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PENERAPAN DATA MINING MENGGUNAKAN K-MEANS CLUSTERING UNTUK PENGELOMPOKKAN STATUS KEMISKINAN DI PAPUA Salsabil Haq, Mustaqdimin; Rudhistiar, Deddy; Primaswara Prasetya, Renaldi
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 2 (2025): JATI Vol. 9 No. 2
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i2.13337

Abstract

Kemiskinan merupakan masalah serius di banyak wilayah Indonesia, termasuk di Provinsi Papua. Berdasarkan data BPS pada Maret 2024, jumlah penduduk miskin di Provinsi Papua mencapai 152,91 ribu orang dengan persentase 17,26%. Masalah kemiskinan di Papua berhubungan erat dengan faktor-faktor sosial, ekonomi, dan geografis yang kompleks, sehingga memerlukan pendekatan yang tepat dalam upaya penanggulangan. Analisis klaster merupakan salah satu pendekatan yang dapat diterapkan, yang memungkinkan pengelompokan wilayah berdasarkan karakteristik kemiskinan yang serupa. Penelitian ini menggunakan metode algoritma K-Means Clustering untuk mengidentifikasi kelompok variabel yang memengaruhi tingkat kemiskinan di Provinsi Papua. Dari hasil analisis terhadap 29 data, ditemukan tiga cluster: Cluster 1 (tinggi) terdiri dari 15 daerah, Cluster 2 (sedang) terdiri dari 6 daerah, dan Cluster 3 (rendah) terdiri dari 8 daerah. Hasil ini memberikan wawasan mengenai distribusi kemiskinan yang dapat menjadi acuan bagi pemerintah daerah dalam merumuskan kebijakan yang lebih efektif. Selain itu, penelitian ini juga melakukan pengujian sistem (blackbox) yang menunjukkan bahwa sistem pengelolaan data telah berfungsi dengan baik. Berdasarkan hasil pengujian terhadap 29 data, sistem yang menggunakan metode K-Means Clustering menunjukkan akurasi 100%, dengan semua data yang diuji sesuai. Penelitian ini diharapkan dapat memberikan kontribusi dalam upaya pengurangan kemiskinan di Papua melalui penerapan teknologi analisis data yang tepat
Implementasi Game Tebak Gambar Binatang Berbasis Android Sebagai Media Pembelajaran Anak Usia Dini Prasetya, Renaldi Primaswara; Wahyuni, Febriana Santi; Rudhistiar, Deddy
Journal Of Computer Science Contributions (JUCOSCO) Vol. 4 No. 1 (2024): Januari 2024
Publisher : Lembaga Penelitian, Pengabdian kepada Masyarakat dan Publikasi Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/w7pdmm55

Abstract

The increasingly rapid development of technology, especially mobile phone devices has targeted all groups, including young children aged 3 to 5 years, so like it or not,parents have to supervise their children. But in reality, technology cannot be avoided. As a parent, the most important thing right now is how to ensure that the mobile devices playing with children can be handled well and have a positive impact on their children, although supervision is still needed. Supervision of children who are already at school cannot be carried out continuously. At school, parents can only expect for the teachers as their second parents. Teachers as educators must be able to provide understanding to Kindergarten children, thus the use of cellphones can be used for positive things, one of which is by providing mobile game-based learning media. The problem is that there are only a few mobile applications in the form of games that provide simple learning media for Kindergarten children. Through this service, an Android-based educational game of animal picture guessing will be designed and developed as a learning medium for children aged 3-5 years. To determine the impact of implementing the application, implementation and testing were carried out, where the average System Usability Scale (SUS) score from 15 respondents was 88.33, and when referring to the usability scale value range it can be concluded that the animal picture guessing game that has been developed falls into the category acceptable or well accepted with a fairly significant impact category. Meanwhile the functionality also meets the needs of its users.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN MURID TELADAN DENGAN METODE SAW BERBASIS WEBSITE: Muhammad Rizky Firdaus; Renaldi Primaswara Prasetya; Deddy Rudhistiar
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 1 (2025): JATI Vol. 9 No. 1
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i1.10507

Abstract

SMP Muhammadiyah 7 Wuluhan adalah salah satu sekolah yang menggunakan nilai akademik untuk menentukan peringkat siswa setiap semester, sedangkan ada juga siswa yang memiliki nilai non akademik lebih baik. Sehingga terjadi kesalahan pada saat menentukan peringkat siswa dimana siswa dengan nilai akademik yang kecil memiliki prestasi dibidang non akademik. Untuk hal ini perlu mempertimbangkan nilai akademik dan non akademik. Oleh karena itu penulis ingin membantu SMP Muhammadiyah 7 Jember untuk menentukan penilaian siswa teladan dari beberapa aspek menggunakan sistem pendukung keputusan (SPK) dengan metode SAW. Pengambil keputusan harus memiliki pemahaman menyeluruh tentang bagaimana metode SAW digunakan, khususnya untuk menentukan bobot preferensi, dimana harus mempertimbangkan bobot yang sesuai dengan kepentingan kriteria yang digunakan. Hasil dari penelitian ini yaitu membuat website untuk membantu pengambilan keputusan yang dapat memudahkan guru untuk menentukan murid teladan. Berdasarkan hasil pengujian, semua fitur dan fungsionalitas pada website sudah berjalan 100% sesuai yang diinginkan, sistem pendukung keputusan ini dapat digunakan sebagai sistem pemilihan murid teladan dengan tingkat kesalahan sebesar 30% dari hasil perhitungan menggunakan metode SAW dan hasil perangkingan sekolah tanpa menggunakan metode dan hanya menggunakan nilai saja
Perancangan Game 3D Revenge of Lembu Suro Dengan Metode Finate State Machine Berbasis Desktop Aria Pramudia Eka Sakti; Renaldi Primaswara Prasetya; Deddy Rudhistiar
IJAI (Indonesian Journal of Applied Informatics) Vol 9, No 2 (2025)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v9i2.95635

Abstract

Abstrak :Industri game modern berkembang pesat dan menjadi salah satu sektor hiburan terpopuler. Game berbasis cerita tradisional lokal, seperti legenda Lembu Suro dari Jawa Timur, menawarkan media yang efektif untuk melestarikan budaya. Penelitian ini bertujuan untuk merancang game 3D berbasis desktop yang mengangkat cerita Lembu Suro dengan menggunakan metode Finite State Machine (FSM). FSM dipilih karena kemampuannya untuk memetakan perilaku dinamis dan logis pada karakter non-pemain (NPC). Hasil pengujian menunjukkan responsivitas kontrol yang sangat baik dengan rata-rata waktu respons sebesar 124 ms, sementara tingkat kepuasan pemain berada pada rata-rata skor 8 dari 10, mencakup aspek kontrol, gameplay, dan tingkat kesulitan. Game ini tidak hanya menghadirkan pengalaman bermain yang interaktif, tetapi juga berkontribusi dalam pelestarian budaya lokal melalui representasi visual dan naratif cerita rakyat Jawa Timur, sekaligus menawarkan inovasi teknologi melalui implementasi FSM untuk perilaku adaptif NPC.===================================================Abstract :The modern gaming industry is developing rapidly and has become one of the most popular entertainment sectors. Games based on local traditional stories, such as the Lembu Suro legend from East Java, offer an effective medium for preserving culture. This research aims to design a desktop-based 3D game that tells the story of Lembu Suro using the Finite State Machine (FSM) method. FSM was chosen for its ability to map dynamic and logical behavior to non-player characters (NPCs). Test results show excellent control responsiveness with an average response time of 124 ms, while the level of player satisfaction is at an average score of 8 out of 10, covering aspects of control, gameplay and difficulty level. This game not only provides an interactive gaming experience, but also contributes to the preservation of local culture through visual representations and narratives of East Javanese folklore, as well as offering technological innovation through the implementation of FSM for NPC adaptive behavior.
Multiple Imputation of White Blood Cell Measurements for Early Emergency Assessment Using Tree-Based MICEforest Prasetya, Renaldi Primaswara; Ashar, Muhammad; Zaeni, Ilham Ari Elbaith
The Journal of Experimental Life Science Vol. 16 No. 2 (2026)
Publisher : Graduate School, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.jels.2026.016.02.03

Abstract

Early clinical assessment in Emergency Departments (EDs) frequently relies on laboratory indicators that are often unavailable at the time of patient arrival. The White Blood Cell (WBC) count is a key marker for infection, inflammation, and acute physiological stress, yet missing or delayed WBC measurements are common in emergency care workflows. Conventional imputation methods typically replace missing values with single-point estimates, implicitly assuming full reliability and ignoring the uncertainty inherent in the imputation process. This paper investigates the use of multiple imputation strategies to address missing WBC measurements in emergency care data. A multivariate, tree-based imputation approach is employed to generate multiple plausible WBC values for each missing observation, capturing the inherent variability of laboratory uncertainty. Instead of focusing solely on point estimates, this study emphasizes the role of imputation variability as an indicator of confidence in reconstructed WBC values. Experiments are conducted on a synthetic emergency care dataset designed to mimic early ED scenarios, using three multiple imputations (M = 3) to compare single imputation and tree-based multiple imputation in terms of variability and uncertainty representation. Through analytical comparison and illustrative experiments on emergency care data with realistic missingness patterns, the proposed approach demonstrates that multiple imputation provides more informative and robust representations of missing WBC measurements compared to traditional single-imputation techniques. The results highlight how uncertainty-aware WBC reconstruction can better support early emergency assessment, particularly in high-risk and time-sensitive clinical scenarios. By focusing on WBC as a representative and clinically critical laboratory variable, this work underscores the importance of treating missing laboratory data as uncertain rather than deterministic. The proposed perspective offers practical insights for improving the reliability of data-driven decision support systems in emergency medicine and lays the groundwork for future integration with predictive modeling frameworks.