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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 MEDIA PEMBELAJARAN EDUKASI BERTEMAKAN TATA SURYA UNTUK SISWA KELAS IX (SEMBILAN) Rizki Pribadi; Rian Andrian; Suprih Widodo; Rizki Hikmawan
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 3 No. 1 (2022): Mei 2022
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v3i1.58

Abstract

The material and characteristics of learning Natural Sciences (IPA) are very different from other disciplines. The scope of material in scientific subjects is very broad and closely related to everyday life. The monotonous science learning process will certainly reduce students' motivation and interest in learning. Therefore, there is a need for innovation and learning through the use of methods and optimizing the use of media. One of the technological innovations available to teachers is interactive learning media. The research method used in the design of in-active learning media in science subjects for class XI (nine) is the Research and Development (RnD) research method. In addition, the development model used by researchers in this study is the Analyze, Design, Develop, Implement, Evaluate (ADDIE) model. The results of this study are interactive multimedia-based learning media made with the help of Adobe Flash Professional CS6. The resulting learning media has been tested using the type of black-box testing and is declared to be appropriate for all functions and can be used properly.
ANALISIS PRODUK BINAR GO MENGGUNAKAN PRIORITIZATION MATRIKS EISENHOWER DAN MODEL KANO Renisa Nur Kamelia Putri; Dian Permata Sari; Rian Andrian
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i3.480

Abstract

Edutech startups are currently experiencing rapid development. This is because the need for Indonesian digital skilled workers reaches 9 million people in 2030. One way to be able to print digital skilled workers according to industry needs is by building an edutech startup. One of the edutech startups whose goal is to produce quality young people is Binar Academy. Various courses are provided with varying prices for subscriptions. The courses available at Binar Academy are Product Management, Frontend, Backend, Android Developer, UI/UX Designer and others. One of the newest products, Binar Go, provides interesting and flexible learning according to the needs of today's young generation. Product Binar Go has a huge opportunity to increase digital skilled workers. Especially for the younger generation who will enter the industrial world. This study uses a mixed method, namely quantitative and qualitative methods. In the survey, 55% said there were several obstacles when using the Binar Go android application that caused users to be less comfortable. To solve these problems and provide a higher quality learning experience, it is necessary to improve the product, one of which is by creating new features. Therefore, to complement the new features that do not exist in Binar Go, the researcher uses the prioritization of the Eisenhower Matrix and the Kano model in developing this product. The Eisenhower Matrix is ​​a feasible way of prioritizing a job and the Kano Model is a diagram that can help prioritize customer needs in more detail. By using the prioritization of the Eisenhower Matrix and the Kano model, it can help researchers to determine which features can be developed first to improve the quality of Binar Go's features.
PERANCANGAN PURWARUPA DASHBOARD DIGITAL UNTUK PENGUKURAN PRODUKTIVITAS KERJA DENGAN METODE DESIGN THINIKING Firly Wiryandhani; Suprih Widodo; Rian Andrian
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2074

Abstract

Employee productivity is one of the important factors in the progress of the company, to measure productivity time and motion methods are used and a dashboard is needed to review the level of employee productivity. Making dashboards manually takes a long time, while stakeholders need progressive and fast information. So a digital dashboard prototype design was made to meet user needs, then a research method focused on user needs, namely Design Thinking. The stages of this method are empathize, define, ideate, prototype, and test. The implementation of this method begins with interviewing potential users with questions that can explore user needs and direct observation, the answers of potential users will be analyzed so that they are properly defined, and problems that are defined will be given solution ideas that meet user needs, solution ideas will be applied as a digital dashboard prototype design and will be tested to test the prototype using usability testing to determine the effectiveness and efficiency of the prototype made. From the steps carried out to produce conclusions such as defined problems, solution ideas are obtained that are applied to the prototype, with the previously designed image making it easier to work on the prototype design and the test results proving that the prototype that has been designed is effective and efficient, the level of completion of the task carried out. the tester got a perfect score with a 100% success rate and a relatively fast task completion speed.
Perancangan User Interface Mobile App untuk Kumpulan Start-Up Coffee Shop di Wilayah Jakarta Timur sebagai Wadah Pemasaran Produk dengan Metode Design Thinking Tasya Aulia Andriani; Dian Permata Sari; Rian Andrian
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 11, No 1 (2023)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/justin.v11i1.54947

Abstract

Perkembangan zaman saat ini berpengaruh besar terhadap kemunculan bisnis atau start-up baru yang salah satunya merupakan start-up di bidang kuliner. Start up dalam bidang kuliner saat ini marak ditemukan dengan kemunculan berbagai resto, yang salah satunya paling banyak diminati ialah kedai Coffee Shop yang menjadi daya tarik oleh kalangan muda, dewasa, hingga orang tua untuk menikmati hidangan dan cemilan dari berbagai kedai kopi kekinian. Kemunculan kedai Coffee Shop saat ini selalu ramai kunjungan bahkan bagi pelanggan yang enggan datangpun tetap dapat menikmatinya dengan memanfaatkan platform perantara untuk mendapatkan menu produk dari kedai kopi favoritnya. Salah satu cara untuk merampung kumpulan start up kedai kopi ialah dibentuknya suatu platform khusus yang berisikan berbagai kumpulan kedai kopi sehingga mempermudah pelanggan untuk menikmatinya. Penggambaran suatu platform tersebut dibuat terlebih dahulu skema perancangan user interface yang dibuat sehingga fitur-fitur yang terdapat dalam aplikasi dapat memudahkan, serta menerapkan user experience untuk memahami sesuai dengan kebutuhan pengguna. Pada penelitian ini menerapkan metode pendekatan design thinking guna menghasilkan suatu perancangan produk yang terbaru sesuai dengan kebutuhan pengguna. Untuk mengetahui keefektifan produk yang telah dirancang, dilakukan pengujian produk dengan menerapkan system Gueriella Usability Test  pada prototipenya. Hasil pengujian kegunaan dengan perhitungan Guerilla Usability Test  diperoleh hasil 2 dari 7 skenario memiliki nilai terendah, yaitu 7 dari 9 poin. Alhasil dapat disimpulkan bahwa secara keseluruhan prototipe yang dirancang memiliki pengalaman pengguna yang bernilai baik berdasarkan pengukuran Guerilla Usability Test.
Sentiment Analysis Public Twitter on 2024 Election using the Long Short Term Memory Model Dimas Anugrah Firdlous; Rian Andrian; Suprih Widodo
Sistemasi: Jurnal Sistem Informasi Vol 12, No 1 (2023): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v12i1.2145

Abstract

As a Democratic State in 2024 is a political year for Indonesia because there will be simultaneous elections starting from officials from the regions to the president, therefore it causes a lot of diverse reactions on social media, especially Twitter which can give rise to various kinds of opinions, not only positive but also positive opinions. also negative ones so that it becomes an interesting thing to study, the tendency of Twitter users to post content can be known through sentiment analysis, so the purpose of this study is to find out the sentiment of twitter users towards the 2024 election is negative or positive, the steps in this study begin with data collection tweets, preprocessing text mining and then entering lexicon based feature labels, building a model with Long Short Term Memory (LSTM) and evaluating the model with the confusion matrix tool used in this study using google collaboratory, sentiment analysis is carried out with gan 858 data from the preprocessing process with a comparison of 80% of train data and 20% of test data resulted in an accuracy of 78% with positive sentiment amounting to 52.2%, sentiment that was included in the positive mostly contained support for the success of the election, as well as information related to the election, and 37% negative sentiment which is included in the negative sentiment in this study include tweets with dirty words, misguiding opinions, and making fun of political and neutral parties by 10.8%.Keywords: 2024 Election, Sentiment Analysis, twitter, LSTM
Workshop Pengembangan Media Pembelajaran Digital Animasi 3 Dimensi untuk Pembelajaran Numerasi Lintas Mata Pelajaran Suprih Widodo; Puji Rahayu; Rian Andrian; Ahmad Fauzi
Jurnal Pengabdian Sains dan Humaniora Vol 2 No 1 (2023): Edisi Mei 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan-Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpsh.2.1.2023.13-23

Abstract

Media pembelajaran memiliki peran yang vital dalam sistem pembelajaran. Tujuan dari kegiatan pengabdian pada masyarakat ini adalah untuk melatihkan kemampuan guru dalam mengembangkan media animasi 3 dimensi sebagai salahsatu alternatif yang bisa dikembangkan guru dalam pembelajaran numerasi lintas pelajaran. Kegiatan ini diikuti oleh 10 orang guru sekolah dasar di Kabupaten Purwakarta Provinsi Jawa Barat. Metode yang digunakan adalah training development life cycle. Hasil dari kegiatan ini adalah media pembelajaran berbasis animasi 3 dimensi yang dikembangkan dengan bantuan Ms. Office Power Point dan Animasi 3 Dimensi dengan teknik motion stop animation, yang akan diterapkan oleh guru dalam pembelajaran numerasi lintas mata pelajaran non matematika.
Perancangan User Experience Design Untuk Platform Rekam Data Jejak Alumni (Tracer Study) Di Perguruan Tinggi Alika Nur Faradiba Saragih; Rian Andrian; Suprih Widodo
INTECOMS: Journal of Information Technology and Computer Science Vol 6 No 1 (2023): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v6i1.6397

Abstract

Perancangan User Experience Design untuk Platform Rekam Data Alumni (Tracer Study) di Perguruan Tinggi merupakan penelitian yang bertujuan untuk menghasilkan tampilan desain antarmuka dan mengukur tingkat kegunaan (usability) dari hasil desain sebelum di kembangkan oleh programmer. Tracer Study bertujuan untuk mendapatkan informasi terkait alumni yang telah mendapatkan pekerjaan, belum mendapatkan pekerjaan, dan sebagai langkah awal dalam mengambil keputusan untuk meningkatkan sistem pendidikan di suatu perguruan tinggi. Dalam melakukan kegiatan Tracer Study, beberapa perguruan tinggi di Purwakarta masih dilakukan secara konvensional. Penelitian ini bertujuan untuk membangun perancangan user experience design platform tracer study dengan metode Design Thinking dimana metode ini terdiri lima tahapan yaitu, empathize, define, ideate, prototype, dan testing. Pengumpulan data dilakukan dengan melakukan wawancara, observasi, dan penyebaran angkat. Hasil akhir dari penelitian ini adalah tampilan desain antarmuka platform Tracer Study, dan hasil dari perhitungan pengujian tampilan platform Tracer Study yang dilakukan dengan System Usability Scale (SUS).
PENGELOLAAN MEDIA SOSIAL INSTAGRAM PADA INDUSTRI PARIWISATA (PT GEMILANG MEDIA WISATAMA (TRAVELXISM)).docx Rian Andrian; Maulana Yusuf; Nuur Wachid Abdulmajid
Journal of Demography, Ethnography and Social Transformation Vol. 2 No. 2 (2022): Journal of Demography, Etnography and Social Transformation
Publisher : Pusat Kajian Demografi, Etnografi dan Transformasi Sosial

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30631/demos.v2i2.1295

Abstract

Digital marketing strategies are now widely used with the use of Instagram social media, including in the tourism industry. Therefore, optimal management of Instagram social media is needed so that it can be a means of communication between companies and the public regarding tourism. The purpose of this study is to explain how to manage Instagram social media at PT Gemilang Media Wisatama. The research method in this study uses a qualitative descriptive method that will describe in detail about Instagram social media on the @Travelxism account. The results of the study note that the management of Instagram social media that is carried out every day on the @Travelxism account uploads at least 1 content per day. This certainly cannot be separated from a well-organized content creation process. As for the flow of content creation, there are 6 stages, namely planning, content search, copywriting, content creation, content publication and evaluation stage.
Penerapan Metode Design Thinking Pada Perancangan User Interface Aplikasi Bakery’lils Sebagai Platform Digital Penjualan Kue Hilalia Nur Agustin; Dian Permata Sari; Rian Andrian
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 11, No 2 (2023)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/justin.v11i2.55400

Abstract

Dalam dunia bisnis khususnya di bidang kuliner yang merupakan salah satu bisnis yang banyak diminati masyarakat terutama produk dari indsutri rumahan seperti kue dan roti. Penjualan dan pemesanan kue biasanya masih mengharuskan pelanggan untuk datang langsung ke toko melakukan pemesanan dan transaksi. Pemesanan kue tersebut disaat ini sudah tidak efektif, maka dari itu harus ada platform digital sebagai inovasi dari transaksi pemesanan kue. Karena dengan adanya sistem informasi sebagai wadah untuk memudahkan transaksi penjualan secara Online terhadap calon pembeli. Dapat bermanfaat bagi penjual maupun pembeli dalam mempercepat proses pemesanan kue, proses transaksi penjualan yang efektif. Untuk membangun sistem informasi tersebut, terdapat penerapan metode yang digunakan yaitu Metode Design Thinking. Dengan menghasilkan prototype dalam penilaian Usability Testing yang akan berguna untuk pengembangan aplikasi mobile sebagai platform digital pemesanan kue.