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PENERAPAN ASSOCIATION RULE PADA SISTEM REKOMENDASI PRODUK PROPERTI BERDASARKAN POLA INTERAKSI PENGGUNA Kristovel Printo Nana; Lukman Junaedi
Antivirus : Jurnal Ilmiah Teknik Informatika Vol 15 No 1 (2021): Mei 2021
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/antivirus.v15i1.1292

Abstract

The increasing need for property makes various property companies have to compete to promote the best property options. Information system facilities are one of the main reasons for prospective buyers to get property information that best suits their needs. Each customer has a unique pattern of needs that can be obtained from the search pattern of the information system. This study tries to provide the best property product recommendations using the association rule method. The association rule method itself is a data mining method that is used to provide product recommendations based on user search activity patterns while opening an information system. After the association rule method is applied, the system can provide recommendations for the three best products with an attractive and easy-to-use information system.
PENGGUNAAN GAME EDUKASI UNTUK MENINGKATKAN HAPALAN ANGKA DI TK DIPONEGORO SURABAYA Muchamad Arif; Ida Ayu Puspita Sari; Lukman Junaedi; Rofik Jalal Rosyanafi
MOTORIC Vol 4 No 1 (2020): MOTORIC JUNI 2020
Publisher : Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31090/m.v4i1.1025

Abstract

This study aimed to determine the use of educational games to improve memorization of 1-20 numbers in TK Diponegoro Surabaya. This school is located at Jalan Kedung Sroko No.17 Surabaya. The sample of this study was the children of B group Diponegoro Kindergarten. The authors used descriptive qualitative methods. The author focused on how to apply the use of educational games to improve memorization numbers 1-20 at Tk Diponegoro Surabaya. The author made observations during the 3x meeting. Each meeting, they play a different educational game but with the same content. The subject of the research was Diponegoro Kindergarten with 20 students. The results showed that students were very enthusiastic in learning to memorize numbers 1-20 as well as improving children's fine motor skills.. Keywords: educational games, memorizing, numbers 1-20
SISTEM PAKAR PENERIMAAN SISWA BARU SEKOLAH DASAR BERDASARKAN TINGKAT IQ MENGGUNAKAN METODE DEMPSTER SHAFER (STUDI KASUS : SEKOLAH DASAR LUQMAN AL HAKIM SURABAYA) Hasbi Assiddiqi Baihaqi; Lukman Junaedi
JUST IT : Jurnal Sistem Informasi, Teknologi Informasi dan Komputer Volume 12 No 2 Tahun 2022
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/justit.12.2.%p

Abstract

Rekrutmen siswa baru merupakan proses awal yang dilakukan oleh pihak sekolah guna untuk memenuhi jumlah siswa yang akan menjadi warga sekolah. Oleh karena itu perlu adanya sistem pakar penerimaan siswa baru sekolah dasar berdasarkan tingkat IQ menggunakan metode Dempster Shafer. Ilmu Komputer atau Teknologi Informasi merupakan bidang ilmu yang mampu mempermudah pekerjaan di berbagai bidang, termasuk bidang bimbingan konseling terutama di sekolah dasar. Studi kasus ini berawal dari pengamatan Penulis terhadap pelaksanaan kegiatan penerimaan siswa/siswa sekolah dasar, dimana guru Bimbingan Konseling membutuhkan waktu yang relatif cukup lama untuk mendokumentasaikan hasil observasi terhadap siswa/siswi yang dilakukannya.Kata Kunci : Sekolah Dasar, Dempster Shafer, Tingkat IQ, Sistem Pakar, Penerimaan Siswa
PERAN LITERASI DIGITAL DALAM PEMBELAJARAN DARING PENDIDIKAN ANAK USIA DINI (PAUD) Lukman Junaedi; Muchamad Arif; Andini Dwi Arumsari; Natalia Damastuti; Varia Virdania Virdaus
MOTORIC Vol 7 No 1 (2023): Volume 7 No 1 JUNI 2023
Publisher : Universitas Narotama

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

Abstract

The goal of this study was to assess the level of digital literacy proficiency among parents of PAUD students in the Ngawi Regency. The research was conducted using a mixed-methods approach and benchmarked against prior studies of a similar nature on parental digital literacy and online learning at the PAUD level under the new normal. The study's findings included data from 30 PAUD who participated as respondents and represented 30 subdistricts in the Ngawi Regency. Based on the survey's findings, it is known that the majority of PAUD-level online learning processes still use message-based communication via SMS or Whatsapp media instead of digital learning platforms. Numerous PAUD schools have attempted to teach using digital platforms like Zoom, Google Meet, Microsoft Team, but their efforts have been limited by students' low levels of computer proficiency and parents' limited availability. This demonstrates that despite the fact that practically all parents are accustomed to utilizing mobile devices and other digital communication tools for communication, they do not know how to utilize them for learning. According to the study's findings, in order to support the success of learning programs and activities, particularly those conducted online due to the ongoing COVID-19 pandemic, policies and guidelines for digital literacy must concentrate on improving parents' knowledge of and capacity for access to digital learning systems. Keywords: Digital Literacy, Online Learning, PAUD, Covid-19