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PERANCANGAN SISTEM INFORMASI APLIKASI PENCARIAN STASIUN KRL JABODETABEK TERDEKAT BERBASIS ANDROID Betesda Betesda
JURNAL MITRA MANAJEMEN Vol 11, No 2 (2020): JURNAL MITRA MANAJEMEN
Publisher : JURNAL MITRA MANAJEMEN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/jmm.v11i2.483

Abstract

Abstract- Transportation has been long part of people life, especially for the urban. The transportation need not only applied for the local, Jakarta as a capital city must be full of foreigner either for business purpose or others, and they are need a public transportation as well. Commuter Line Jabodetabek is the most preferable public transportation to avoid Jakarta’s traffic. The idea is to create a mobile application system which could easily help Commuter Line Jabodetabek user to get the information about the existence of the nearest station. The application system is analyzed and designed with a mobile application development approach. Application developed with JAVA, IDE (Integrated Development Environment) used is Android Studio, and to determine the nearest distance using Google Maps API. This application is equipped with mileage information and detailed station information so that station seekers can easily and accurately determine the nearest station and route to the station. Keywords: Commuter Line Jabodetabek, Train Station, JAVA, Android Studio.
ANALISA SENTIMEN DATA ULASAN PADA GOOGLE PLAY DENGAN MENGGUNAKAN ALGORITMA NAÏVE BAYES DAN SUPPORT VECTOR MACHINE Betesda, Betesda; Purwanto, Hari; Nuryadi, Hepi; Sinaga, Dimpo; Al Din, Sayyid Jamal; Al Afghani, Dhian Yusuf
Jurnal Sains dan Teknologi ISTP Vol. 22 No. 01 (2024): DESEMBER
Publisher : LPPM ISTP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59637/jsti.v22i01.423

Abstract

Reviews on the Google Play website are an application's user ratings, which contain users' ratings and comments. Review data describes user sentiment towards the application according to the ratings and comments are given. In practice, there is often a discrepancy between the rating and the comments given, resulting in a biased sentiment, so it is necessary to analyze the review to find out the sentiment contained therein. The Naïve Bayes method and the Support Vector Machine can be one of the methods that are often used to carry out sentiment analysis, because they have a good level of accuracy in the sentiment analysis process. In collecting data from the Google Play site using the Web Scraping technique with the google- play-scraper package from Python. Reviews that are successfully scraped then go through the preprocessing stage so that the data set is more structured. In the next stage, the data set is labeled based on the rating, and given a weight using TF-IDF. After classifying using the Naïve Bayes and Support Vector Machine methods, then evaluating using the confusion matrix, and validating using K-Fold Cross Validation. Research results using the Naïve Bayes method and Support Vector Machine for sentiment analysis on the Google Play website, the Naïve Bayes method produces 87.82% accuracy, 58.90% precision, 60.08% recall, while the Support Vector Machine method produces 90% accuracy .01% , precision 61.89%, recall 60.18%.
Pelatihan Teknologi Berbasis Multimedia Untuk Meningkatkan Kompetensi Siswa SMK Muhammadiyah 15 Jakarta kurnia, jehan; Betesda; Dimpo Sinaga; Alcianno Ghobadi; Tata Sumitra; Muryan Awaludin
Jurnal Bakti Dirgantara Vol. 2 No. 2 (2025): Jurnal Bakti Dirgantara
Publisher : Universitas Dirgantara Marsekal Suryadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/j44qvn80

Abstract

Bidang Desain Komunikasi Visual (DKV) saat ini berkembang pesat di sektor profesional dan pendidikan. Di Indonesia, perkembangan ini menunjukkan dinamika yang cukup kompleks, khususnya di pendidikan kejuruan. Salah satu tantangan yang dihadapi adalah rendahnya kompetensi siswa dalam multimedia, terutama pengembangan game, seperti yang terlihat di SMK Muhammadiyah 15 Jakarta. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pengetahuan dan keterampilan siswa dalam bidang multimedia pada kurikulum DKV. Program dirancang untuk mendukung pendidikan kejuruan melalui pelatihan berbasis teori dan praktik. Pelatihan dimulai dengan penyampaian materi dasar, dilanjutkan dengan praktik langsung menggunakan Construct 2, hingga tahap publikasi game secara daring. Kegiatan ini memberikan pengalaman langsung kepada siswa dalam seluruh proses pembuatan game, dari perancangan hingga implementasi. Hasil evaluasi menunjukkan 66,7% siswa sangat setuju bahwa pelatihan bermanfaat, dan 33,3% menyatakan setuju. Program ini juga memperkenalkan materi multimedia baru yang belum diajarkan sebelumnya, sehingga berkontribusi pada peningkatan kualitas pembelajaran dan kompetensi siswa. Dengan demikian, lulusan SMK diharapkan lebih siap menghadapi tuntutan industri kreatif saat ini.   The field of Visual Communication Design (VCD) is currently experiencing rapid growth in both professional and educational sectors. In Indonesia, this development presents a complex dynamic, particularly in vocational education. One key challenge is the limited student competence in multimedia, especially in game development, as observed at SMK Muhammadiyah 15 Jakarta. This community service initiative aims to enhance students' knowledge and skills in multimedia within the VCD curriculum. The program supports vocational education through a combination of theoretical and practical training. The sessions begin with basic theoretical instruction, followed by hands-on practice using Construct 2, and conclude with the online publication of the developed games. The activity provides students with direct experience throughout the game development process, from design to implementation. Evaluation results show that 66.7% of students strongly agreed that the training was beneficial, while 33.3% agreed. The program also introduced new multimedia content previously unavailable in the school’s curriculum, contributing to improved learning quality and student competence. Consequently, vocational school graduates are expected to be better prepared to meet the demands of today’s creative industries.    
SISTEM INFORMASI KERJASAMA PADA PT. BAKTI ARTHA REKSA SEJAHTERA Sendy Alfian Ramdani; Betesda; Yulisa Gardenia
Jurnal Mahasiswa Informatika dan Desain Vol. 2 No. 2 (2025): Jurnal Mahasiswa Informatika dan Desain
Publisher : Fakultas Ilmu Komputer & Desain

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/wyysk128

Abstract

PT. Bakti Artha Reksa Sejahtera, sebuah perusahaan jasa keamanan terkemuka di Indonesia, menggunakan sistem informasi kerjasama berbasis model waterfall untuk meningkatkan efisiensi pengelolaan data dan koordinasi operasional. Sistem ini memungkinkan berbagai departemen untuk mengakses dan mengelola informasi secara efektif, termasuk data layanan keamanan, penugasan tenaga kerja, dan operasional harian. Dengan sistem informasi kerjasama, PT. Bakti Artha Reksa Sejahtera dapat memastikan bahwa informasi penting selalu akurat dan up-to-date, yang esensial untuk menjaga kualitas dan keandalan layanan keamanan yang diberikan. Sistem ini juga mendukung komunikasi yang lebih baik antara perusahaan dan mitra, memungkinkan respons yang cepat terhadap kebutuhan keamanan mereka. Hal ini tidak hanya meningkatkan efisiensi internal tetapi juga memperkuat hubungan dengan mitra, menjaga standar pelayanan yang tinggi. Pengelolaan data yang terstruktur dalam sistem ini membantu dalam pelaporan dan analisis yang lebih baik, yang penting untuk pengambilan keputusan strategis. Dengan demikian, PT. Bakti Artha Reksa Sejahtera dapat memberikan layanan keamanan yang handal dan terpercaya, sesuai dengan visi dan misinya.