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Evaluating Ensemble Versus Non-Ensemble Machine Learning Performance with Preprocessing Techniques for IoT Intrusion Detection on CICIoT2023 Firdaus, Febrian Sabila; Hatta, Puspanda; Basori, Basori
Jurnal Teknik Informatika (Jutif) Vol. 7 No. 1 (2026): JUTIF Volume 7, Number 1, February 2026
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2026.7.1.5408

Abstract

The rapid expansion of the Internet of Things (IoT) introduces significant security vulnerabilities, exposing networks to sophisticated attacks. Developing effective Intrusion Detection Systems (IDS) is critical, yet many machine learning benchmarks rely on outdated datasets. This study provides a comprehensive comparative evaluation of ensemble and non-ensemble machine learning models for multiclass attack classification using the modern and complex CICIoT2023 dataset. The methodology involves robust preprocessing, including random undersampling to address extreme class imbalance and a hybrid feature selection approach combining Mutual Information (MI) and Random Forest Feature Importance (RFFI). Models, including Naive Bayes, Logistic Regression, SVM, Random Forest, and XGBoost, were evaluated using stratified 5-fold cross-validation (K=5) with default hyperparameters. The results demonstrate that ensemble models consistently and significantly outperform non-ensemble models. XGBoost achieved the highest and most stable performance, yielding a mean F1-score of 0.8889 ± 0.0008 across the K-folds, and a final macro F1-score of 0.8891 on the test set. This research confirms the superiority of ensemble methods for complex IoT traffic and quantitatively highlights the critical role of preprocessing. Notably, scaling was proven essential for non-ensemble models, drastically improving Logistic Regression's F1-score from an unstable 0.6280 to 0.7691.
Understanding Virtual Laboratories in Engineering Education: A Systematic Literature Review Muhamad Nur Azmi Wahyudi; Cucuk Wawan Budiyanto; Indah Widiastuti; Puspanda Hatta; Mohd. Shafie bin Bakar
International Journal of Pedagogy and Teacher Education Vol 7, No 2 (2023): International Journal of Pedagogy and Teacher Education - October
Publisher : The Faculty of Teacher Training and Education (FKIP), Universitas Sebelas Maret, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijpte.v7i2.85271

Abstract

Engineering education has gained significant importance in the 21st century due to its integration of essential technological literacy needed in our rapidly changing world. Laboratories, including virtual laboratories, allowstudents to apply theoretical knowledge practically. Virtual laboratories have emerged as innovative tools that offer increased accessibility and flexibility. This study reviewed 29 peer-reviewed journal articles indexed in Scopus and published between 2018 and 2023 on the use of virtual laboratories in engineering education. The research employed a systematic literature review framework, utilizing PRISMA for article selection.The findings indicate that virtual laboratories provide numerous benefits, including cost-effectiveness, flexibility, safety, and accessibility. They boost student motivation, engagement, and the ability to apply knowledge while effectively enhancing conceptual understanding and practical skills. Virtual laboratories support the development of pedagogical skills and promote careers in engineering by offering a comprehensive and inclusive learning environment.Despite these advantages, challenges likelimited interactivity, restricted content, and technical issues persist. Virtual laboratories are valuable supplements to traditional laboratories, providing an economical means to explore phenomena and offering a safe space for experimentation. Educators should consider the benefits and limitations ofintegrating virtual laboratories into their curriculum. This study aims to deepen the understanding of virtual laboratories in engineering education, advocating for their broader adoption as an innovative tool with a positive impact.  
Peningkatan Kreatifitas Dan Kemampuan Algoritma Melalui Workshop Game Development Febri Liantoni; Cucuk Wawan Budiyanto; Yusfia Hafid Aristyagama; Puspanda Hatta; Nurcahya Pradana Taufik Prakisya
DEDIKASI: Community Service Reports Vol 7, No 1 (2025): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i1.93557

Abstract

Workshop pengabdian masyarakat ini bertujuan untuk memberdayakan para pendidik dalam menciptakan media pembelajaran yang lebih menarik dengan memanfaatkan teknologi digital, khususnya melalui pendekatan game-based learning. Tantangan yang dihadapi adalah rendahnya kreativitas dan pemahaman algoritma di kalangan pendidik, serta minimnya implementasi pembelajaran berbasis game di sekolah. Dilaksanakan di SMP Al Qolam Muhammadiyah Gemolong, workshop ini memanfaatkan fasilitas kelas yang tersedia, meliputi paparan teori, praktik langsung, dan pendampingan intensif dalam pengembangan game menggunakan Construct 2. Para peserta tidak hanya belajar membuat media pembelajaran interaktif, tetapi juga memperdalam pemahaman tentang literasi digital dan algoritma. Hasil kegiatan ini menunjukkan peningkatan yang signifikan dalam kemampuan desain pembelajaran, serta kepercayaan diri dalam menggunakan teknologi untuk mendukung proses mengajar. Dari pelatihan ini, terlihat bahwa penggunaan pendekatan berbasis game dapat merangsang kreativitas dan memperkuat pemahaman algoritma dalam konteks pembelajaran.
Peningkatan Kompetensi Digital Guru SD melalui Pelatihan Pengembangan Pusat Sumber Belajar Digital Berbasis Cloud Computing Septi Yulisetiani; Puspanda Hatta; Yusfia Hafid Aristyagama
DEDIKASI: Community Service Reports Vol 7, No 2 (2025): DEDIKASI: Community Service Report - July
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i2.94963

Abstract

Penelitian ini mengkaji efektivitas pelatihan bagi guru sekolah dasar dalam mengembangkan Pusat Sumber Belajar Digital berbasis cloud computing untuk meningkatkan kompetensi digital mereka. Meskipun integrasi digital sangat penting dalam pendidikan modern, banyak guru mengalami kesulitan dalam memanfaatkan teknologi akibat keterbatasan pelatihan dan infrastruktur. Program pelatihan ini menggunakan platform seperti Google Sites dan Assemblr Edu, yang memungkinkan guru membuat materi pembelajaran interaktif dan mudah diakses tanpa keterampilan pemrograman lanjutan. Penelitian melibatkan 50 guru SD dari Kecamatan Karangpandan, Karanganyar, Jawa Tengah. Analisis uji T berpasangan menunjukkan peningkatan signifikan pada skor kompetensi digital, dari rata-rata 63,9 sebelum pelatihan menjadi 76,3 setelah pelatihan (t = -20,80, p < 0,001). Temuan ini menunjukkan bahwa pelatihan digital yang terfokus dapat secara signifikan meningkatkan keterampilan guru dalam menciptakan sumber belajar digital. Hasil ini menegaskan pentingnya program pengembangan profesional berkelanjutan untuk mendukung guru beradaptasi dengan alat digital dan menciptakan lingkungan belajar yang lebih dinamis dan menarik.
Desain dan Pemanfaatan Media Pembelajaran Flash Card dengan Canva untuk Disabilitas Rosihan Ari Yuana; Cucuk Wawan Budiyanto; Nurcahya Pradana Taufik Prakisya; Puspanda Hatta; Yusfia Hafid Aristyagama; Febri Liantoni
DEDIKASI: Community Service Reports Vol 6, No 1 (2024): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v6i1.77139

Abstract

Students with disabilities require suitable educational materials. Hence, one of the essential skills that a teacher must possess is the ability to provide suitable instructional materials for students. A workshop was organized by this community service activity at SLB YPCM Boyolali, focusing on creating educational media for instructors using Canva. The training instructs teachers on how to design flashcards specifically tailored for students with disabilities to facilitate their learning process. The advantage of this activity is the enhanced proficiency of SLB YPCM Boyolali teachers in creating digital educational materials. Another advantage is assessing instructor perspectives when employing digital media for educational purposes. The school will provide students with exceptional needs the opportunity to develop the skill of product branding using the processed foods they create. The post-workshop evaluation results indicate that this activity is highly successful and positively influences participants. Evidence demonstrates that 90% of participants can generate flashcard learning media products using Canva. The participants had a favorable opinion of Canva due to its user-friendly interface and comprehensive range of functions, despite most participants having limited computer proficiency. The session presented was met with a high level of satisfaction from most attendees.
Feasibility Test Analysis on the UPT Humas UNS Information System Dimas Tegar Zunanta; Endar Suprih Wihidayat; Puspanda Hatta
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i3.68904

Abstract

The development of the UPT Humas UNS information system is carried out using the analysis, design, development, implementation, and evalution (ADDIE) methods. The evaluation technique used is black box testing involving two programming experts to assess the functional readiness of the information system. The feasibility test was carried out using two methods, namely the usability scale (SUS) system to determine the level of usability and the technology acceptance model (TAM) for acceptance analysis of the UNS Public Relations UPT information system. Based on the evaluation that has been carried out, the UNS Public Relations UPT information system that has been successfully developed can run functionally to serve the 12 existing services with a little record of improvement. Judging from the average SUS score obtained, which is 69.75, it is classified as good overall for the level of usability. For the results of the TAM analysis consisting of 6 TAM research hypotheses, the ease of using SI has a significant effect on the expediency and attitude in using SI. The expediency of SI has a significant effect on the attitude to use and the intention to use SI. The attitude to use SI has a significant effect on the intention to use SI and the intention to use SI has a significant effect on the actual use of the system.
Analisis Implementasi Teknologi Cloud Computing pada Universitas Ditinjau dari Total Cost of Ownership Muhammad Jaelani; Puspanda Hatta; Febri Liantoni
Journal of Informatics and Vocational Education Vol 4, No 3 (2021): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v4i3.55132

Abstract

Penelitian ini bertujuan untuk mengetahui perhitungan pembiayaan infrastruktur cloud computing ditinjau dari segi Total Cost of Ownership. Metode dalam penelitian ini menggunakan metode penelitian kuantitatif dengan desain penelitian Cross Sectional, yaitu desain penelitian yang menekankan pada waktu pengukuran atau observasi data yang dilakukan pada variabel terikat maupun variabel bebas dalam satu kali pada satu waktu. Pengumpulan data dilakukan dengan melakukan wawancara dan observasi. Objek pada penelitian ini, yaitu keseluruhan device yang digunakan pada infrastruktur cloud computing dan non-cloud yang terdapat di ICT FKIP UNS dan UPT TIK UNS. Hasil penelitian yang diperoleh menunjukkan ICT FKIP UNS dan UPTI TIK UNS mengeluarkan biaya lebih sedikit pada infrastruktur cloud computing dan biaya lebih besar pada infrastruktur non-cloud. Dan pengeluaran untuk infrastruktur cloud computing lebih murah dari pengeluaran untuk infrastruktur non-cloud, baik pada perhitungan dengan amortisasi maupun tanpa amortisasi. Dari hasil penelitian tersebut dapat disimpulkan bahwa perhitungan TCO pada infrastruktur cloud computing dan non-cloud menunjukkan biaya yang dikeluarkan untuk infrastruktur cloud computing lebih murah daripada infrastruktur non-cloud, baik pada ICT FKIP UNS maupun UPT TIK UNS. Serta penggunaan amortisasi pada perhitungan model TCO tidak memberikan pengaruh terhadap hasil akhir perbandingan perhitungan karena baik dengan amortisasi maupun tanpa amortisasi, biaya untuk infrastruktur cloud computing tetap lebih murah daripada infrastruktur non-cloud.
Analysis of Competency Curriculum Alignment in Web-Based Application Development on the Study Program of PTIK UNS with the Industrial World Wachid Adi Nugroho; Dwi Maryono; puspanda Hatta
Journal of Informatics and Vocational Education Vol 6, No 1 (2023): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i1.65242

Abstract

This study aims to: determine the application of the competency field curriculum in web-based application development on the UNS PTIK study program, determine the needs in web-based application development competencies on the industrial world, and determine the alignment between the application of the web-based application development competency curriculum on the UNS PTIK study program and the need for competence in the field of web-based application development on the industrial world.The form of this research is qualitative research with 6 research subjects, 3 lecturers and 3 alumnus. Data collection techniques used are document analysis, interviews, and questionnaires. The validity test technique used is source triangulation. The analysis technique used is a comparative descriptive technique.The results of this study indicate that the alignment of the curriculum in the competency field in web-based application development on the PTIK UNS study program with the industrial world as a whole is appropriate, but there needs to be development in several courses and collaborations by involving industry directly in the preparation of the curriculum in the future and there are still several stages in the process of developing web-based applications in practice in lectures have not been carried out.
Efektifitas Penggunaan Digital Game Base Learning Menggunakan Aplikasi Spritebox untuk Meningkatkan Motivasi dan Hasil Belajar Mahasiswa Novita Salkha; Endar Suprih Wihidayat; Puspanda Hatta
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i1.59146

Abstract

Purpose of this study to determine the effect of using SpriteBox educational game applications on student motivation and learning outcomes in basic programming subjects, especially looping material. This research was conducted at JPTK UNS Informatics Engineering Education Study Program. The research method used quantitative research with a pre-experimental design One Group Pretest-Posttest. The population was all students of PTIK UNS class of 2020 which consisted of 76 students. All the members the of the population are sampled, so the sampling technique used total sampling. Data collection techniques used questionnaires and tests. Questionnaires and tests were piloted first and then tested for validity and tested for reliability. The data analysis technique used the t test (difference test) after previously was tested by normality and homogeneity. The results showed that: 1) Learning-based SpriteBox game media had an effect on students' learning motivation. Proved by the difference significantly on learning motivation before and after experimentation. There was an increased average learning motivation after using SpriteBox game; 2) Learning-based SpriteBox game media affected students’ learning outcomes. Proved by the difference significantly on learning outcomes between before and after experimentation. There was an increased average learning outcome after using SpriteBox game.
Analysis of Android Applications on Google Play Store as a Learning Media for Java Programming Language Bara Bintang Pradana; Endar Suprih Wihidayat; Puspanda Hatta
Journal of Informatics and Vocational Education Vol. 8 No. 1 (2025): Journal of Informatics and Vocational Education - March
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v8i1.3471

Abstract

Despite the proliferation of Java programming learning applications on mobile platforms, no systematic quality-based framework has been applied to evaluate their instructional adequacy, leaving educators without reliable evidence for media selection. This study aims to systematically evaluate Java programming learning applications available on the Google Play Store to identify those most suitable for use as instructional media. A descriptive qualitative approach with structured assessment was employed, in which applications were systematically collected using predefined keywords and filtered through a six-stage elimination process prior to evaluation. The remaining 30 applications were assessed using the Learning Object Review Instrument (LORI), which evaluates seven aspects: content quality, learning objective alignment, feedback and adaptation, motivation, presentation design, interaction usability, and accessibility. Each aspect was scored on a scale of 1 to 4, and a final percentage score was calculated for each application. Of the 30 applications assessed, three achieved the highest scores: CodeGym (92), Java by Coding and Programming (90), and Java X (89), all of which demonstrated strong performance across content quality and usability dimensions. Notably, Google Play Store user ratings were found to be inversely proportional to LORI-based instructional quality scores, suggesting that popularity metrics do not reflect pedagogical value. These findings indicate that a structured, criteria-based evaluation framework is essential for educators selecting Java learning applications, and that Play Store ratings alone are insufficient as a proxy for instructional quality. Future studies are recommended to validate these findings through user testing with actual learners across multiple educational contexts.
Co-Authors A.G. Tamrin, A.G. Aam Kholid Alfaif Abdillah Yusron Agus Budiarto Agus Efendi Agus Efendi Agustina Dyah Pratiwi Al-Fayed, Iqbal Isnan Andhika Ramadhany Arifuddin, Faizal Aris Budianto, Aris Bara Bintang Pradana Basori Basori Basori Basori Basori Basori Basori Chandra Hannafi Atsna Cucuk Wawan Budiyanto Dadungawigra, Dimmapraha Fatuardi Dimas Tegar Zunanta Dini Erlinawati Dwi Maryono Dwi Maryono Endar S Wihidayat, Endar S Endar Suprih Wihidayat Endar Suprih Wihidayat Endar Suprih Wihidayat Endar Suprih Wihidiyat Esanudin, Rosyid Fadila Aini Atista, Fadila Aini Fahru Roszy Mahtuf Fajarwati, Aprilia Fariz Fakhrul Arifin Fawaidil Wafa, Alfian Febri Liantoni Febri Liantoni, Febri Feng Xiao Firdaus, Febrian Sabila Herianto, Tulus Joseph Herwati, Titan Istiah Ibrahim Wahyu Saputra, Ibrahim Wahyu Ifan Fadhlur Ramadhan Imam Prasetyo Isna Safira Jarwodo Aji Jumari Kridolaksono, Adityas Kristyan Kusmanto, Bintang Timur Lestari Rahayu M Rifki Affandi Mishbahuddin, Ahmad Mohd. Shafie bin Bakar Muhamad Nur Azmi Wahyudi Muhammad Jaelani Muhammad Rifqy Abdallah Mursholihah, Ulfah Awaliah Mustofa, Septhea Pradina Novita Salkha Nugroho, Yunanto Dwi Nurcahya Pradana Taufik Prakisya Prakisya, Nurcahya Pradana Taufik Pramudya, Otniel Dewangga Divan Putri Karimah Putro, Ismoyo Ramadhan, Raqael Fisabillah Rena Anggita Putri, Rena Anggita Rhema Thamariska Rizqi Satya Haprabu Rosihan Ari Yuana Rosihan Ari Yuana, Rosihan Ari Salma, Winda Annisa Sari, Liska Mey Ika Septi Yulisetiani Sidauruk, Deardo Satria Ristiawan Tiyarno, Raka Pratama Wachid Adi Nugroho Wicaksono, Palguno Widiastuti, Indah Wihidayat, Endar S. Wihidayat, Endar Suprih Yulisetiani, Septi Yusfia Hafid Aristyagama