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Media Pembelajaran Video Animasi Organ Tubuh Manusia Arif Rinaldi Dikananda; Iin Iin; Saeful Anwar; Raditya Danar Dana; Kanda Muhamad Ishak
Jurnal Accounting Information System (AIMS) Vol. 4 No. 2 (2021)
Publisher : Universitas Ma'soem

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32627/aims.v4i2.170

Abstract

Interactive video is a technology for sending electronic signals from a moving image that can describe information which in the process occurs 2-way communication between multimedia and users. This research started from the problems encountered, namely the number of elementary school students who still do not know and do not understand the human organs. The method used is the ADDIE method (Analysis, Design, Development, Implementation, Evaluation). The use of interactive video based on 2D animation is expected to attract students so they don't get bored while learning using video. The applications used to create these interactive learning videos are Corel Draw X7 for creating digital sketches and Adobe After Effects for editing digital sketches into a video. The results in this study are interactive learning videos about human organs. Learning videos can be used by students so that they can increase student interest in learning because there are 2D animations and interactions with users and can be used anytime and anywhere. So it can be concluded that this learning video received a very good response from students because it is effectively used when studying at school and at home. Respondents were taken as many as 50 students. The results of this study obtained an increase in student understanding from 40% of students or as many as 20 students to 76% or as many as 38 students. There was an increase of 36%.
Prediksi Hasil Belajar Hybrid Menggunakan Artificial Neural Network Dengan Multilayer Perceptron Saeful Anwar; Dian Ade Kurnia; Ahmad Faqih; Siti Rini Sari
JURIKOM (Jurnal Riset Komputer) Vol 9, No 5 (2022): Oktober 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i5.5024

Abstract

The implementation of online distance learning affects the psychosocial aspects of students so that a combination of offline and face-to-face learning is carried out using Hybrid Learning. The problem in this research is the analysis of the competencies that will be generated, student characteristics, face-to-face interactions, online learning strategies, and lecturers by calculating the data from the Hybrid Learning evaluation to get the best level of accuracy using the Machine Learning technique method. The purpose of this study is to evaluate the results of Hybrid learning using the Artificial Neural Network (ANN) method which is expected to have the right level of accuracy and prediction and tolerate errors so that it can produce good predictions and can be used to model good relationships in finding patterns in the data. . Prediction of Hybrid Learning learning outcomes during the Covid 19 pandemic using Machine Learning techniques consisting of 12 attributes with a total of 1,231 datasets of Hybrid Learning learning outcomes in 2022. The Artificial Neural Network algorithm model uses Retrive operators, Set Roles, optimization parameters, Cross Validation, Apply Models, Performance and Logs. Accuracy results show 99.35% meaning that the results of the learning evaluation using Hybrid Learning with predictions that match and turn out to be appropriate are 1039, then those that do not match are 8. The predictions are very suitable and turn out to be very suitable in 104. Artificial Neural Network with Multilayer Perceptron, with two hidden layer and the format of the first hidden layer is 2 nodes, then the second hidden layer is 5 nodes with an output of 3 nodes
Peningkatan Pemahaman Matakuliah Jaringan Komputer Dasar Menggunakan Simulator Jaringan Cisco Packet Tracer Martanto; Saeful Anwar
Jurnal ICT: Information Communication & Technology Vol. 20 No. 2 (2020): JICT-IKMI, Desember 2020
Publisher : LPPM STMIK IKMI Cirebon

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Abstract

Students studying at STMIK IKMI Cirebon have diverse school backgrounds, so not all students have an adequate basis for computer science, this can be seen in the final examination results of the basic computer network subject for the previous generation of Informatics Management study program, the KHS score got better because it is helped by the value of the assignment and the value of the certification. To simplify the understanding, students can use the Cisco packet tracer network simulator. The effectiveness of the Cisco packet tracer network simulator can be analyzed using the Quasiexperiments method. This analysis method is the method used in this study by using the Time Series Design as a collaboration in classroom action research. There are three main stages in this method, namely: 1) pretest 4 times, 2) special treatment using the Cisco Packet Tracer network simulator for 6 meetings, 3) Pretest 4 times. The results of this study get the Asymp value. Sig. for the ANOVA test of 0,000. The ANOVA value of 0.000 indicates that the PreTest and PostTest scores have a difference where the PostTest results have been proven to be better, so it can be concluded that learning activities using the Cisco Packet Tracer Network Simulator can improve student understanding
Pengelompokkan Tingkat Pemahaman Kurikulum Berbasis KKNI Menggunakan Metode X-Means Clustering Saeful Anwar; Nisa Dieanwati Nuris; Yudhistira Arie Wijaya
Jurnal Informatika: Jurnal Pengembangan IT Vol 4, No 2-2 (2019): Special Issue on Seminar Nasional - Inovasi Dalam Teknologi Informasi & Teknol
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v4i2-2.1869

Abstract

In Law Number 12 of 2012 concerning Higher Education in Article 35 Paragraph 2 explains that the development of PT curriculum refers to the National Higher Education Standards for every study program that develops noble, intellectual intelligence and skills. KKNI or the Indonesian National Qualification Framework brings together, equates, and combines the field of education with the field of training and work experience and conceptually the Indonesian National Qualification Framework (KKNI) is composed of six (6) main parameters consisting of science, knowledge, know-how, skills, affection, competency. From the results of clustering analysis or grouping using the x-means algorithm it is found that the parameters of science (A), knowledge (B), skill (D), and competency (F) respondents are more likely to answer understanding and are very understanding. In the know-how parameter (C) the tendency of respondents to answer is well understood, whereas for the affection parameter (E) respondents tend to answer between understanding and quite understand but is in contrast between cluster 0 and cluster 1.
Media Pembelajaran Video Animasi Organ Tubuh Manusia Arif Rinaldi Dikananda; Iin Iin; Saeful Anwar; Raditya Danar Dana; Kanda Muhamad Ishak
Jurnal Accounting Information System (AIMS) Vol. 4 No. 2 (2021)
Publisher : Ma'soem University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32627/aims.v4i2.243

Abstract

Interactive video is a technology for sending electronic signals from a moving image that can describe information which in the process occurs 2-way communication between multimedia and users. This research started from the problems encountered, namely the number of elementary school students who still do not know and do not understand the human organs. The method used is the ADDIE method (Analysis, Design, Development, Implementation, Evaluation). The use of interactive video based on 2D animation is expected to attract students so they don't get bored while learning using video. The applications used to create these interactive learning videos are Corel Draw X7 for creating digital sketches and Adobe After Effects for editing digital sketches into a video. The results in this study are interactive learning videos about human organs. Learning videos can be used by students so that they can increase student interest in learning because there are 2D animations and interactions with users and can be used anytime and anywhere. So it can be concluded that this learning video received a very good response from students because it is effectively used when studying at school and at home. Respondents were taken as many as 50 students. The results of this study obtained an increase in student understanding from 40% of students or as many as 20 students to 76% or as many as 38 students. There was an increase of 36%.
Pengelolaan Jenjang Karir Karyawan Melalui Aplikasi Web Menggunakan Metode Prototype di Pintex Cirebon Nana Suarna; Nining Rahaningsih; Saeful Anwar
Jurnal Accounting Information System (AIMS) Vol. 3 No. 1 (2020)
Publisher : Ma'soem University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32627/aims.v3i1.281

Abstract

Career path and supervision of employee work performance are the main elements in managing human resources for employees, and as a process that aims to improve the career of the workforce in accordance with their talents and abilities, so that they can function properly and optimally for the company. In managing employee career paths at Pintex, many employees do not meet the qualifications so that it can hamper the development of career paths for employees. Based on these problems in managing career levels of employee performance using the prototype method. Through this method it is expected to facilitate the process of assessing employee performance better and easier. he results of this study, are expected to help and facilitate the management of employee career paths, with the hope of improving employee performance in the company.
Sistem Informasi Pendaftaran Peserta Didik Baru Sekolah Dasar Negeri I Wotgali Rahmat Mauludin; Dita Rizki Amalia; Raditya Danar Dana; Saeful Anwar
Jurnal Accounting Information System (AIMS) Vol. 5 No. 2 (2022)
Publisher : Ma'soem University

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Abstract

The problem that occurs at the State Elementary School 1 Wotgali is that the registration process for new students is still manual, so prospective students sometimes have difficulty getting information to carry out the registration process. This study uses the waterfall method, coding at this stage the author designs the database and interface in the programming language using html, php and css languages. The purpose of this study is to build a computerized New Student Admission Information System. With the creation of this information system, it is hoped that data input, registrant data filtering, are carried out more practically. Faster search and presentation of information, thereby increasing effectiveness and minimizing errors that have occurred before. The test results show the application runs well from registration, registration confirmation, and print registration.
Klasifikasi Penentuan Tingkat Penyakit Demam Berdarah dengan menggunakan Algoritma Naïve Bayes (Studi Kasus Puskesmas Nagreg) Saeful Anwar; Revita Lestari Faujiah; Tuti Hartati; Edi Tohidi
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol 6, No 1 (2024): Maret
Publisher : Universitas Wahid Hasyim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36499/jinrpl.v6i1.10299

Abstract

The rapid development of science and technology, especially in the field of information technology, can give rise to new innovations for presenting and managing information to meet information needs. The role of technology in the health and medical fields has helped a lot in helping the human spirit and has shown its importance. Dengue Hemorrhagic Fever (DHF) is a disease that occurs in children and adults with the main symptoms of fever, muscle and joint pain, which usually gets worse after the first two days. DHF is a public health problem in Indonesia where the number of sufferers tends to increase and its spread causes bleeding. Dengue fever is characterized by sudden high fever lasting 2-7 days without a clear cause accompanied by manifestations such as petechiae, epistaxis sometimes accompanied by vomiting of blood, diarrhea, decreased consciousness, tendency to cause shock and death. The Naïve Bayes algorithm is a form of data classification using probability and statistical methods. The algorithm uses Bayes' theorem and assumes that all attributes are independent or not interdependent given the values of the class variables. Another definition says that Naïve Bayes is a classification using probability and statistical methods discovered by the British scientist Thomas Bayes, namely predicting future opportunities based on previous experience. Proceeding to the final stage, the final stage or step is to see the level of accuracy or how well the classification of the model we are using is.
Klasifikasi Algoritma KNN dalam menentukan Penerima Bantuan Langsung Tunai Ryan Hamonangan; Risa Komala Sari; Saeful Anwar; Tuti Hartati
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol 6, No 1 (2024): Maret
Publisher : Universitas Wahid Hasyim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36499/jinrpl.v6i1.10298

Abstract

Poverty is a condition where an individual or a group experiences economic incapacity to meet their basic needs, and this study involves broader aspects than just expenditures. The focus of this research is on Ciherang and Ciaro Villages, located in the Nagreg Subdistrict, Bandung Regency, which are areas with significant levels of poverty. This research responds to poverty issues by utilizing the K-Nearest Neighbor (KNN) Algorithm in the data mining classification process. KNN considers the proximity of a new object to its nearest neighbors, and as a supervised learning algorithm, KNN requires target information or classes in the analyzed dataset. The aim of this research is to provide information regarding the classification of recipients of Direct Cash Assistance (BLT) in Ciherang and Ciaro Villages. The research results present data on criteria for determining whether recipients are considered eligible or ineligible for BLT, with an accuracy rate reaching 81.56%. Additionally, the performance of this algorithm is demonstrated through true recall values for both eligible and ineligible recipients, with recall for true ineligible recipients at 88.43%, recall for true eligible recipients at 74.80%, precision for eligible recipients at 86.79%, and precision for ineligible recipients at 77.54%. These findings provide a basis for more accurate decision-making in determining BLT recipients in both villages. This can contribute to the design of more targeted and effective social policies in reducing the impact of poverty, providing in-depth insights into the characteristics of BLT recipients, and demonstrating the relevance and efficiency of the KNN algorithm in addressing complex social issues.
EVALUASI PENGALAMAN PENGGUNA MAHASISWA TERHADAP SISTEM INFORMASI SIASAT: PENDEKATAN DENGAN USER EXPERIENCE QUESTIONNAIRE Saeful Anwar
Jurnal Ilmu Komputer Ruru Vol. 2 No. 1 (2025): Edisi Januari
Publisher : Yayasan Grace Berkat Anugerah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69688/jikr.v2i1.9

Abstract

This research aims to analyze student user experience on the Satya Wacana Information System (SIASAT) using the User Experience Questionnaire (UEQ). UEQ is a measurement method from the aspect of its use and the aspect of the experience, including a compressive impression using a questionnaire scale. The UEQ has 26 questions that must be filled out by respondents, where the questions cover 6 aspects, including attractiveness, efficiency, perspicuity, dependability, stimulation, and novelty. The UEQ questionnaire in this study used data from 54 active SWCU student respondents who understood the use of the Satya Wacana Academic Information System (SIASAT) well. The final results of the tests carried out obtained data for the scale of attractiveness, efficiency, dependability, and stimulation to get a normal evaluation category. Meanwhile, the novelty scale gets a negative evaluation category and the perspicuity scale gets a positive evaluation category. Then for the results of the benchmark evaluation, the majority got the Bad category which includes a scale of attractiveness, efficiency, dependability, stimulation, and novelty. Only one scale that gets the Above Average category (Good Enough) is perspicuity.