Claim Missing Document
Check
Articles

Found 26 Documents
Search

Pengklasterisasian Data Penyakit Hipertensi dengan Menggunakan Metode K-Means Fitria Rahmadayanti; Inda Anggraini; Tri Susanti
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2905

Abstract

The increasing number and variety of diseases suffered by the community due to lifestyle changes that are influenced by the progress of the times. Periodic disease data collection will increase the accumulation of data. This is often an error in the data search process so that it takes a long time to search the data. This study focuses on data collection on hypertension and aims to cluster the data. The method used in this study is CRISP-DM with a business understanding process, data understanding, data preparation, modeling, evaluation and deployment. The algorithm used in this clustering is the K-Means algorithm. The results of this study resulted in 2 clusters, namely cluster 0 Normal and cluster 1 Hypertension. The results of this study can provide information about the results of 2 clusters, namely cluster 0 Normal and cluster 1 Hypertension
Animasi Pembelajaran Adab dan Akhlak Sehari-hari untuk Pendidikan Anak Usia Dini Inda Anggraini
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 5 No. 1 (2022): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

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

Abstract

The learning process that is currently taking place is still using conventional media, namely by using blackboard media and printed books so that it is still not optimal in increasing understanding of good manners and morals for students. In this way students pay less attention to explanations because they still have to learn while playing. This makes the teachers overwhelmed because they have to explain the material while the students are still in the stage of liking the game. The method used in this research is the development of the Analysis Design Development Implementation Evaluation (ADDIE) system. To measure the success rate of understanding daily etiquette and morals from students, a test instrument is used, namely the alpha testing instrument, namely expert review (experts) and beta which will later be in the form of pretest and posttest. The results obtained at this time is an application of learning etiquette and daily morality that has been tested using alpha and beta testing methods. Based on the results of the expert review that has been carried out, the results obtained are 4.1 in the Very Valid category. Furthermore, for the results of the field test, namely the alpha and beta tests obtained from the results of the pretest and posttest, the average student got 88 results in the high category. This indicates an increase in learning from students before and after the use of animation applications.
PENERAPAN METODE ASOSIASI DATA MINING PADA E-COMMERCE TOKO NADHIRA Inda Anggraini
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 7 No. 2 (2023): Volume 7, Nomor 2, Juli 2023
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v7i2.105

Abstract

The purpose of this problem is to produce e-commerce using the association data mining method with the FP-growth algorithm to determine the products that appear most frequently. It also aims to make it easier for buyers and visitors to find products that are most frequently accessed by visitors. At the Nadhira Batik shop, the sales process is conventional, namely visitors come directly to the store and sort the clothing products to be purchased for the payment process, which is also done directly to the cashier. The media used for sales are also still limited, especially for payments that cannot be made through the system. The method used is the association method with the FP-Growth algorithm while the system development method used is waterfall development with the stages of analysis, design, coding, testing and implementation. The results of this study are e-commerce using the FP-Growth data mining association algorithm to determine the products that appear most frequently.
Pengembangan Daya Tarik Objek Wisata Oziel Amazing Garden Di Desa Cawang Baru sasmita; Inda Anggraini
Jurnal Pengabdian Kepada Masyarakat Vol 1 No 02 (2023): Jurnal Pengabdian Kepada Masyarkat ABDIKAT
Publisher : Gloal Research Institut Indonesia

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

Abstract

Pariwisata adalah salah satu sektor yang dapat menunjang perekonomian yang ada di kota pagar alam. Salah satu pariwisata yang terkenal adalah oziel amazing garden yang berlokasi di desa Cawang Agung, Kecamatan Dempo Utara Kota Pagar Alam. Wisatawan yang berkunjung ke destinasi wisata oziel amazing garden berasal dari dalam dan luar Kota Pagar Alam. Adapun ada beberapa hal yang akan dibuat untuk mengembangkan destinasi wisata ini diantaranya membuat peta atau penunjuk arah ke destinasi wisata oziel amazing garden, pembuatan gapura, pembuatan spot foto yang ikonik, plang tinformasi tentang oziel amazing garden serta melakukan promosi di berbagai media sosial.Tujuan dari pengembangan destinasi wisata oziel amazing garden adalah untuk menarik wisatawan lebih banyak lagi sehingga dapat meningkatkan penghasilan masyarakat sekitar khusunya masyarakat Desa Cawang Baru.Selain itu, pariwasata sangat berpotensi sebagai salah satu sumber pendapatan daerah yang mumpuni. Berkembangnya sektor pariwisata bergantung kepada seberapa banyak wisatawan yang datang ke tempat tersebut, karena semakin banyak wisawatan yang berkunjung maka akan menjadi cerminan untuk selalu mengembangkan sektor pariwisata tersebut.
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN DENGAN MENGGUNAKAN APLIKASI PREZI Debi Gusmaliza; Inda Anggraini; Risnaini Masdalipa
JURNAL NGABDIMAS Vol. 5 No. 02 Desember (2022): NGABDIMAS : Jurnal Pengabdian pada Masyarakat
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/ngabdimas.v5i02 Desember.61

Abstract

Pendidikan merupakan suatu proses pembelajaran yang berhak dimiliki setiap individu secara baik dan merata. Dalam proses pembelajaran perlu adanya suatu media pembelajaran yang memanfaatkan teknologi secara kreatif dan inovatif sehingga yang dapat meningkatkan minat belajar siswa atau peserta didik. Kegiatan pengabdian ini bertujuan untuk memberikan pelatihan kepada guru-guru SMAN 3 Kota Pagaralam dalam membuat media pembelajaran agar proses belajar tidak monoton dengan menggunakan aplikasi Prezi sehingga terciptanya proses pembelajaran yang kreatif dan inovatif. Metode yang digunakan dalam pengabdian ini dengan menggunakan metode workshop yang terdiri dari 3 tahapan yaitu penyampaian materi tentang pengenalan Prezi, Praktik Pendaftaran dan Penginstalan Prezi, dan Praktik Pembuatan media pembelajaran dengan Prezi. Hasil dari pengabdian yang telah dilaksanakan guru dapat memberikan materi pembelajaran dengan memanfaatkan TIK yang menyenangkan dengan menggunakan aplikasi Prezi sehingga dapat memotivasi siswa untuk belajar, siswa lebih antusias, sehingga dapat meningkatkan hasil belajar dan membantu mereka mencapai tujuan belajar mereka.
Pelatihan Pembuatan Packaging Pada Produk Usaha Rumahan Anggraini, Inda; Gusmaliza, Debi
Ahsana: Jurnal Penelitian dan Pengabdian kepada Masyarakat Vol. 1 No. 3 (2023): Oktober 2023 - Ahsana: Jurnal Penelitian dan Pengabdian kepada Masyarakat
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/ahsana.v1i3.327

Abstract

Usaha rumahan merupakan jenis usaha yang bisa dijalankan di rumah, kegiatan operasional usaha dilakukan di rumah seperti pemasaran produk, transaksi jual beli, menyimpan persediaan barang dan lainnya. Salah satu upaya tersebut adalah meningkatkan kualitas kemasan atau packaging. Packaging merupakan salah satu tombak penjualan suatu produk, pada awalnya packaging hanya berfungsi sebagai wadah atau bungkus yang berfungsi menutupi atau melindungi dan mempermudah saat membawa produk. Permasalahan yang dihadapi oleh pelaku usaha salah satunya adalah persaingan pengemasan produk. Pengemasan produk yang kreatif dan inovatif mampu meningkatkan daya saing baik dari kalangan masyarakat sekitar maupun dari luar. Minimnya pengetahuan tentang pengemasan atau biasa disebut packaging menjadikan pelaku usaha rumahan mengalami pengurangan produksi dan penjualan. Tujuan dari pengabdian ini adalah untuk memberikan pelatihan terhadap pelaku usaha rumahan terutama dalam berupaya meningkatkan daya saing dalam pemasaran produk yang dibuat. Pengabdian ini dilakukan dengan tiga tahap yaitu persiapan, pelaksanaan dan evaluasi. Hasil dari pengabdian ini diharapkan mampu meningkatkan omset hasil penjualan para pelaku usaha rumahan.
Comparison Of K-Means and K-Medoids Algorithm for Clustering Data UMKM in Pagar Alam City ariska, sendy; Puspita, Desi; Anggraini, Inda
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 13, No 2 (2024): JULY
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i2.2090

Abstract

The aim of this research is clustering MSME data in Pagar Alam City using the K-Means and K-Medoids algorithms. This research is motivated by the lack of further management of MSME data collection, which can hinder the development and improvement of Pagar Alam City MSMEs. Meanwhile, this data is considered necessary for agencies to develop and improve Pagar Alam City MSMEs. Apart from agencies, this data is also useful for sub-districts, sub-districts and RT/RW to find out what interests, talents and potential the community has in what business fields. MSME data is processed using Rapid Miner and Python, the system development method in this research uses the Cross Industry Standard Process for Data Mining (CRISP-DM) method, where the stages include Business Understanding, Data Understanding, Data Preparation, Modeling, Evaluation, and Deployment. The test method uses the Davies-bouldin index, a DBI value that is close to 0 results in good clustering. The results of this research obtained 3 clusters. In 2020 K-Means C0= 1, C1= 3 and C2= 1 sub-district, K-Medoids C0= 1, C1= 1 and C2= 3 sub-district. In 2022 K-Means C0= 1, C1= 3 and C2= 1 sub-district, K-Medoids C0= 1, C1= 3 and C2= 1 sub-districts. The results of the 2020 sub-district DBI clustering calculation are DBI k-means = 0.134 and k-medoids = 0.523. In 2022 DBI k-means = 0.277 and k-medoids = 0.496. So it can be concluded that the K-Means algorithm in the case of grouping MSMEs in Pagar Alam City has better performance, because the DBI value is close to 0. From the results of the grouping it can help provide an overview for related parties in encouraging or providing assistance to sub-districts that are included in the low cluster.
Penerapan Metode Decision Tree Dalam Menentukan Kelulusan Mahasiswa Rahmadayanti, Fitria; Anggraini, Inda
Building of Informatics, Technology and Science (BITS) Vol 3 No 3 (2021): December 2021
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (357.045 KB) | DOI: 10.47065/bits.v3i3.1154

Abstract

The purpose of this study is to produce a prediction system for determining the determination of student graduation on time with the Decision Tree method at Pagaralam High School of Technology. If many students graduate not on time or exceed the specified limit will result in the accumulation of students in large numbers due to the imbalance of the number of students entering and exiting each graduation period so that it can cause the academic process does not run optimally. Decision Tree is a classification algorithm that can predict large amounts of data. The development method used is the Rapid Application Develoment (RAD) method consisting of Requirement Planning (Requirements Planning), Workshop Design, Implementation (Implementation). This research can help the Pagaralam High School of Technology in seeing whether students will graduate on time or not
Animasi Pembelajaran Adab dan Akhlak Sehari-hari Untuk Pendidikan Anak Usia Dini Anggraini, Inda; Sasmita, Sasmita
Building of Informatics, Technology and Science (BITS) Vol 4 No 1 (2022): June 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (408.663 KB) | DOI: 10.47065/bits.v4i1.1194

Abstract

The learning process that is currently taking place is still using conventional media, namely by using blackboard media and printed books so that it is still not optimal in increasing understanding of good manners and morals for students. In this way students pay less attention to explanations because they still have to learn while playing. This makes the teachers overwhelmed because they have to explain the material while the students are still in the stage of liking the game. The method used in this research is the development of the Analysis Design Development Implementation Evaluation (ADDIE) system. To measure the success rate of understanding daily etiquette and morals from students, a test instrument is used, namely the alpha testing instrument, namely expert review (experts) and beta which will later be in the form of pretest and posttest. The results obtained at this time is an application of learning etiquette and daily morality that has been tested using alpha and beta testing methods. Based on the results of the expert review that has been carried out, the results obtained are 4.1 in the Very Valid category. Furthermore, for the results of the field test, namely the alpha and beta tests obtained from the results of the pretest and posttest, the average student got 88 results in the high category. This indicates an increase in learning from students before and after the use of animation applications.
Sistem Informasi E-Homestay Kota Pagar Alam Berbasis Web Febriansyah; Anggraini, Inda
Jurnal Sistem Informasi Kaputama (JSIK) Vol. 8 No. 1 (2024): Volume 8, Nomor 1, Januari 2024
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jsik.v8i1.518

Abstract

Industri pariwisata merupakan salah satu sektor yang mengalami perkembangan pesat. Kota Pagar Alam, sebagai destinasi wisata yang menarik, membutuhkan pengelolaan sistem informasi yang efektif untuk mendukung pertumbuhan sektor perumahan wisata. Penelitian ini bertujuan untuk merancang dan mengembangkan Sistem Informasi E-Homestay berbasis web sebagai solusi inovatif dalam manajemen homestay di Kota Pagar Alam. Metodologi penelitian ini menggunakan metode waterfall. Data dikumpulkan melalui observasi, wawancara, dan studi pustaka untuk memahami kebutuhan pengelolaan homestay dan preferensi pengguna. Sistem ini akan mencakup fitur pemesanan online dan informasi lengkap tentang homestay untuk memudahkan wisatawan dalam memilih dan merencanakan akomodasi mereka. Sistem Informasi E-Homestay ini diharapkan dapat memberikan manfaat signifikan, seperti peningkatan daya saing homestay, efisiensi dalam proses pemesanan, dan peningkatan pengalaman pengguna bagi wisatawan. Hasil penelitian ini diharapkan dapat menjadi panduan bagi pengelola homestay, pemangku kepentingan pariwisata, dan pemerintah daerah dalam memanfaatkan teknologi informasi untuk mengembangkan sektor perumahan wisata di Kota Pagar Alam.