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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.
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.
PENERAPAN ALGORITMA CRAWLING DALAM OTOMATISASI PEMBAYARAN ADMINISTRASI SEKOLAH Sudiryanto, Gun; Tamrin, Teguh; Kusumodestoni, R. Hadapiningradja; Leksono, Bagus Bowo
Jurnal Disprotek Vol 15, No 1 (2024)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/jdpt.v15i1.5898

Abstract

APPLICATION OF CRAWLING ALGORITHM IN AUTOMATION OF SCHOOL ADMINISTRATION PAYMENTSNetwork system administration is the job of network administrators who are tasked with managing a computer network, both on a small and large scale. MTs. Asysyafi'iyah is a madrasah that is not yet familiar with the system of developing applications that make the work of madrasa institutions easier. The large number of students results in the need for some administration that must be managed by Administrative Staff to further minimize and make time efficient in terms of managing madrasa administration. The problem discussed in this research is how the methods commonly used in payment systems are more effective, making it easier to obtain payment information and pay via Virtual Account by using an Android application. The aim of this research is to make it easier for parents/guardians in terms of administrative payments and to produce an application that can provide information for students, parents/guardians, administration staff and madrasa heads. The methods used in the data collection process are observation, interviews, Literature Study and Documentation. Processing Data that has been collected by researchers through literature studies will be used by researchers as direct field observations. Then, the results of interviews and documentation obtained directly from observations will be translated into programming language using the Rapid Application Development (RAD) method. Based on the results of the research and discussion, the conclusion of this research is: The Madrasah Administration payment application can make things easier for parents, guardians or students. , simplify the work of Madrasah Administrative Staff in structuring payment administration better and can reduce the error rate and obtain report results quickly and accurately, simplify the process of processing payment data and searching for Administrative report data, as well as data relating to Administrative payments stored computerized on Admin database.Administrasi sistem jaringan merupakan sebuah pekerjaan dari para administrator jaringan yang bertugas untuk mengatur sebuah jaringan komputer baik dalam skala kecil maupun skala besar. MTs. Asysyafi’iyah  merupakan madrasah yang belum mengenal sistemasi pengembangan penggunaan aplikasi yang memudahkan pekerjaan lembaga madrasah, banyaknya siswa mengakibatkan butuhnya beberapa administrasi yang harus di kelola Staf Tata Usaha untuk lebih meminimalisir dan mengefisien waktu dalam hal pengelolaan administrasi madrasah. Masalah yang dibahas dalam penelitian ini adalah bagaimana metode yang biasa digunakan pada sistem pembayaran dengan cara yang lebih efektif, mempermudah mendapatkan informasi pembayaran dan membayar secara Virtual Account dengan pemanfaatan aplikasi android. Tujuan penelitian ini berguna untuk mempermudah Orang Tua/Wali dalam hal pembayaran Administrasi dan Menghasilkan sebuah aplikasi yang dapat memberikan informasi bagi Siswa Siswi, Orang Tua/Wali, Staf Tata Usaha dan Kepala Madrasah.Metode yang dilakukan dalam proses pengumpulan data adalah Observasi, Wawancara, Studi Pustaka, dan Dokumentasi. Pengolahan Data yang telah dikumpulkan oleh peneliti melalui studi pustaka akan digunakan peneliti sebagai observasi lapangan secara langsung. Kemudian dimana hasil wawancara dan dokumentasi yang diperoleh secara langsung dari observasi akan diterjemahkan kedalam bahasa pemrograman dengan menggunakan metode Rapid Application Development (RAD).Berdasarkan hasil penelitian dan pembahasan maka kesimpulan dari penelitian ini adalah: Aplikasi pembayaran Administrasi Madrasah dapat mempermudah orang tua wali atau siswa, mempermudah pekerjaan Staf Tata Usaha Madrasah dalam penataan administrasi pembayaran yang lebih baik dan dapat mengurangi tingkat kesalahan serta diperoleh hasil laporan secara cepat dan tepat, memudahkan proses pengolahan data pembayaran serta pencarian data laporan Administrasi, serta data yang berhubungan dengan pembayaran Administrasi tersimpan secara terkomputerisasi pada database Admin.
Analisis Tantangan dan Peluang Penggunaan Artificial Intelegence Pada Mahasiswa Teknologi Informasi: Pendekatan K-Means Clustering Ali, Nur; Kusumodestoni, R. Hadapiningradja; Wibowo, Gentur Wahyu Nyipto
Innovative: Journal Of Social Science Research Vol. 5 No. 4 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v5i4.20868

Abstract

This study aims to identify the perceptions, challenges, and opportunities of Information Technology students in utilizing Artificial Intelligence (AI) in the learning process. Using a quantitative approach with the K-Means Clustering method, this study groups students based on their level of knowledge and utilization of AI. The results indicate two main profiles: students with high AI literacy but moderate utilization, and students with low understanding but intensive utilization. The second group faces similar challenges but views AI opportunities differently. These findings highlight the importance of user profile-based learning strategies to create an adaptive and sustainable AI ecosystem. This research contributes to the development of higher education policy.
PENERAPAN ALGORITMA A* PADA APLIKASI GAME TASHRIF DI MTS-SA ROUDLOTUT THOLIBIN Reza Ramadhan; R Hadapiningradja Kusumodestoni; Adi Sucipto; Gun Sudiryanto
Science and Technology (SciTech) The 3rd National Seminar and Proceedings Scitech 2024
Publisher : Science and Technology (SciTech)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini dilatar belakangi oleh menurunnya minat siswa dalam  belajar shorof, karena metode belajar yang masih konvensional. Hal ini membuat siswa kesulitan memahami materi yang disampaikan. Tujuan penelitian ini adalah untuk merancang sebuah media pembelajaran dalam bentuk game edukasi guna menarik minat siswa dan memudahkan memahami dalam belajar ilmu shorof. Penelitian ini menggunakan metode pengembangan Rapid Application Development (RAD) yang di padukan menggunakan algoritma A*. Dalam penerapannya metode RAD memiliki lima tahapan yaitu, Requirements Planning, Design Workshop, Perancangan dan Pengembangan, Pengujian, Implementasi. Penerapan algoritma A* diterapkan kepada pergerakan enemy untuk mencari rute terdekat menuju player. Hasil dari dari penelitian ini menunjukkan 90,44% responden. Hal ini menunjukkan bahwa penelitian ini sangat layak untuk dilakukan.