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Evaluasi Performa Algoritma Naïve Bayes Dalam Mengklasifikasi Penerima Bantuan Pangan Non Tunai Mohammad Mastur Alfitri; Nurahman Nurahman; Minarni Minarni; Depi Rusda
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 3 (2023): Juli 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i3.6151

Abstract

The improvement of the standard of living of the community in Bapinang Hulu Village is carried out through various social assistance programs. However, the realization of the implementation of social assistance programs did not go smoothly. Social jealousy often occurs among the community during the distribution of social assistance. The distribution of assistance is carried out based on the assessment of the village officials and the Village Consultative Body, which is then validated by the heads of RT and RW. The quota provided by the government is often not in accordance with the actual number of eligible recipients in the village. Another difficulty is determining the criteria or attributes used for the selection of Non-Cash Food Assistance recipients. This study aims to obtain a classification model from which the classification pattern can be applied to the population data of Bapinang Hulu Village for the selection of social assistance recipients. To solve this problem, the classification method is applied using the Naive Bayes Algorithm. The research results show that the performance of the Naive Bayes algorithm model before feature selection had the highest accuracy in the 8th test with an accuracy of 89.80%. Meanwhile, after feature selection, the highest accuracy was found in the 3rd test with an accuracy of 88.37%. The feature selection using the Information Gain algorithm reduced the number of attributes from 16 to 6. Therefore, it is known that the highest accuracy is obtained before feature selection, but in selecting social assistance recipients, more criteria need to be applied, which is time-consuming. Meanwhile, after feature selection, only 6 criteria are used to determine social assistance recipients.
MEMPREDIKSI JUMLAH PRODUKSI KEDAI KOPI KAGANANGAN MENGGUNAKAN METODE FUZZY TSUKAMOTO Herlina Kristin Rahel; Hana Silviana Sutanto; Imelda Susilawaty; Minarni
JURNAL ILMIAH BETRIK Vol. 14 No. 01 APRIL (2023): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v14i01 APRIL.28

Abstract

Kaganangan Coffee Shop is a trading business whose business line is a shop. Because the high level of competition makes more and more similar businesses pop up, Kedai Kopi Kaganangan is required to design a strategy that can provide more value to consumers at a more affordable cost. The habit of drinking coffee among Indonesian people has become a lifestyle in society. From the past until now, this coffee business continues to be enjoyed by teenagers to parents. One of the coffees that have been popular with coffee lovers in the city of Sampit is the Kaganangan Coffee Shop. This coffee is often visited by coffee lovers when teenagers come home from school and adults during recess or go home from the office which is located on H.M Arsyad Street, Sampit. One of these coffee shops makes it difficult for business owners to determine how much coffee production they must have to meet sales demand. To predict coffee production for one week, the data used may include, coffee sales data during the previous period can be used to predict coffee demand in the coming week. This data can be obtained from in-store sales records or consumer surveys, current coffee inventory data can be used to predict how much coffee to produce in the coming week. These data can be combined and analyzed using the Tsukamoto fuzzy method, to make predictions of coffee production for one week. In addition, external factors such as weather, raw material prices, and market conditions also need to be considered in making predictions. The purpose of this research is to overcome the problem with the Tsukamoto fuzzy method used by the author, and the results obtained are said to produce 821 Kaganangan Coffee. Therefore, the results of this study can be used as a consideration in determining the average production amount of Kaganangan Coffee.
Pengembangan Website Interaktif untuk Meningkatkan Pengalaman Virtual di Metaverse Betang Tumbang Gagu Minarni Minarni; Elika Thea Kirana; Juanda Prastiya Risma
Jurnal Teknologi Informatika dan Komputer Vol. 9 No. 2 (2023): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v9i2.1781

Abstract

Rumah Adat Betang Tumbang Gagu adalah bagian berharga dari budaya Dayak Ngaju, Kalimantan Tengah. Rumah Adat ini telah kehilangan daya tarik dan pemahaman dalam masyarakat modern. Namun, teknologi informasi dan komunikasi (TIK) membuka peluang baru untuk memperkaya pemahaman dan melestarikan warisan budaya. Penelitian ini bertujuan untuk mengembangkan platform Metaverse, situs web interaktif serta asisten virtual guna meningkatkan pemahaman masyarakat tentang Rumah Adat Tumbang Gagu. Platform Metaverse mereplikasi lingkungan Rumah Adat Tumbang Gagu secara virtual, memungkinkan pengunjung untuk menjelajahi lingkungan dan berpartisipasi dalam aktivitas tradisional. Situs web interaktif memberikan informasi mendalam tentang sejarah, filosofis dan budaya Rumah Adat Tumbang Gagu dengan foto dan video interaktif. Sebuah asisten virtual AI bernama Bawi Tumbang Gagu menjawab pertanyaan pengunjung sedangkan kacamata VR digunakan untuk memberikan pengalaman yang mendalam dalam Metaverse. Pengembangan Metaverse dan website melibatkan penggunaan perangkat lunak seperti SketchUp, Photoshop, Figma dan Canva. Hasil penelitian ini  adalah pemanfaatan platform Metaverse dan website  interaktif yang merupakan penggabungan teknologi modern dan budaya tradisional untuk melestarikan warisan budaya. Penggunaan kacamata VR Pico 4 dan asisten virtual Bawi Tumbang Gagu telah meningkatkan pengalaman pengunjung dalam menjelajahi warisan budaya ini. Platform ini telah menjadi alat efektif dalam mempromosikan, melestarikan, dan memahami lebih dalam tentang Rumah Adat Tumbang Gagu..
Pengembangan Teknologi Augmented Reality Sebagai Inovasi Media Promosi UNDA University Berbasis Android Minarni; Karina Indah Deswanti; Yes Fina
Jurnal Teknologi Informatika dan Komputer Vol. 10 No. 2 (2024): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v10i2.2257

Abstract

Promosi kampus yang efektif adalah faktor penting dalam menarik minat calon mahasiswa. Namun, metode promosi tradisional seperti brosur 2D seringkali kurang mampu memberikan gambaran jelas dan menarik tentang keunggulan dan fasilitas kampus. Dalam konteks ini, pengembangan teknologi Augmented Reality (AR) menawarkan solusi inovatif yang dapat meningkatkan daya tarik dan interaktivitas promosi kampus. Penelitian ini bertujuan mengembangkan aplikasi AR berbasis Android khusus untuk UNDA University. Aplikasi ini memungkinkan pengguna mengakses informasi tentang gedung dan fasilitas kampus dalam bentuk 3D interaktif melalui brosur promosi. Aplikasi ini dinamakan ARUNY (Augmented Reality UNDA University), yang berfungsi untuk mempromosikan UNDA University. Metode yang digunakan meliputi perancangan aplikasi, pengembangan menggunakan teknologi AR, dan pengujian untuk memastikan keandalan serta efektivitasnya. Aplikasi AR ini menerapkan kode QR pada brosur promosi, yang ketika dipindai, akan memunculkan model 3D gedung dan fasilitas kampus di perangkat pengguna. Hasil pengujian menunjukkan bahwa aplikasi ini berhasil meningkatkan minat dan pemahaman calon mahasiswa terhadap UNDA University. Respon pengguna menunjukkan aplikasi ini lebih efektif dibandingkan metode promosi tradisional. Penelitian ini bertujuan untuk menguji fungsionalitas, efektivitas dan daya tarik Aplikasi Augmented Reality yang dikembangkan oleh UNDA University. Dengan persaingan yang ketat antar Universitas, penting bagi UNDA University untuk memastikan bahwa aplikasi AR ini tidak hanya berfungsi dengan baik tetapi juga memberikan pengalaman yang lebih menarik dibandingkan dengan metode promosi konvensional.  Dengan demikian, aplikasi AR ini menawarkan pengalaman yang lebih menarik dan interaktif bagi calon mahasiswa.
Pengujian Fungsionalitas dan Kualitas Website Wisata Kotawaringin Timur Menggunakan Metode Black Box dan Standar ISO Minarni Minarni; Sigit Sigit
J-INTECH ( Journal of Information and Technology) Vol 11 No 1 (2023): J-Intech : Journal of Information and Technology
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/j-intech.v11i1.820

Abstract

This study aims to test the functionality and quality of the East Kotawaringin tourism website recommendation application using the black box method and ISO standards. Testing and implementation of this tourism website was also carried out using the Likert Scale as a survey instrument to determine the level of satisfaction of respondents. The respondents to this study included the Kotim Kominfo Service, the Kotim Culture and Tourism Office, university students, and the general public of East Kotawaringin. The East Kotawaringin Office of Communication and Information (Kominfo) is responsible for managing the hosting and domain of this tourism website, while the East Kotawaringin Culture and Tourism Office is the user and manager of the website. Therefore, this website really needs to be tested for functionality and quality for optimal use of the website as a provider of information for the public and tourists. Factors tested include functionality, usability, efficiency and portability. The results of testing this website show that travel websites have good results in terms of functionality, usability, efficiency and portability. However, there are still deficiencies in terms of security or security in the functional section.
Pengembangan Sistem Pengadaan dan Monitoring Aset Pada Kantor Desa Bajarum Berbasis Web Menggunakan Metode PIECES Dody Erlangga; Minarni Minarni
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 12 No 01 (2022): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v12i01.666

Abstract

The Village Law stipulates that the Village has the power and origin of adequate funds to be able to control the potential it controls to promote the economy and welfare of its people. Through the efficient, effective and transparent procurement of goods and services by the Village Government, it is very helpful to realize the welfare of the village community as is the case with Kantor Desa Bajarum. Kantor Desa Bajarum has followed the Ministry of Home Affairs guidelines on the procurement of village goods and services in the operational process of procuring goods and services. However, in its implementation, the performance of kasi kesra is still very slow because the process of procuring goods and services to monitoring village assets is still in the form of manual input without automation. The data verification process is also carried out by checking one by one so that it is less efficient. In addition, manual data input makes it vulnerable to cases or fraud in the form of corruption of village assets by changing, modifying data so that the facts of the documentation or reports are different from the facts in the field. By utilizing the PIECES (Performance, Information, Economic, Control, Efficiency, Services) method, these problems can be overcome by developing an Information System for procurement and monitoring of village assets. System development is carried out using the Waterfall method. System Design utilizes UML (Unified Modeling Language). This web-based system is built with the PHP programming language and MySQL database. System testing method using Blackbox. This system has been able to run and is optimally implemented at the Kantor Desa Bajarum.
Pelatihan Desain Untuk Kreatif Meningkatkan Branding Sekolah Pada Pusat Kegiatan Guru Markisa Minarni; Nurahman; Selviana Yunita
Jurnal Pemberdayaan Masyarakat Vol 10 No 1 (2025): Mei
Publisher : Direktorat Penelitian dan Pengabdian kepada Masyarakat (DPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jpm.v10i1.10773

Abstract

Graphic design is a medium for conveying information through visual communication language involves aesthetic rules. Social media and digital technology currently have a vital role, especially in the education sector. Based on research results, 95% of respondents agree with the support of information technology in the world of education. One aspect that can be improved is promotion and branding activities of schools to the wider community by utilizing school digitalization. Increasing the skills of teachers is needed to achieve effective school branding and promotion. Interesting, informative and communicative content is an important point in the era of searching for information through social media. On this basis, Darwan Ali University service team holds creative design training activities to improve teacher expertise. This training activity was carried out with teacher participants whose members of the Markisa PAUD (TK and KB) level Cluster Activity Center, Baamang District using Canva application. This research aims to increase the expertise of teachers in creating interesting and communicative content on social media to promote and improve school branding. The training results show that around 86% of PAUD teachers produce content designs for personal and school social media in the form of promotional content and school branding.
AUTOMATED DISCOUNT SYSTEM UNTUK MENDUKUNG DIGITAL BUSINESS PADA KEDAI TEPI SUNGAI SAMPIT Minarni Minarni; Samana
Prosiding Seminar Nasional Universitas Ma Chung (Informatika & Sistem Informasi Bahasa dan Seni
Publisher : Ma Chung Press

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

Abstract

Perkembangan teknologi informasi mendorong UMKM untuk mengadopsi sistem digital guna meningkatkan efisiensi operasional dan daya saing bisnis. Kedai Tepi Sungai Sampit merupakan salah satu UMKM kuliner yang masih menerapkan proses transaksi dan pemberian diskon secara manual sehingga berpotensi menimbulkan kesalahan perhitungan, memperlambat pelayanan, serta menyulitkan pengelolaan program promosi. Penelitian ini bertujuan merancang dan membangun Automated Discount System berbasis web dengan pendekatan rule-based untuk mendukung digital business pada Kedai Tepi Sungai Sampit. Metode pengembangan sistem menggunakan Waterfall yang meliputi analisis kebutuhan, perancangan, implementasi, pengujian, dan pemeliharaan. Pengumpulan data dilakukan melalui observasi, wawancara, dan studi literatur, sedangkan pengujian sistem menggunakan Black Box Testing dan User Acceptance Test (UAT). Hasil penelitian menghasilkan sistem yang mampu mengelola menu, transaksi penjualan, serta menerapkan mekanisme rule-based untuk memvalidasi aturan promosi dan menghitung diskon secara otomatis berdasarkan parameter yang dikonfigurasi administrator. Hasil pengujian menunjukkan bahwa seluruh fungsi sistem berjalan dengan baik, sedangkan UAT memperoleh nilai 83,91% dengan kategori Sangat Baik. Implementasi sistem mampu meningkatkan efisiensi proses transaksi, meminimalkan kesalahan perhitungan diskon, serta memberikan fleksibilitas dalam pengelolaan program promosi pada Kedai Tepi Sungai Sampit.
DIGITAL MENU PERSONALIZATION SYSTEM UNTUK MENDUKUNG CUSTOMER EXPERIENCE PADA MIE GACOAN CABANG SAMPIT Minarni Minarni; Yesy Noviyani; Bintang Rahmat Saputra
Prosiding Seminar Nasional Universitas Ma Chung (Informatika & Sistem Informasi Bahasa dan Seni
Publisher : Ma Chung Press

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

Abstract

Perkembangan industri kuliner modern menghadirkan beragam pilihan menu yang memberikan lebih banyak alternatif bagi pelanggan, namun juga meningkatkan kompleksitas dalam menentukan menu yang sesuai dengan preferensi pribadi. Kondisi tersebut semakin dirasakan pada restoran yang menerapkan konsep self-service, di mana pelanggan harus menentukan pilihan menu secara mandiri dengan mempertimbangkan preferensi rasa, tingkat kepedasan, kisaran harga, alergi makanan, dan jumlah pengunjung. Penelitian ini bertujuan merancang dan membangun Digital Menu Personalization System berbasis web untuk membantu pengguna memperoleh rekomendasi menu yang sesuai dengan preferensinya. Pengembangan sistem mengadopsi karakteristik menu yang tersedia pada Mie Gacoan Cabang Sampit sebagai studi kasus penerapan konsep personalisasi menu. Penelitian ini menggunakan metode pengembangan sistem yang meliputi analisis kebutuhan, perancangan, implementasi, pengujian Black Box Testing, serta evaluasi pengguna menggunakan User Acceptance Test (UAT). Aplikasi dibangun menggunakan HTML, CSS, dan JavaScript dengan menerapkan Rule-Based Recommendation System yang menghasilkan rekomendasi berdasarkan preferensi pengguna. Hasil penelitian menunjukkan bahwa seluruh fungsi sistem berjalan sesuai dengan kebutuhan fungsional dengan tingkat keberhasilan 100% berdasarkan pengujian Black Box Testing. Selain itu, hasil User Acceptance Test memperoleh nilai rata-rata sebesar 78,93%, yang menunjukkan bahwa sistem memiliki tingkat penerimaan pengguna yang baik. Dengan demikian, sistem yang dikembangkan mampu membantu pengguna memperoleh rekomendasi menu secara lebih cepat, mudah, dan sesuai dengan preferensi yang dimiliki sehingga dapat menjadi alternatif pendukung dalam proses pengambilan keputusan pemilihan menu pada layanan kuliner berbasis digital.
MEMBANGUN SEKOLAH BERKELANJUTAN: IMPLEMENTASI OPTIMALISASI SARANA PRASARANA DALAM SEKOLAH INKLUSI DAN ADIWIYATA Nurahman Nurahman; Eka Prasetyaningrum; Minarni Minarni; Elika Thea Kirana
Jurnal AbdiMas Nusa Mandiri Vol. 7 No. 2 (2025): Periode Oktober 2025
Publisher : LPPM Universitas Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/abdimas.v7i2.6510

Abstract

Early childhood education in Kotawaringin Timur Regency faces several challenges, particularly in managing facilities and infrastructure. Many kindergartens and playgroups lack adequate resources, such as interactive classrooms and outdoor play areas, which limits children’s creativity and exploration. This condition requires teachers to be innovative in utilizing limited resources to create meaningful learning experiences. To address these issues, a community service program was conducted to enhance teachers’ knowledge and skills in optimizing school facilities to support sustainable learning. The program emphasized strategies for maximizing limited resources, fostering collaboration with parents, using social media, and integrating horticulture into the learning environment. Interactive training methods were employed, including presentations, discussions, and hands-on practice. A total of 94 participants from 47 educational institutions joined the program, recruited through collaboration with Himpaudi Kotim, IGRA, and PKG Markisa. The results showed that teachers gained new insights into maximizing existing facilities, strengthening parent communication via Instagram and WhatsApp, and applying horticulture as an engaging learning medium. The discussions also highlighted the relevance of these strategies to school quality improvement, including accreditation. In conclusion, this program provided practical solutions for optimizing educational facilities, supporting inclusive and Adiwiyata-oriented schools, and fostering stronger collaboration between schools, parents, and technology to achieve sustainable education.