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Pengukuran Kualitas Penggunaan Website Sistem Pakar Diagnosa Awal Mental Illness Psikosis Dengan Metode WebQual Khairan AR; Rahmat Musfikar; Robbi Amanda Ilham; Bustami Yusuf
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.713

Abstract

A mental illness is a syndrome, psychological, or behavioral disorder in which a person is dysfunctional at work. The problem is that medical personnel or doctors who are professionals in the field of psychology are not comparable to mental illness, especially teenagers. The initial diagnosis by web based and using the Extreme Programming (XP) method. Meanwhile, the main objective of the research is to determine the quality of the web system based on the perceptions of respondents, namely Darul Ihsan Vocational High School students. Measuring the quality of an expert web system using the WebQual instrument. There are three aspects of WebQual that will be measured, namely: usability, information, and interaction quality. Based on the questionnaires distributed to respondents, the expert web system was developed to fulfill the three aspects of WebQual (usability, information, and interaction, with a score of 83.78%, 80%, and 82.97% in the good category.
PENGARUH MINAT BERWIRAUSAHA MAHASISWA SETELAH MENGAMBIL MATA KULIAH TECHNOPRENEURSHIP Basrul Abdul Majid; Khalisatun Munawwarah; Hendri Ahmadian; Rahmat Musfikar; Bustami Yusuf
JINTECH: Journal Of Information Technology Vol 2 No 2 (2021): Agustus 2021
Publisher : Prodi Teknologi Informasi UIN Ar-Raniry Bekerjasama dengan Pusat Penelitian dan Penerbitan LP2M Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (715.026 KB) | DOI: 10.22373/jintech.v2i2.1203

Abstract

The purpose of this study was to determine the effect of technopreneurship courses on the entrepreneurial interest of Information Technology Education students. This research was conducted at UIN Ar-Raniry, Faculty of Tarbiyah and Teacher Training. The techniques of data collection used a questionnaire and the data analysis using multiple linear regression. The results showed that there is a positive influence on the variables of learning theory and field practice on the variable of interest in entrepreneurship. The regression coefficient for the learning theory variable or X1 is 0.428, while the regression coefficient for the field practice variable or X2 is 0.331. Therefore the regression equation can be written as follows Y = 12.223 + 0.428 X1 + 0.331 X2. It can be concluded from this research that the implementation of technopreneurship courses explained through the variables of learning theory (X1) and field practice (X2) proved to have a significant effect on the variable of student interest in entrepreneurship (Y). This is because learning theory in technopreneurship courses triggers students to apply it so that it can foster interest in entrepreneurship among information technology education students.
GAME EDUKASI PENGEMBANGAN GAME EDUKASI I’TIKAD 50 BERBASIS POWER POINT DI DAYAH AL-FURQAN ACEH BESAR Bustami Yusuf; Intan Maulina; Mulkan Fadhli
JINTECH: Journal Of Information Technology Vol 3 No 2 (2022): Agustus 2022
Publisher : Prodi Teknologi Informasi UIN Ar-Raniry Bekerjasama dengan Pusat Penelitian dan Penerbitan LP2M Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2114.946 KB) | DOI: 10.22373/jintech.v3i2.1968

Abstract

This study is to answer the problem of developing power point-based i'tikaf 50 educational games in Dayah Al-furqan Aceh Besar because students are not very interested in lecture or conventional learning systems. Therefore, an educative and interesting game was made in learning I'tiqad 50. The method used in the research was R&D (Research and Development) or research development. The results of the validation test by the validator were 16 respondents with the aspect of material assessment getting a score. as much as 77.2%, and the media assessment aspect got a score of 78.2%. The results of the implementation of the I'tikad 50 educational game learning media which were applied to the control class (KK) in Dayah Al-furan obtained an average score of 89.3 and the traditional (conventional) learning outcomes were applied to the ordinary class (KB) in Dayah Al -furqan obtained an average score of 74.6.
Analisa Topik Pendidikan Dalam Al-Quran dengan Pendekatan Text Mining Bustami Yusuf; Muhammad Zaeki; Hendri Ahmadian; Khairan Ar; Sri Wahyuni
Jurnal Serambi Engineering Vol 6, No 1: Januari 2021
Publisher : Fakultas Teknik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jse.v6i1.2649

Abstract

Education is one of the sciences that makes humans much better by learning various scientific disciplines. Al-Quran is one of the sources of knowledge that is believed by Muslims around the world. Because technology has penetrated almost every domain of our lives , including the world of education. Thus, the authors make technology as tool  for researching educational topics in Al-Quran by implementing text exploration .The research was carried out by making some basic words that were related to the subject of education as the keywords in this study. The keywords are “Ajar”, “Bicara”, “Cipta”, “Dengar”, “Ingat” and “Lihat”. Then, the authors implemented the Naïve Bayes Classifier algorithm. To test and evaluate the results, the author used two methods, i.e. recall and precision. The study results are the keyword “cipta” by 3.05 %, “Ingat” 2.25 %, “Ajar” 1.96 %,“Lihat” 0.82 %, finally “Dengar” 0.62% and “Bicara” 0.34% with  total  weight of 3,516 words that  have been filtered. The overall percentage of the results is 9.04% of the total number of words 38,761 in the Al-Quran. For the Naïve Bayes algorithm evaluation method,  the recall and precision scores are 0.605 and 0.366, respectively.