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A Covid-19 Sentiment Analysis on Twitter Using K-Nearest Neighbours Castaka Agus Sugianto; Shandy Tresnawati
Journal of Applied Intelligent System Vol 7, No 1 (2022): Journal of Applied Intelligent System
Publisher : Universitas Dian Nuswantoro and IndoCEISS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/jais.v7i1.5984

Abstract

In December 2019, an outbreak named Corona Virus (SARS-CoV-2) occurred in the city of Wuhan, China which was later known as COVID-19. News of the development of the virus spread through various media, one of which was through the well-known platform Twitter. Twitter is one of the widely used media platforms to communicate about Covid-19. Information related to Covid-19 circulating in the community can be in the form of news or opinions or opinions. Then, the circulating information will be classified into three classes, namely positive, negative or neutral. The method used to calculate the prediction of text classification on Twitter is K-nearest neighbors (KNN). The dataset used in grouping on twitter by using the account name Covid19. Firstly, the dataset by crawling data or information on twitter. Secondly, the text mining stage to determine the class distance value and calculate the Euclidean distance formula based on all the training data to be tested. After the training process is complete, the evaluation model used will be used, the Euclidean results are taken based on the value of the closest distance. The accuracy of the model will be calculated using the previous Euclidean method. The results of this study he obtained with the highest value, one of which was 78% using a 50:50 sample comparison with k-5 and k-9 values.
PELATIHAN DASAR PEMROGRAMAN VISUAL DI SMK AL-IHSAN BATUJAJAR: Visual Programming Basic Training at SMK Al-Ihsan Batujajar Shandy Tresnawati; Nia Ekawati; Novita Lestari Anggreini
PUAN INDONESIA Vol. 5 No. 1 (2023): Jurnal Puan Indonesia Vol 5 No 1 Juli 2023
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v5i1.158

Abstract

The purpose of this community service is to teach basic training on visual basic programming. Visual Basic programming is a programming language studied by Informatics Engineering and Computer Engineering students. Visual basic is a computer programming language that is directive or commands that can be understood by the computer to carry out certain commands. Community service carried out by TEDC Bandung Polytechnic students held training for students of SMK Al-Ihsan Batujajar on Basic Visual Basic Programming. This is related to the subjects available at the school, namely Windows-based Programming Subjects. The method implemented by TEDC Polytechnic students is community service in the form of training. The result of this community service is that students of SMK Al-Ihsan Batujajar can understand and implement the results of training in Windows-based Programming subjects. The conclusion of this community service is that students are able to understand and re-implement the material that has been taught by using existing facilities.
Aplikasi Absensi Dengan Metode Geolocation Berbasis Web (Studi Kasus: PT. Codepolitan Integrasi Indonesia) Shandy Tresnawati; Alfian Pratama
Journal of Informatics and Electronics Engineering Vol. 1 No. 2 (2021): Desember 2021
Publisher : Unit Penelitian dan Pengabdian kepada Masyarakat Politeknik TEDC Bandung Jl. Pesantren Km 2 Cibabat Cimahi Utara – Cimahi 40513 Jawa Barat – Indonesia

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

Abstract

Absensi karyawan merupakan proses pendataan kehadiran yang berlangsung setiap harinya di PT. Codepolitan Integrasi Indonesia, hal ini dilakukan agar dapat membantu dalam proses rekap kehadiran karyawan. Pengelolaan tersebut masih bersifat manual yang menyebabkan ketidakefektifan dalam melakukan absensi untuk memudahkan pengelolaan data karyawan. Dibutuhkan teknologi bernama geolocation, oleh karena itu penulis membuat suatu aplikasi berbasis web dengan memanfaatkan geolocation untuk membantu proses absensi karyawan di PT. Codepolitan Integrasi Indonesia. Dengan menggunakan teknologi geolocation suatu sistem mempunyai kemampuan untuk menentukan posisi suatu objek atau orang yang berada di bumi dengan menggunakan koordinat geografis (latitude dan longitude). Penerapan geolocation pada aplikasi digunakan sebagai pengaman aplikasi dimana pada aplikasi ditentukan lokasi titik koordinat dengan titik radius maksimal 1 kilometer. Oleh karenanya penulis membuat aplikasi absensi online dengan metode geolocation. Sistem ini terbukti dapat diterima dengan baik oleh karyawan PT. Codepolitan Integrasi Indonesia.
Sistem Layanan Pengaduan dan Aspirasi Mahasiswa Berbasis Web di Politeknik TEDC: Bahasa Indonesia Shandy Tresnawati; Indah Latifah
Journal of Informatics and Electronics Engineering Vol. 3 No. 2 (2023): Desember 2023
Publisher : Unit Penelitian dan Pengabdian kepada Masyarakat Politeknik TEDC Bandung Jl. Pesantren Km 2 Cibabat Cimahi Utara – Cimahi 40513 Jawa Barat – Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70428/jiee.v3i2.779

Abstract

Mahasiswa Politeknik TEDC sering menghadapi kendala dalam mengajukan pengaduan terkait masalah akademik, administratif, atau layanan lainnya. Ketidakjelasan prosedur serta ketakutan untuk berbicara secara langsung kepada institusi seringkali mengakibatkan mahasiswa memilih untuk tetap diam, yang pada gilirannya dapat memperburuk masalah dan mempengaruhi pengalaman belajar mereka. Oleh karena itu, penelitian ini bertujuan untuk merancang, mengimplementasikan, dan menguji Sistem Layanan Pengaduan dan Aspirasi Mahasiswa Berbasis Web di Politeknik TEDC. Penelitian ini menggunakan pendekatan metode pengembangan sistem SDLC dengan model waterfall. Tahap perancangan mencakup analisis kebutuhan, desain, pengembangan, dan pengujian sistem. Pengujian dilakukan dengan metode blackbox testing dan hasilnya menunjukkan bahwa sistem mencapai tingkat penerimaan pengguna sebesar 84.4%. Hasil penelitian ini menunjukkan bahwa Sistem Layanan Pengaduan dan Aspirasi Mahasiswa Berbasis Web telah berhasil menciptakan saluran komunikasi yang lebih efektif dan efisien antara mahasiswa dan institusi. Dengan adanya sistem ini, mahasiswa dapat dengan mudah menyampaikan pengaduan dan aspirasi mereka secara online, sehingga masalah dapat segera diatasi dan pengalaman belajar mereka dapat ditingkatkan. Penelitian ini memberikan kontribusi penting dalam meningkatkan pelayanan dan partisipasi mahasiswa di Politeknik TEDC.
Media Pembelajaran Pengenalan Hewan Berdasarkan Jenis Makanan Dan Ekosistem Berbasis Augmented Reality Shandy Tresnawati; Ratna Rizky Wulandari; Cica Tiara
Journal of Informatics and Electronics Engineering Vol. 4 No. 1 (2024): Juni 2024
Publisher : Unit Penelitian dan Pengabdian kepada Masyarakat Politeknik TEDC Bandung Jl. Pesantren Km 2 Cibabat Cimahi Utara – Cimahi 40513 Jawa Barat – Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70428/jiee.v4i1.844

Abstract

Early Childhood Education (ECCE) has an important role in shaping the basis of children's knowledge and understanding of the surrounding world, including animal recognition. At Al-Hidayah ECD, animal recognition materials currently use only picture cards, songs, and stories, conducted four times a week. However, there are drawbacks to this method, which is that it only introduces animals based on the letter prefixes of the alphabet and has not introduced the type of food and ecosystem of animals. The results showed that the success rate of animal recognition by students was only 55% with the usual method. In an effort to improve animal recognition methods, this research aims to develop learning media innovations using Augmented Reality (AR) technology with a focus on recognizing animal types based on food and its ecosystem. In this study, researchers chose the Multimedia Development Lyfe Cycle (MDLC) method because this method is suitable for designing and developing multimedia applications. This research was conducted at PAUD Al-Hidayah. The creation of this learning media application was made using the main software Unity 3D. Based on the results of questionnaires filled out by students and teachers, it can be said that animal recognition learning media based on food types and ecosystems that contain video material is equipped with audio, displays 3D animal objects with markers, then contains interestingly made quizzes. The results obtained from the User Acceptance Test (UAT) get results with a percentage of 96.7%. With these positive results, it is hoped that the use of AR for the learning of PAUD Al-Hidayah students can understand more interactive learning.