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Application of Decision Tree Algorithm for Edible Mushroom Classification Afika Rianti; Taufik Ridwan; Suprih Widodo; Rian Andrian
Journal of Applied Informatics and Computing Vol 6 No 1 (2022): July 2022
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v6i1.4087

Abstract

The purpose of this research is to classify the mushroom based on its characteristic to be in an edible class or poisonous one using the Decision Tree Algorithm. The result showed that odor is the most important attribute to classify the mushroom. Mushrooms which have almond and anise odors are edible, while the rest of it, such as pungent, foul, creosote, fishy, spicy, and musty are poisonous which means they can't be eaten. For mushrooms that have no odor, there are some attributes to be checked such as spore-print-color, gill-size, gill-spacing, and population. At first, overfitting happened. To overcome this, the researcher used Random Sampling Techniques until got better accuracy. The most accurate sample is 99,9% using sample 6 or 2000 data.
Perancangan Prototype EFORKID sebagai Media Pembelajaran Bahasa Inggris untuk Anak-anak Afika Rianti; Ayu Pangestu; Muhamad Fawaz Nurfauzan
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 1 (2022): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v7i1.503

Abstract

English is a language that has an important position in many fields, both work, and education. However, there are still inhibiting factors in learning English like the lack of supportive learning media. In previous research on learning media, it was stated that learning media can increase students’ understanding, interest, and learning outcomes. The purpose of this research is to design an EFORKID (English for Kid) application-based android prototype so that it can help improve children's self-learning in learning English. This research method uses the Research and Development (R&D) method with survey techniques for data collection and the User-Centered Design (UCD) method in designing the prototype design. The design learning media that the author designed is in the form of low fidelity and high fidelity. The main features of this learning media application are watching, reading, listening, and testing. From the results of tests that have been carried out on target users using thinking aloud testing, it can be concluded that the EFORKID application is easy to use. We hope that this research, can help other researchers, especially those who are involved in the field of human and computer interaction, and can provide insight for readers regarding the design of learning media application prototypes.
Integrasi Imtaq dan Iptek Afika Rianti; Rizki Gunawan; Renisa Nur Kamelia Putri; Ayu Pangestu
Excelencia: Journal of Islamic Education & Management Vol. 2 No. 01 (2022): Excelencia: Journal of Islamic Education & Management
Publisher : Pascasarjana IAIN Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21154/excelencia.v2i01.431

Abstract

Penyalahgunaan Ilmu Pengetahuan dan Teknologi merupakan suatu permasalahan yang banyak terjadi saat ini. Untuk mengatasi masalah ini, perlu adanya solusi untuk meminimalisir segala permasalahan yang mungkin terjadi. Tujuan penelitian ini adalah untuk menemukan solusi dalam menghadapi penyalahgunaan Ilmu Pengetahuan dan Teknologi yang marak terjadi. Adapun metode penelitian yang digunakan adalah metode kuantitatif dan teknik pengumpulan data menggunakan studi literatur dan survei melalui penyebaran angket. Dari hasil penelitian yang diperoleh responden setuju bahwa integrasi Iman dan Taqwa dan Ilmu Pengetahuan dan Teknologi diperlukan untuk menghindari dampak negatif penyalahgunaan Ilmu Pengetahuan dan Teknologi. Integrasi ini dapat dimanfaatkan untuk terus mengembangkan Ilmu Pengetahuan dan Teknologi yang sesuai dengan syariat agama Islam.
CRISP-DM: Metodologi Proyek Data Science Afika Rianti; Nuur Wachid Abdul Majid; Ahmad Fauzi
Prosiding Seminar Nasional Teknologi Informasi dan Bisnis Prosiding Seminar Nasional Teknologi Informasi dan Bisnis (SENATIB) 2023
Publisher : Fakultas Ilmu Komputer Universitas Duta Bangsa Surakarta

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

Abstract

This research is motivated by the development of data science which is increasingly popular. To support this development, especially in the field of research, methodologies are needed so the projects created can be well structured and organized. This research aims to discuss one of the most widely used data science methodologies, that’s cross industry standard process for data mining (CRISP-DM). This research used a type of literature review research with data collection technique used literature study. Based on the research that has been conducted, it can be concluded that CRISP-DM methodology can be used in the field of data science projects precisely in the areas of data mining, artificial intelligence, machine learning, deep learning, big data, data analysis, and data analytics. This methodology has six stages that each of these stages has different phases from one to another. For those phases, researchers can follow phases that have been commonly used in other studies or can adjust according to their respective projects. Then as a consideration in using CRISP-DM methodology, it can be considered based on the benefits and challenges of it.
Perancangan website bidikmisi dan kip-k di upi kampus purwakarta sebagai solusi permasalahan kurangnya informasi bagi mahasiswa Afika Rianti; Ayu Pangestu; Renisa Nur Kamelia Putri; Rizki Gunawan
INTEGRATED (Journal of Information Technology and Vocational Education) Vol 1, No 2 (2019)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/integrated.v4i1.45876

Abstract

Dampak Pandemi COVID-19 berpengaruh terhadap berbagai aspek kehidupan. Adanya anjuran di rumah saja menyebabkan pembatasan kegiatan di luar rumah. Keterbatasan jarak menjadi salah satu penyebab adanya simpang siur dalam memperoleh informasi. Kurangnya informasi yang lengkap dapat juga dirasakan oleh para mahasiswa baru dari berbagai daerah di Indonesia. Jarak yang jauh dari lingkungan kampus mengharuskan para mahasiswa untuk bisa beradaptasi secara virtual. Pemberkasan daftar ulang, beasiswa, dan berkas lainnya yang berkaitan dengan perkuliahan menjadi salah satu topik yang sering dipertanyakan oleh mahasiswa baru. Penelitian ini bertujuan untuk mengetahui kesulitan Mahasiswa KIP-K Universitas pendidikan Indonesia Kampus Purwakarta dalam memperoleh Informasi mengenai KIP-K. Pada penelitian ini metode pengembangan aplikasi menggunakan Design Thinking.  Berdasarkan Hasil survei Diperoleh bahwa sebanyak 20 persen mahasiswa KIP-K UPI Kampus Purwakarta mengalami beberapa kesulitan dalam mencari informasi untuk menyelesaikan permasalahan mengenai KIP-K. Sehingga dalam upaya membantu penyampaian Informasi peneliti membuat Sistem Informasi Website LINTAR-UP sebagai media penyampaian Informasi terkait KIP-K UPI Kampus Purwakarta. Website LINTAR-UP dirancang dengan fitur - fitur yang menyediakan berbagai Informasi yang lengkap dan diharapkan dapat membantu para Mahasiswa KIP-K UPI Kampus Purwakarta.