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The Emerging Role of Artificial Intelligence in Identifying Epileptogenic Zone: A Systematic Literature Review Pamungkas, Yuri; Radiansyah, Riva Satya; Pratasik, Stralen; Krisnanda, Made; Derek, Natan
Journal of Robotics and Control (JRC) Vol. 6 No. 5 (2025)
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/jrc.v6i5.27281

Abstract

Identifying epileptogenic zones (EZs) is a crucial step in the pre-surgical evaluation of drug-resistant epilepsy patients. Conventional methods, including EEG/SEEG visual inspection and neurofunctional imaging, often face challenges in accuracy, reproducibility, and subjectivity. The rapid development of artificial intelligence (AI) technologies in signal processing and neuroscience has enabled their growing use in detecting epileptogenic zones. This systematic review aims to explore recent developments in AI applications for localizing epileptogenic zones, focusing on algorithm types, dataset characteristics, and performance outcomes. A comprehensive literature search was conducted in 2025 across databases such as ScienceDirect, Springer Nature, and IEEE Xplore using relevant keyword combinations. The study selection followed PRISMA guidelines, resulting in 34 scientific articles published between 2020 and 2024. Extracted data included AI methods, algorithm types, dataset modalities, and performance metrics (accuracy, AUC, sensitivity, and F1-score). Results showed that deep learning was the most used approach (44%), followed by machine learning (35%), multi-methods (18%), and knowledge-based systems (3%). CNN and ANN were the most commonly applied algorithms, particularly in scalp EEG and SEEG-based studies. Datasets ranged from public sources (Bonn, CHB-MIT) to high-resolution clinical SEEG recordings. Multimodal and hybrid models demonstrated superior performance, with several studies achieving accuracy rates above 98%. This review confirms that AI (especially deep learning with SEEG and multimodal integration) has strong potential to improve the precision, efficiency, and scalability of EZ detection. To facilitate clinical adoption, future research should focus on standardizing data pipelines, validating AI models in real-world settings, and developing explainable, ethically responsible AI systems.
Pengembangan Web Enhanced Learning pada Mata Pelajaran Komputer Grafis di SMK Turang, Ronaldo; Krisnanda, Made; Parinsi, Mario Tulenan
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 2 No. 5 (2022): EduTIK : Oktober 2022
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/edutik.v2i5.5848

Abstract

Tujuan dari dilakukannya penelitian ini adalah untuk dapat membangun dan mengembangkan sebuah Web Enhanced Learning yang dapat digunakan oleh pihak sekolah dan guru di SMK Negeri 3 Tondano sebagai tempat pembelajaran alternatif berbasis website untuk menunjang peningkatan dari kualitas pembelajaran dikelas serta dapat mendukung pada proses pembelajaran daring yang harus dilakukan oleh guru dan siswa dikarenakan kondisi pandemi Covid-19 yang sedang terjadi pada saat ini. Dalam proses pengembangan Web Enhanced Learning menggunakan metode pengembangan Waterfall. Dari proses pengembangan yang telah dilakukan, diperoleh hasil yang baik, lalu dari hasil tersebut Peneliti mengambil kesimpulan bahwa web yang telah dibangun dapat berjalan dengan baik dan telah diuji menggunakan metode black-box oleh pengguna yaitu guru dengan hasil yang di dapat sesuai dengan fungsional dan kebutuhan yang diinginkan oleh pengguna. Web enhanced learning sudah digunakan oleh siswa-siswa kelas XI di SMK Negeri 3 Tondano dan dapat berjalan sesuai dengan yang diharapkan oleh peneliti dan guru.
Sistem Pencarian dan Penyewaan Rumah Kost Berbasis Web dengan Pendekatan Agile Sahambangun, Heny; Kembuan, Olivia; Krisnanda, Made
JOINTER : Journal of Informatics Engineering Vol 6 No 02 (2025): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v6i02.111

Abstract

Information systems have a considerable impact on business development which is managed by each individual. As a means of information, the website has a very important role in marketing and business management In Tomohon City, especially Matani Satu Village, which is located in North Sulawesi Province, which is currently starting to develop. Boarding houses have a lot of potential as they increase the demand for temporary housing. The purpose of this research is to create an application that can help and make it easier for all people and boarding house owners to be able to connect with each other only through a website-based cellphone. The method used in this website is the Agile Development method which has six stages, namely, planning, implementation, software testing, documentation, implementation, maintenance using the programming languages PHP, xampp, javascript and visual studio. Testing this system using the Black box testing method to prove that the application is in accordance with the objectives of the researcher.
Joyful Learning with Gamification: Development of Indonesian Language Learning Media in MI Fithriyah, Dewi Niswatul; Suttrisno, Suttrisno; Sa'diyah, Zumrotus; Agustina, Saskia; Krisnanda, Made
Journal of Elementary Educational Research Vol 5 No 2 (2025): 2025 Volume 5 No 2
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah Fakultas Tarbiyah dan Ilmu Keguruan IAIN Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30984/jeer.v5i2.1680

Abstract

Education in the 4.0 era demands learning media that are enjoyable, interactive, and capable of increasing student motivation at the elementary school level. Preliminary findings at MI Nurul Huda Temayang revealed that Indonesian language learning, particularly capitalization material, is still monotonous and teacher-centered, resulting in low student engagement. This study aims to develop a gamification-based learning media integrating Google Sites, Canva, and Wordwall to enhance students’ motivation, engagement, and comprehension. This study employed a Research and Development (R&D) method using the ADDIE model involving 30 third-grade students. Data were collected through observation, interviews, motivation questionnaires, and learning outcome tests. The results showed that students became more active, motivated, and demonstrated better conceptual understanding. The developed gamification-based learning media proved to be feasible and effective in creating enjoyable and meaningful Indonesian language learning in elementary schools.