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COMPARATIVE ANALYSIS OF HYPERPARAMETER OPTIMIZATION TECHNIQUES ON LIGHTGBM FOR ASTHMA PREDICTION Azmi, Zulfian; Julita, Rina; Irawati, Novica; Pariyasto, Sofyan; Purwawijaya, Ellanda
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 11 No. 2 (2025): JITK Issue November 2025
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v11i2.7369

Abstract

This study presents a comparative study of hyperparameter optimization methods applied to the Light Gradient Boosting Machine (LightGBM) algorithm for asthma prediction. Traditional machine learning models often face limitations in accuracy and generalization capabilities due to suboptimal hyperparameter configurations. To address these challenges, this study evaluates and compares four approaches: Default LightGBM, RandomizedSearchCV, Optuna Optimization, and Bayesian Optimization. Experimental results show that Bayesian Optimization provides the best performance with an accuracy of 78%, a precision of 0.7778, a recall of 0.7778, an F1-score of 0.7778, and an ROC-AUC of 0.975. These findings emphasize the importance of selecting an appropriate optimization strategy to improve model performance in clinical prediction tasks. Overall, this study confirms the effectiveness of Bayesian Optimization in improving the predictive capabilities of LightGBM and provides an important contribution to the development of decision support systems in healthcare, particularly in the diagnosis and management of asthma
Designing an Interactive Educational Game for Class IV Students of Cahaya Azhari Primary School Gunawan, Syahrizal Ilham; Purwawijaya, Ellanda; Rambe, Aripin
Journal of Technology and Computer Vol. 3 No. 1 (2026): February 2026 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

One of the main problems in mathematics learning at the elementary level, especially in fourth grade, is the low learning motivation of students. Game-based learning using interactive media is believed to enhance students’ engagement and understanding through appealing visuals and enjoyable game mechanics. This study aims to design and develop an interactive educational game based on GameMaker Studio 2 as a mathematics learning medium for fourth-grade students at SD Cahaya Azhari, aligned with the learning outcomes of the Merdeka Curriculum. The research employed the Research and Development (R&D) method with stages including needs analysis, design, development, implementation, and evaluation. Research instruments consisted of expert validation, student and teacher response questionnaires, and pretest–posttest assessments. Validation results showed an excellent category (material 94.5%, media 96.2%). Student and teacher responses reached 92.8% and 94.1%, respectively. Effectiveness testing indicated an improvement in learning outcomes with an N-Gain value of 0.78 (high category). Thus, the developed educational game is declared feasible and effective as an engaging and interactive mathematics learning medium for fourth-grade students.