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Klasifikasi serangan malware berbasis citra menggunakan algoritma YOLOv11 Daniel Darren Richardo; Theophilus Wellem
IT Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi Vol 5 No 2 (2026): IT-Explore Juni 2026
Publisher : Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/itexplore.v5i2.2026.pp232-240

Abstract

Malware represents an evolving cybersecurity threat that demands more effective detection methods. Conventional signature-based detection systems have limitations in identifying new variants, driving the development of deep learning-based approaches. This research implements and evaluates four variants of the YOLOv11 algorithm (n, s, m, l) for malware classification based on visual image representation. The dataset consists of 22,056 malware and benign images, divided into 70% training, 15% validation, and 15% testing across 8 classes (adware, backdoor, benign, downloader, spyware, trojan, virus, worm). Each model was trained for 100 epochs with batch size 32 using Google Colab with GPU support. Results demonstrate that all variants achieve high accuracy (97.8%-98.1%) with YOLOv11m as the best performer (98.1%). YOLOv11n offers optimal balance between accuracy (97.9%) and efficiency (1.5M parameters, 0.3 ms/img inference) ideal for real-time applications. This research surpasses previous methods such as K-NN (97.18%) and hybrid CNN (96.55%) with superior inference speed (0.3-0.9 ms/img vs tens to hundreds of ms/img), proving the effectiveness of YOLOv11 for fast, accurate, and scalable malware detection.
FUN LEARNING WITH COMPUTER BAGI SISWA TK KRISTEN 1 SATYA WACANA SALATIGA Hermawan, Anton; Nataliani, Yessica; Dwi Purnomo, Hindriyanto; Christianto, Erwien; Setyanti, Angela Atik; Yulia, Hanita; Krismiyati, Krismiyati; Juliastomo Gundo, Adriyanto; Bayangkariwati Tacoh, Yuliana Tien; Wellem, Theophilus; Hendry, Hendry; Chandra, Dian W.
Midang Vol 3 No 3 (2025): Midang, Oktober 2025
Publisher : Unpad Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24198/midang.v3i3.63906

Abstract

ABSTRACT. The rapid development of information technology necessitates adjustments across various sectors, including education, particularly in early childhood education. Introducing technology at an early age is considered a strategic step in preparing children to face the challenges of the digital era. This community service program aimed to introduce technology, specifically computers, to kindergarten students. The program was in-person for students aged 4 to 5 years at TK Kristen 1 Satya Wacana, Salatiga. The training was conducted over multiple sessions, starting with an introduction to computer hardware, then developing mouse-handling skills, and engaging in interactive learning activities through educational games that addressed subjects like letters, numbers, geometric shapes, and different types of vehicles. Evaluation results revealed that the participants showed high enthusiasm throughout the sessions. The students also began to recognize computers as an alternative learning medium and other digital devices commonly used at home, such as smartphones and tablets. These findings suggest that a digital game-based learning approach can effectively enhance both students’ learning motivation and basic computer operation skills at an early age. Keywords: childhood education, computer training, education game, fun learning, gamebased learning.
PENGENALAN GAME EDUKASI BAGI SISWA TK KRISTEN 1 SATYA WACANA SALATIGA USIA 5-6 TAHUN Anton Hermawan; Yessica Nataliani; Hindriyanto Dwi Purnomo; Erwien Christianto; Angela Atik Setyanti; Hanita Yulia; Krismiyati; Adriyanto Juliastomo Gundo; Theophilus Wellem; Hendry
Jurnal DIMASTIK Vol. 3 No. 2 (2025): Juli
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/dimastik.v3i2.12302

Abstract

Kemajuan teknologi informasi dan komunikasi menuntut adanya adaptasi dalam dunia pendidikan, termasuk pada jenjang pendidikan anak usia dini. Pengenalan teknologi sejak dini menjadi langkah strategis dalam membentuk kesiapan anak menghadapi era digital. Kegiatan pengabdian ini bertujuan untuk mengenalkan teknologi, khususnya komputer, kepada siswa Taman Kanak-kanak (TK) melalui game edukasi berbasis online. Kegiatan dilaksanakan secara luring di TK Kristen 1 Satya Wacana, Salatiga, dengan melibatkan siswa berusia 5–6 tahun. Metode pelatihan dilakukan dalam beberapa sesi, mencakup pengenalan bagian-bagian komputer, penggunaan mouse, serta pelatihan melalui game edukasi seperti pengenalan huruf, angka, bentuk geometri, dan jenis-jenis kendaraan. Hasil evaluasi menunjukkan bahwa siswa menunjukkan antusiasme tinggi selama pelatihan, serta mulai mengenal komputer sebagai media pembelajaran alternatif selain perangkat yang biasa digunakan di rumah seperti handphone dan tablet. Kegiatan ini membuktikan bahwa pendekatan belajar sambil bermain dengan teknologi dapat meningkatkan minat belajar dan keterampilan dasar siswa dalam menggunakan komputer.