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Alleged Bad Credit at Saving Cooperatives Borrow Flamboyant Assistance PPSW Jakarta With Comparasion the Algorithms Naive Bayes and C4.5 Renaldi Renaldi; Yusuf Kurnia
bit-Tech Vol. 2 No. 3 (2020): Pandemik ICT
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v2i3.163

Abstract

Data mining is often used in the financial sector, one of which is cooperatives. According to Law No. 25 of 1992, what is meant by cooperatives are business entities whose members are individual or cooperative legal entities based on activities based on the principles of cooperatives as well as as a people's economic movement based on the principle of kinship. One of the things that needs to be considered is the provision of credit or borrowing in the Flamboyan cooperative, which in this study there are many bad crediting occurrences that occur in the Flamboyan cooperative. By using a lot of data mining techniques, data can be utilized optimally. From the above problems, it can be overcome by utilizing data mining techniques, namely Predicting Bad Credit at the Flamboyant Savings and Loan Cooperative Fostered by PPSW Jakarta Using Comparative Algorithms Naive Bayes and C4.5. The algorithm used in the system is the best result of the Naive Bayes and C4.5 comparison based on data from the Flamboyan cooperative. The results obtained from the comparative data processing between the Naïve Bayes algorithm and the C4.5 using a dataset of 2282 transaction data obtained the results of the accuracy of the Naïve Bayes algorithm of 69.19% and the C4.5 algorithm of 71.87%, based on the accuracy results state that the C4 algorithm .5 is superior to the Naïve Bayes algorithm. Then the results from the C4.5 decision tree are translated into the bad credit prediction system in the Flamboyan cooperative.
Designing Website-Based E-Learning Application on SMP Kusuma Bangsa Using Framework Codeigniter Cris Sunray; Yusuf Kurnia
bit-Tech Vol. 3 No. 1 (2020): Distance Learning
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v3i1.186

Abstract

The Covid-19 pandemic currently occurring around the world, including Indonesia has had an impact and changes in various areas of daily life. Especially, in the field of education which during the Covid-19 pandemic must make efforts to adapt. Minimizing direct interactions is an important first step to avoiding the spread of covid-19. This is also applied to teaching and learning activities between teachers and students therefore teaching and learning activities are carried out online. Without any doubt, this change creates problems and difficulties in the delivery of material, interactions between teachers and students, etc. However, SMP Kusuma Bangsa is a private school that still implements face-to-face learning system. To solve this problem, the author propose making an online learning system. In order to achieve this, the author intend to create an e-learning application. This e-learning application is based on website created using the Codeigniter framework. To find out the application requirements desired by the user, the author make user needs which will be used as a form of analysis in making e-learning application. After getting the results of user needs, the author complete the e-learning application with 3 user models, admin, teacher, and students, each of them has their own function. Likert scale is used to measure the level of user satisfaction of the e-learning application. Based on the results of the calculation, it can be seen that users as respondents who strongly agree with the statement that the e-learning application are in the good category, it shows the acquisition of 84.1%. Therefore, the e-learning application has helped minimize direct interaction, the application operates well, and the presence of an online exam feature, a conference system using the zoom application, etc make teaching and learning activities at SMP Kusuma Bangsa easier
Android-Based Musical Instrument Recognition Application For Vocational High School Level Yusuf Kurnia; Toga Parlindungan Silaen
bit-Tech Vol. 4 No. 2 (2021): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v4i2.288

Abstract

With the old way of learning and methods, Vocational High School students will be bored, especially in the field of Arts and Culture, which on average are considered difficult and not liked by most students. Therefore, it is necessary to make other learning media based on Android so that learning becomes more interesting and enjoyable. In addition, with this learning media, it is hoped that it can help children's creativity and thinking power, because it is equipped with several important components that can hone children's imaginative power such as pictures, videos in the material provided. Therefore, the authors design and create an application about interactive learning media that includes these components. This application will be aimed at the Vocational High School level with the title "Android-Based Musical Instrument Recognition Application for Vocational High School Level". Therefore, research was conducted at the Vocational High School level. Users want attractive images of each musical instrument such as guitar, bass, drums, keyboard, have video links, there are questions in the application, a menu in the form of icons, and attractive colors. After designing, manufacturing, and testing this application, several conclusions can be drawn. First, with this application, Vocational High School students can easily learn musical instruments in different ways. In addition, with this learning method, students become enthusiastic and learning becomes fun in studying cultural arts lessons in the field of musical instruments, especially musical instrument techniques and chords of musical instruments. Second, this application is able to hone the cognitive abilities of students because in this application there are practice questions, the questions are integrated with the material provided, so that students can easily practice their abilities through the practice questions available in this application. Third, and lastly, according to the author, this application is lacking in terms of animation in the application that was made late. Hopefully this application can be a learning material for students who want to take a Thesis with a title related to learning musical instruments. The author really expects criticism and suggestions because this design system still has many shortcomings
Smart Home Prototype with HC–05 Bluetooth and RFID Modules, Based on Microcontroller Indah Fenriana; Dicky Surya Dwi Putra; Bagus Dermawan; Yusuf Kurnia
bit-Tech Vol. 5 No. 2 (2022): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v5i2.564

Abstract

How is the performance of the Arduino Uno in processing smart home creation, as well as the implementation of the results of its classification into Android. This design uses various sensors, RFID for smart door locks and Bluetooth HC-05 for lights and fans. The benefit of making this prototype is to make it easier to turn on the lights and fans so you don't have to bother looking for light sockets or fans. Smart door lock using RFID is a technology used to identify opening doors. This design uses the Arduino Uno R3 device. This device can be remote with Android. The android application uses the MIT App Inventor software. This smart home design can make it easier for users to carry out activities at home where previously they could turn on and off the lights and fans in the living room, still manually by pressing the socket, now they can turn it on with a smart phone connected to the Bluetooth module via an application. Utilize Google's help on Android smartphones to control lights and fans using voice commands. In addition, the author also designed a smart door lock using RFID and matrix keypad, which previously opened and closed the door with a key, now only by attaching an RFID card or pressing a pin to open the door.
Optimasi Penyediaan Internet Murah Dengan Kecepatan Yang Baik Guna Media Pembelajaran Jarak Jauh Riki Riki; Lia Dama Yanti; Yunia Oktari; Aditiya Hermawan; Yusuf Kurnia; Yo Ceng Giap; Rina Aprilyanti
Abdi Dharma Vol. 1 No. 2 (2021): Abdi Dharma: Optimasi penyediaan internet, Literasi keuangan, Pajak koperasi, K
Publisher : LP3kM Universitas Buddhi Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (259.707 KB) | DOI: 10.31253/ad.v1i2.699

Abstract

Kesadaran pendidikan secara umum, kemampuan panduan teknologi dan kemampuan pembelajaran online masih rendah, sehingga menyulitkan orang tua dan siswa (terutama siswa sekolah dasar) guna menggunakan fasilitas teknologi dan memperoleh informasi dari pembelajaran. Berdasarkan paparan di atas, berikut beberapa permasalahan yang dapat diidentifikasi: 1) Tidak semua warga di lingkungan RT 06 RW 07 Griya Sangiang Mas memiliki fasilitas Internet yang cepat dan murah. Sebagai warga dan pendidik, kami berinisiatif menyediakan fasilitas internet murah dan cepat kemudian memberikan pelatihan. Secara umum kegiatan ini telah berlangsung selama 1 tahun, dan terdapat pengguna aktif pembelajaran sebanyak 15 siswa SD dan SMP setiap harinya. Secara umum bagi warga Perumahan Griya Sangiang Mas, Internet di RT ini bisa menjadi alternatif internet yang murah
Pelatihan Desain Poster dengan Canva Ardiane Rossi Kurniawan Maranto; Ellysha Dwiyanthi Kusuma; Hartana Wijaya; Yusuf Kurnia; Raditya Rimbawan Oprasto; Santa Margita
Abdi Dharma Vol. 2 No. 2 (2022): Abdi Dharma: Keuangan, Manajemen persediaan, Perpajakan, Etika bisnis UMKM, Dig
Publisher : LP3kM Universitas Buddhi Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31253/ad.v2i2.1738

Abstract

Perkembangan teknologi informasi dan komunikasi telah berkembang sangat pesat dan hampir telah mempengaruhi semua aspek kehidupan manusia. Dalam era teknologi informasi ini ditandai dengan kecepatan dan kemudahan untuk mendapatkan informasi yang dibutuhkan. Media grafis atau yang sering disebut sebagai media visual, merupakan salah media yang sudah banyak penggunaannya, salah satunya adalah poster. Dengan media visual berupa poster dapat dimanfaatkan untuk menyampaikan informasi lebih menarik dalam bentuk yang efektif dan efisien. Tujuan dalam pelatihan ini untuk meningkatkan kreativitas terutama dalam membuat poster untuk menyampaikan informasi, adapun aplikasi yang digunakan adalah Canva. Pelatihan ini dilaksanakan selama satu hari, dengan melibatkan anggota Magabudhi. Pelaksanaan pelatihan dilakukan oleh dosen-dosen Fakultas Sains & Teknologi Universitas Buddhi Dharma. Setelah kegiatan pelatihan selesai, diharapkan para peserta sudah dapat membuat sebuah karya poster yang menarik untuk menyampaikan informasi dan memanfaatkan aplikasi canva untuk kebutuhan lainnya.
Penyuluhan E-Commerce untuk Mendorong Ekonomi Digital Dalam Rangka Pengabdian Kepada Masyarakat pada Pemuda Tridharma Indonesia Cabang Wihara Dharma Pala Yusuf Kurnia; Riki; Yo Ceng Giap; Aditiya Hermawan; Teven Gustayo
Abdi Dharma Vol. 3 No. 1 (2023): Abdi Dharma: Penyuluhan E-Commerce, Ekonomi Digital, Manajemen Keungan, Pengola
Publisher : LP3kM Universitas Buddhi Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31253/ad.v3i1.2069

Abstract

Perkembangan teknologi informasi di era revolusi 4.0 memberikan dampak yang signifikan terhadap perekonomian Indonesia. Platform digital dalam mendukung kegiatan perekonomian dan pemenuhan kebutuhan masyarakat bertumbuh dengan cepat dengan dukungan internet. dengan diterapkannya teknologi baru akan berdampak pada produkvitas dan menurunkan biaya produksi yang akan meningkatkan daya beli sehingga akan tercipta lapangan kerja baru. Metode kegiatan Pengabdian Kepada Masyarakat ini dilakukan melalui 4 tahapan (metode) yaitu metode sosialisasi, metode demonstrasi, metode praktek/latihan, evaluasi kegiatan. Pelaksanaan PkM ini melibatkan mitra kerjasama, yaitu Wihara Dharma Pala yang beralamat di Jl. Ir. Soekarno Kp, Jl. Raya Rawa Kompeni No.66, RT.003/RW.008, Benda, Kec. Benda, Kota Tangerang, Banten 15125. Tim pelaksana kegiatan Pengabdian kepada Masyarakat (PkM) terdiri dari 4 orang dosen & 1 orang mahasiswa. Tim dosen pelaksana Pkm terdiri atas dosen-dosen yang memiliki keterampilan & kemampuan dibidang teknologi informasi yang sesuai dengan tema PkM yang dilaksanakan serta memiliki kualifikasi akademik. Dari hasil hasil evaluasi yang dilakukan oleh Tim Pelaksana, dapat disimpulkan hal bahwa mayoritas peserta yang mengikuti kegiatan ini, sudah mengetahui tentang E-Commerce dan peserta masih kurang pengalaman dalam menggunakan layanan E-commerce seperti Market Place.
Perancangan Tongkat Pintar Sebagai Alat Bantu Jalan untuk Meningkatkan Kualitas Hidup Peyandang Tunanetra Amesanggeng Pataropura; Daniel Adhinugraha W; Marchel Fernand; Yusuf Kurnia
RUBINSTEIN Vol. 1 No. 2 (2023): RUBINSTEIN: Faktor penerimaan pajak daerah, tempat sampah pintar, smart office,
Publisher : LP3kM Universitas Buddhi Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31253/rubin.v1i2.2133

Abstract

Penelitian ini bertujuan untuk mengembangkan sebuah tongkat pintar yang dirancang khusus sebagai alat bantu jalan untuk meningkatkan kualitas hidup tunanetra. Tongkat pintar ini dilengkapi dengan sensor ultrasonik, sensor water level, sensor modul GPS, modul MP3, dan speaker sebagai peringatan berupa suara. Tujuan utama penelitian ini adalah untuk memperbaiki mobilitas dan keselamatan pengguna tunanetra melalui teknologi yang inovatif. Pada tahap perancangan, sensor ultrasonik digunakan untuk mendeteksi rintangan di sekitar pengguna, sedangkan sensor water level digunakan untuk mendeteksi permukaan air. Sensor modul GPS digunakan untuk melacak posisi pengguna secara real-time, sementara modul MP3 dan speaker digunakan untuk memberikan peringatan suara kepada pengguna. Hasil penelitian ini diharapkan dapat meningkatkan mobilitas pengguna tunanetra dengan memberikan peringatan dini tentang rintangan dan permukaan air, serta memberikan informasi lokasi secara real-time pada aplikasi android. Penelitian ini memiliki potensi untuk menghasilkan dampak positif yang signifikan pada kualitas hidup tunanetra dengan memberikan aksesibilitas yang lebih baik dan meningkatkan rasa percaya diri mereka dalam melakukan aktivitas sehari-hari. Diharapkan bahwa penelitian ini akan memberikan kontribusi penting dalam pengembangan teknologi membantu tunanetra yang lebih efektif dan bermanfaat.
Bibliometric Analysis: IoT Networks and Wireless Communication Protocols Yusuf Kurnia; Yakub; Raditya Rimbawan Oprasto; Aldi Oktavianus Gunawan
RUBINSTEIN Vol. 2 No. 1 (2023): RUBINSTEIN: Analisis bibliometrik, virtual assistant chatbot, teknologi informa
Publisher : LP3kM Universitas Buddhi Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31253/rubin.v2i1.2295

Abstract

Penelitian ini menggunakan pendekatan metodologi sistematis untuk mengumpulkan, mengevaluasi, dan menganalisis penelitian terkait analisis keamanan protokol komunikasi nirkabel dalam jaringan Internet of Things (IoT). Prosesnya melibatkan pencarian melalui pangkalan data ilmiah utama dan konferensi terkait. Tujuannya adalah memberikan wawasan yang mendalam tentang tren terbaru dalam analisis keamanan protokol komunikasi nirkabel di lingkungan jaringan IoT. Diharapkan, hasil tinjauan literatur ini akan memberikan pemahaman yang lebih baik kepada peneliti. Selain itu, tinjauan ini juga diharapkan mampu mengidentifikasi kesenjangan dalam penelitian yang telah ada serta memberikan arahan untuk penelitian masa depan dalam bidang ini. Evaluasi jurnal ilmiah melalui metrik h-index memberikan pandangan tentang pengaruh, produktivitas, dan kualitas karya ilmiah masing-masing jurnal, serta informasi tentang kontribusinya dalam mengembangkan pengetahuan tentang IoT Networks dan Wireless Communication Protocols. Selama lima tahun terakhir, perkembangan riset ini tercermin dalam peningkatan frekuensi kata-kata kunci seperti "IoT," "Jaringan," "Data," dan "Komunikasi," mencerminkan minat yang semakin berkembang dalam aspek-aspek tersebut. Studi ini juga mengungkap tiga kombinasi kata kunci yang paling umum, seperti "Perangkat IoT," "Jaringan Nirkabel," dan "Konsumsi Energi," yang mencerminkan fokus pada teknologi yang efisien dan berkelanjutan. Selain itu, dalam rangka merangsang penelitian lebih lanjut, teridentifikasi lima kombinasi topik yang menjanjikan, seperti "IoT Security Challenges," "Wireless Network Performance," "Data Management Solutions," "Internet Connectivity Management," dan "Innovative IoT Applications." Harapannya, studi ini akan membantu meningkatkan pemahaman tentang analisis keamanan protokol komunikasi nirkabel dan jaringan IoT.
Enhancing Consumer-to-Consumer (C2C) E-Commerce through Blockchain: A Model-Driven Approach Aditiya Hermawan; Oscar Hasan Putra; Junaedi Junaedi; Yusuf Kurnia; Riki Riki
ComTech: Computer, Mathematics and Engineering Applications Vol. 15 No. 1 (2024): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v15i1.10638

Abstract

The rapid progress of Information and Communication Technology (ICT), especially the Internet, has changed lifestyles in profound ways, including sharing ideas, virtual interactions, digital entertainment, and online transactions. It has resulted in businesses globally turning to electronic commerce (e-commerce) to market products. E-commerce has revolutionized operations with features such as centralized storage and detailed product information in the marketing process. However, the inefficiency and lack of transparency in these centralized systems lead to high costs and limited user control, posing a significant challenge. Challenges include commission fees from E-Commerce providers, which hinder business growth. The research aimed to propose a more efficient and transparent model for Consumer-to-Consumer (C2C) e-commerce using blockchain technology. The C2C model enhanced user transactions and minimized third-party dependence, but centralization increased costs and limited seller access. Thus, a decentralized blockchain approach was proposed for greater transparency in e-commerce. The research innovatively applied blockchain to C2C e-commerce, enhancing market efficiency and transparency. The research method applied was a combination of Strengths, Weaknesses, Opportunities, and Threats (SWOT) analysis and practical application. The result shows that the approach succeeds in reducing high costs, transparency of data storage, and dependence on third parties. Blockchain reduces third-party involvement and promotes a fairer business environment because it uses a tamper-proof database for transparency, security, and efficiency in the ever-growing e-commerce ecosystem. Blockchain ensures automated transactions, real-time data tracking, and data security.