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Integrasi Gamifikasi dalam Perancangan dan Pembangunan Website Pembelajaran Kosakata Bahasa Asing Novia Rahman Nisa; Waworuntu, Alexander; Lumba, Ester
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 10 No. 02 (2023): Sains dan Teknologi
Publisher : Research and Community Service INSTITUT TEKNOLOGI DAN BISNIS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v10i02.3245

Abstract

Proficiency in foreign languages offers numerous benefits, with vocabulary mastery being a key aspect. In today's digital era, learning foreign language vocabulary is not limited to physical dictionaries but also extends to online platforms. This study developed a foreign language vocabulary learning website using gamification methods, focusing on Japanese and German languages. The gamification approach was implemented using the Octalysis framework, particularly emphasizing the core drives of Development & Accomplishment and Empowerment of Creativity & Feedback, incorporating game elements such as rewards, leaderboards, and timers. The website was evaluated using the Hedonic-Motivation System Adoption Model (HMSAM) to assess user interest (behavioral intention to use) and immersion levels. The results indicated a user interest level of 82.29% and an immersion level of 80.53%, demonstrating the website's effectiveness in foreign language vocabulary learning.
Public Sentiment Analysis on the Transition from Analog to Digital Television Using the Random Forest Classifier Algorithm Samudera, Elfajar Bintang; Waworuntu, Alexander; Lumba, Ester
ULTIMATICS Vol 16 No 1 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i1.3653

Abstract

Television is one of the most popular media for entertainment and information. Analog television is the most widely used type among the public. However, with technological advancements, analog television is becoming obsolete and is being replaced by digital television, which offers better performance. On November 2, 2022, the Government officially mandated the transition from analog to digital broadcasting. This Analog Switch Off program has elicited various pro and con opinions among the public. Twitter, a widely used social media platform, facilitates rapid communication and information dissemination among users. This study aims to classify public sentiment regarding the Analog Switch Off policy as either positive or negative. The classification model used is the Random Forest algorithm, with the Lexicon Inset for data labeling, Count Vectorizer and TF-IDF Vectorizer for data vectorization and weighting, and various train-test data splits. The study achieved the best classification performance using the Count Vectorizer method, with an 80%:20% train-test data ratio, yielding an accuracy of 88%, precision of 88%, recall of 88%, and an F1-score of 88%. Index Terms—Analog Television; Digital Television; Sentiment; Twitter; Random Forest
Cost Estimation for Software Development Using Function Point Analysis Method Lumba, Ester; Widyaningrum, Destriana; Waworuntu, Alexander
IJNMT (International Journal of New Media Technology) Vol 11 No 2 (2024): Vol 11 No 2 (2024): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v11i2.4006

Abstract

Software development requires substantial financial resources. This study aims to examine the cost estimation for software development. The complexity of the software, its intangibility as a non-physical product, the technology utilized, and human resources can all influence the determination of software development costs. The method used for cost estimation is Function Point Analysis with a case study approach. The researchers conducted a case study on the software development for an employee savings and loan cooperative at XYZ Company. The result of this study is a cost recommendation that can serve as a reference for selecting software development vendors by the cooperative's management.
Cost Estimation for Software Development Using Function Point Analysis Method Lumba, Ester; Widyaningrum, Destriana; Waworuntu, Alexander
IJNMT (International Journal of New Media Technology) Vol 11 No 2 (2024): Vol 11 No 2 (2024): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v11i2.4006

Abstract

Software development requires substantial financial resources. This study aims to examine the cost estimation for software development. The complexity of the software, its intangibility as a non-physical product, the technology utilized, and human resources can all influence the determination of software development costs. The method used for cost estimation is Function Point Analysis with a case study approach. The researchers conducted a case study on the software development for an employee savings and loan cooperative at XYZ Company. The result of this study is a cost recommendation that can serve as a reference for selecting software development vendors by the cooperative's management.
IMPLEMENTASI PENGUJIAN LEARNING MANAGEMENT SYSTEM APLIKASI PEMBELAJARAN JARAK JAUH BERBASIS MOODLE DI UNIVERSITAS XYZ Hakim, Lukman; Lumba, Ester; Danuputri, Chyquitha
ZONAsi: Jurnal Sistem Informasi Vol. 5 No. 1 (2023): Publikasi artikel ZONAsi: Jurnal Sistem Informasi Periode Januari 2023
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v5i1.12760

Abstract

Increasing learning by innovating internet-based information technology and e-learning, providing convenience in increasing learning flexibly without space and time limits, implementing distance learning that is officially licensed by the government, providing fresh air for universities or institutions in developing Innovative applications using the Moodle LMS are more interactive and customized. Writing this article uses an experimental method by designing a moodle LMS with domain hosting in Informatics study program, implementing Moodle LMS to find out how far the comparison is between blended learning which is currently used at XYZ University, based on test results by distributing questionnaires to informatics students, the average usability value is obtained -average 92.1%.
Integrasi Gamifikasi dalam Perancangan dan Pembangunan Website Pembelajaran Kosakata Bahasa Asing Novia Rahman Nisa; Lumba, Ester; Waworuntu, Alexander
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 10 No. 02 (2023): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v10i02.3245

Abstract

Proficiency in foreign languages offers numerous benefits, with vocabulary mastery being a key aspect. In today's digital era, learning foreign language vocabulary is not limited to physical dictionaries but also extends to online platforms. This study developed a foreign language vocabulary learning website using gamification methods, focusing on Japanese and German languages. The gamification approach was implemented using the Octalysis framework, particularly emphasizing the core drives of Development & Accomplishment and Empowerment of Creativity & Feedback, incorporating game elements such as rewards, leaderboards, and timers. The website was evaluated using the Hedonic-Motivation System Adoption Model (HMSAM) to assess user interest (behavioral intention to use) and immersion levels. The results indicated a user interest level of 82.29% and an immersion level of 80.53%, demonstrating the website's effectiveness in foreign language vocabulary learning.
Public Sentiment Analysis on the Transition from Analog to Digital Television Using the Random Forest Classifier Algorithm Samudera, Elfajar Bintang; Waworuntu, Alexander; Lumba, Ester
ULTIMATICS Vol 16 No 1 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i1.3653

Abstract

Television is one of the most popular media for entertainment and information. Analog television is the most widely used type among the public. However, with technological advancements, analog television is becoming obsolete and is being replaced by digital television, which offers better performance. On November 2, 2022, the Government officially mandated the transition from analog to digital broadcasting. This Analog Switch Off program has elicited various pro and con opinions among the public. Twitter, a widely used social media platform, facilitates rapid communication and information dissemination among users. This study aims to classify public sentiment regarding the Analog Switch Off policy as either positive or negative. The classification model used is the Random Forest algorithm, with the Lexicon Inset for data labeling, Count Vectorizer and TF-IDF Vectorizer for data vectorization and weighting, and various train-test data splits. The study achieved the best classification performance using the Count Vectorizer method, with an 80%:20% train-test data ratio, yielding an accuracy of 88%, precision of 88%, recall of 88%, and an F1-score of 88%. Index Terms”Analog Television; Digital Television; Sentiment; Twitter; Random Forest
Real-Time Waste Detection System Using YOLOv12 with Transfer Learning Jovina, Adellia; Lumba, Ester
Journal of Applied Informatics and Computing Vol. 10 No. 1 (2026): February 2026
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v10i1.12050

Abstract

Waste sorting at the source remains a major challenge in Indonesia due to limited public awareness and the absence of accessible tools for waste classification. While YOLO-based object detection has been widely applied for waste detection, the adoption of the latest YOLO architecture in web-based, real-time public-oriented systems remains limited. This study aims to develop and experimentally evaluate a web-based waste detection system using YOLOv12 with a transfer learning approach to classify waste into organic, inorganic, and hazardous (B3) categories along with their subcategories. The system was developed using the Flask framework and supports image upload and real-time camera-based detection. A real-world dataset was annotated and divided into training, validation, and testing sets for experimental evaluation. The proposed model achieved a precision of 0.86, recall of 0.74, mAP@0.5 of 0.83, and mAP@0.5:0.95 of 0.68, with an average inference time of 0.0187 seconds per image (53.40 FPS). Overall, these results indicate that YOLOv12 with transfer learning provides an effective balance between accuracy and inference speed for web-based real-time waste detection systems, supporting its applicability for practical waste sorting solutions.
Pelatihan Microsoft PowerPoint Tingkat Dasar untuk Guru-Guru SD Taruna Bakti Bandung Yulia Ery Kurniawati; Harya Bima Dirgantara; Yulius Denny Prabowo; Ester Lumba
Jurnal Karya untuk Masyarakat (JKuM) Vol 1 No 2: JULI 2020
Publisher : Universitas Tarakanita

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36914/90ybzn55

Abstract

Kegiatan belajar mengajar selalu menjadi bagian dari pekerjaan seorang guru, media presentasi sebagai bahan ajar saat ini tidak hanya mengandalkan spidol dan kapur serta penjelasan dengan media suara langsung dari seorang guru. Pelatihan penggunaan Aplikasi Microsoft PowerPoint untuk menunjang pekerjaan para guru di sekolah sangat diperlukan, walaupun penggunaan spidol sebagai alat bantu masih diperlukan namun saat ini spidol atau alat tulis lain bukanlah satu-satunya perangkat yang diperlukan dalam kegiatan belajar mengajar di kelas. Kompetensi penggunaan aplikasi untuk presentasi seperti Microsoft PowerPoint sangat diperlukan untuk menunjang pekerjaan guru di sekolah. Tujuan dari PkM ini adalah memberikan kemampuan kepada para guru untuk menyiapkan materi mengajar dalam bentuk multimedia menggunakan Microsoft PowerPoint sehingga meningkatkan kompetensi para guru dalam bidang presentasi dan penyampaian bahan ajar kepada para muridnya, selain itu kemampuan penggunaan Aplikasi PowerPoint ini juga bermanfaat untuk hal-hal di luar pengajaran, misalnya pada saat rapat di sekolah, pertemuan guru dan murid, presentasi kepada orang tua calon siswa dan mungkin dapat digunakan untuk keperluan lainnya. Kendala yang dihadapi adalah perangkat dalam pelatihan yaitu laptop peserta yang beragam dengan spesifikasi bervariasi sehingga tidak memiliki aplikasi dengan versi Microsoft Power Point yang sama. Kendala kedua adalah kemampuan dasar para peserta juga bervariasi sehingga kecepatan belajar tidak sama, sehingga perlu pendampingan khusus bagi peserta beberapa pelatihan yang kurang memiliki kemampuan dasar. Hasil dari pelatihan ini adalah para guru mendapatkan pengetahuan dan keterampilan baru penggunaan Microsoft PowerPoint untuk membangun materi ajar multimedia.
Model Pembelajaran Mind Mapping Menggunakan Microsoft Visio 2007 bagi Guru-Guru SDIT Al-Kautsar Cikarang Arie Kusumawati; Nuraini Purwandari; Ester Lumba
Jurnal Karya untuk Masyarakat (JKuM) Vol 2 No 1: JANUARI 2021
Publisher : Universitas Tarakanita

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36914/e3emf278

Abstract

Penggunaan teknologi yang mudah dan mempermudah proses belajar namun powerfull sangat dibutuhkan. Salah satu penerapan teknologi software aplikasi komputer dalam pembelajaran adalah dengan memanfaatkan Microsoft Visio untuk pembuatan metode Mind Mapping. Berfokus pada kemampuan praktikal guru-guru maka pelaksanaan Pengabdian kepada Masyarakat ini bertujuan memberikan pengetahuan dasar kepada guru-guru sehingga dapat memanfaatkan software aplikasi khususnya Microsoft Visio serta mampu mengembangkan materi ajar dengan Mind Mapping. Kegiatan pelatihan dilakukan di SDIT Al-Kautsar Cikarang. Metode yang digunakan dalam pelaksanaan kegiatan adalah berfokus pada masukan, proses dan keluaran. Hasil dari kegiatan Pengabdian kepada Masyarakat adalah dilakukannya enam kegiatan bertahap dalam pemenuhan hasil dari kegiatan. Kesimpulan dari kegiatan ini adalah meningkatnya kemampuan guru-guru terhadap Mind Mapping dan Microsoft Visio 2007