as in the dimensions of Positive Affect, Competence, Immersion, Empathy and Positive Experience, proving that respondents enjoyed the game by feeling that they could finish the game easily and did not feel negative impacts. With the calculation of data obtained based on the score results calculated based on the calculation formula of the System Usability Scale method, if the score result is less than 68, Mobile Legend needs a more significant improvement in terms of its usability.
OPTIMALISASI FP-GROWTH DENGAN TEKNIK PRUNING UNTUK ANALISIS POLA PEMINJAMAN BUKU UPT PERPUSTAKAAN UNISNU JEPARA Manzis, Akhmad Hossam; Kusumodestoni, R. Hadapiningradja; Mulyo, Harminto
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 8 No 1 (2025): Jurnal SKANIKA Januari 2025
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v8i1.3333

Abstract

In the digital age, libraries continue to adapt to provide access to information and knowledge, support education and research, and preserve cultural heritage. The increasing demand for reading materials along with the development of information technology and digital literacy has led to a surge in the amount of data stored on various information provision platforms including libraries. With the sheer volume of data, the challenges of management, analysis and storage have become increasingly complex. Lack of understanding of readers' preferences, inefficiency in book procurement, and difficulty in determining book layout are problems that arise in library management. Therefore, analyzing circulation data is very important, for example using FP- Growth to find patterns of book borrowing. Items that do not meet the criteria but are still included in the calculation process cause the results to be less significant, but pruning which removes items with low frequency of occurrence can improve the accuracy of the analysis. The results of the FP- Growth calculation reveal a relationship between management and economics books with a support of 27%, Confidence 54%, and Lift 956 which means that the two books have a large influence on each other's occurrence. While pruning the number of rules generated is getting smaller, from 26 to 8, but the rules have a strong relationship.
Problem Based Learning with a Scientific Approach with Character in Mathematics Learning Wakit, Ahmat; Kusumodestoni, R. Hadapiningradja
Al-Jabar: Jurnal Pendidikan Matematika Vol 11 No 1 (2020): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v11i1.6411

Abstract

The studied aims to determined the characteristics of the development of learned devices with the problem-based learned model with a scientific approached which container the character in math subject. The research method used is a development research. Development is carried out with the preparation of valid, practical and effective tools. The learned tools developed were syllabus, (RPP) Learning Implementation Plans, (LKS) Student Worksheets, Student Books, and TKPM (Problem Solving Ability Tests). After the learned device valid then tested, the experiment was carried out by observed the learned process, process skills, students' character, at the end of the learned process did by TKPM and filled in the student response questionnaire. Data were analyzed to determined the practicality and effectiveness of the used of learned devices. The results showed: (1) the average score of the learned device validation results was 4.37 in the very good category so the devices developed were valid; (2) the application of practical learned tools because the average score of the teacher's ability to manage to learned is 3.98 in the good category and the average score of 4.36 student respons is in the very good category; (3) the application of effective learned devices because TKPM has achieved classical completed, the average TKPM experimental class better than the control class, the proportion of completed TKPM students experiment better than control class students, there is a positive influence was students' process and attitude skills towards TKPM, there is an increase in mathematical problem-solved abilities. 
Analisis Kegunaan Aplikasi GoPay Berdasarkan Metode System Usability Scale Sa’adah, Puji; Wibowo, Gentur Wahyu Nyipto; Kusumodestoni, R. Hadapiningradja
Jurnal Minfo Polgan Vol. 13 No. 1 (2024): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v13i1.13726

Abstract

Penelitian ini bertujuan untuk mengevaluasi pengalaman pengguna aplikasi GoPay dengan menggunakan metode System Usability Scale (SUS). GoPay adalah salah satu aplikasi e-wallet terkemuka di Indonesia yang digunakan untuk berbagai transaksi digital. Evaluasi usability penting untuk memastikan aplikasi ini memenuhi kebutuhan dan harapan penggunanya. Penelitian ini melibatkan 100 responden yang merupakan pengguna aktif GoPay. Data dikumpulkan melalui kuesioner SUS yang terdiri dari 10 pernyataan dengan skala Likert 5 poin. Hasil penelitian menunjukkan bahwa skor total SUS yang diperoleh dari 100 responden adalah 1.040. Dari perhitungan, rata-rata skor SUS adalah 10,4, yang setelah dikalikan dengan faktor skala SUS (2,5), menghasilkan skor rata-rata sebesar 26. Skor ini jauh di bawah ambang batas 68, yang dianggap sebagai skor minimal untuk kegunaan yang baik. Kesimpulan dari penelitian ini adalah bahwa aplikasi GoPay memiliki tingkat kegunaan yang sangat rendah, menunjukkan banyak area yang perlu diperbaiki dalam hal kemudahan penggunaan, efisiensi, dan kepuasan pengguna. Rekomendasi perbaikan meliputi evaluasi dan penyederhanaan antarmuka pengguna, peningkatan konsistensi desain, dan pengujian usability lebih lanjut secara berkala. Penelitian ini diharapkan dapat memberikan wawasan berharga bagi pengembang aplikasi GoPay dalam upaya meningkatkan pengalaman pengguna dan memastikan aplikasi memenuhi standar usability yang lebih tinggi.
Penerapan Algoritma Rivest Shamir Aldeman (RSA) untuk Pengamanan Data Gambar Nasabah BMT Al-Hikmah Permata Syifauddin, Muhammad Rizal; Kusumodestoni, R. Hadapiningradja; Sarwido, Sarwido
Jurnal Minfo Polgan Vol. 13 No. 1 (2024): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v13i1.13805

Abstract

Keamanan data nasabah merupakan aspek krusial dalam industri keuangan, termasuk di lembaga keuangan mikro seperti Baitul Maal wat Tamwil (BMT). Penelitian ini bertujuan untuk mengimplementasikan algoritma Rivest Shamir Adleman (RSA) guna mengamankan data gambar nasabah pada aplikasi mobile BMT Al-Hikmah Permata. Metode yang digunakan adalah pengembangan aplikasi berbasis Android dengan mengintegrasikan algoritma RSA untuk enkripsi dan dekripsi data gambar. Proses enkripsi dilakukan saat gambar diunggah ke server, sementara dekripsi dilakukan saat data diakses oleh pengguna yang berwenang. Hasil penelitian menunjukkan bahwa penerapan algoritma RSA berhasil meningkatkan keamanan data gambar nasabah dengan tingkat keberhasilan enkripsi dan dekripsi mencapai 100%. Waktu proses enkripsi rata-rata adalah 2,5 detik untuk gambar berukuran 1 MB, sedangkan waktu dekripsi rata-rata adalah 1,8 detik. Implementasi ini terbukti efektif dalam melindungi privasi nasabah tanpa mengorbankan kinerja aplikasi secara signifikan. Penelitian ini berkontribusi pada peningkatan keamanan data di sektor keuangan mikro dan dapat menjadi acuan bagi pengembangan sistem keamanan serupa di institusi keuangan lainnya.
Mental Health Classification Using Naïve Bayes and Random Forest Algorithms Faisti, Muhammad Jazum; Kusumodestoni, R. Hadapiningradja; Wibowo, Gentur Wahyu Nyipto
Journal of Applied Informatics and Computing Vol. 9 No. 4 (2025): August 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i4.10144

Abstract

Mental health is a crucial issue affecting individual and societal well-being. This study aims to investigate and compare the performance of Machine Learning algorithms, namely Naïve Bayes and Random Forest, for text-based mental health classification. The dataset used is the Mental Health Corpus from Kaggle, consisting of 27,977 English text messages from online forums, with binary labels (0: no indication of mental disorder, 1: indication of mental disorder) pre-annotated by the dataset creators. Text preprocessing involved lowercasing, negation handling, stopword removal, slang normalization, tokenization, and stemming. Data transformation was performed using TF-IDF. Model evaluation utilized accuracy, precision, recall, and F1-score metrics, along with 5-Fold Cross Validation. Evaluation results indicate high performance for both algorithms. Naïve Bayes achieved 88.7 % accuracy, 84.2 % precision, 95.2 % recall, and 89.3 % F1-score on the test data. Random Forest demonstrated more balanced performance with 89.3 % accuracy, 88.1 % precision, 90.5 % recall, and 89.3 % F1-score. The 5-Fold Cross Validation for Naïve Bayes yielded average scores of 88.8 % accuracy, 84.4 % precision, 94.9 % recall, and 89.3 % F1-score. In contrast, Random Forest showed averages of 89.2 % accuracy, 88.8 % precision, 89.5 % recall, and 89.3 % F1-score. While Naïve Bayes had higher recall, Random Forest exhibited the best overall performance, considering the combination of accuracy, precision, and stable generalization, making it more effective for mental health text classification.
Expert System for Student Talent and Interest Using Certainty Factor and Dempster-Shafer Methods Setiady, Teddy; Wibowo, Gentur Wahyu Nyipto; Kusumodestoni, R. Hadapiningradja
International Journal Software Engineering and Computer Science (IJSECS) Vol. 5 No. 2 (2025): AUGUST 2025
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v5i2.5169

Abstract

Elementary education systems in Jepara Subdistrict currently lack standardized frameworks for identifying student capabilities, leaving educators and parents without reliable tools to recognize individual talents and interests. We developed a hybrid expert system that combines Certainty Factor and Dempster-Shafer methodologies to establish quantitative assessment protocols for elementary student aptitude evaluation. Our research employed a quantitative descriptive approach, gathering data through structured behavioral observations, educator interviews, validated questionnaires, and academic documentation from multiple elementary schools across the district. The system processes student behavioral patterns using Certainty Factor methods for initial inference, then applies Dempster-Shafer algorithms to combine evidence sources while managing assessment uncertainty and subjective evaluation parameters. Preliminary testing reveals the system can generate percentage-based aptitude measurements across various domains, with interest category evaluations reaching 37% in targeted areas. We evaluated performance through accuracy validation, expert correlation analysis, precision-recall calculations, response time measurement, and knowledge base quality assessment. The hybrid approach demonstrates measurable improvements in talent identification accuracy when compared to traditional subjective methods, establishing a quantitative foundation for evidence-based educational planning. The system offers schools a standardized capability assessment tool that reduces evaluation bias while optimizing resource allocation for personalized learning development. Educational institutions can implement the framework to support more objective decision-making in student guidance and curriculum planning, particularly valuable for Indonesia's evolving educational landscape that emphasizes individualized learning pathways
Pendampingan Pengolahan Sampah dan Promosi Berbasis Digital untuk Mewujudkan Desa Wisata Ramah Lingkungan: Waste Management Assistance and Digital-Based Promotion to Realize an Environmentally Friendly Tourism Village Kusumodestoni, R Hadapiningradja; Nor Laila, Azzah; Revalita Candraloka, Olyvia; Darmanto, Darmanto; Al Arif, Amirul
Amalee: Indonesian Journal of Community Research and Engagement Vol. 5 No. 2 (2024): Amalee: Indonesian Journal of Community Research and Engagement
Publisher : LP2M INSURI Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/amalee.v5i2.6092

Abstract

Desa Semat memiliki banyak asset, wisata pantai, pemuda, dan olahan makanan khas. Namun masalahnya tata letak kurang teratur, kumuh, banyak sampah di sekitar pantai. Permasalahan mitra pada aspek manajemen, sosial masyarakat, dan pemasaran. Tim pengabdi bermitra dengan Pokdarwis Lestari Bahari dan pengelola pantai desa Semat. Metode yang digunakan yaitu Asset Based Community Development (ABCD). Mulai dari discovery, design, dream, define, destiny, dan reflection. Proses untuk mengukur tingkat keberhasilan pemahaman mitra menggunakan metode test, melalui pre-test dan post-test. Hasilnya tahapan discovery, design, dream, define dilakukan melalui Focuss Group Discussion bersama mitra. Tahap destiny dilakukan melalui pelatihan capacity building, pengolahan sampah, dan pendampingan penggunaan website. Tahap reflection dilakukan melalui evaluasi sharing bersama mitra, dan menganalisis hasil pre-test dan post-test. Hasilnya rata-rata seluruh peserta memiliki peningkatan pemahaman, rata-rata awal pre-test rentang 60-75, kemudian nilai post-test rentang 70-80. Peserta juga mengalami peningkatan kesadaran, dan ketrampilan baik terkait manajemen, kesadaran menjaga lingkungan, dan pemasaran. Prosentase kepuasan, 85% peserta sangat puas, 15% puas, dan 100% peserta menilai program ini bermanfaat dan berkomitmen melanjutkan program membuat usaha bersama souvenir dari limbah cangkang kerang, dan mengembangkan website sebagai media promosi.