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Klasifikasi Customer Relationship Management Menggunakan Dataset KDD Cup 2009 dengan Teknik Reduksi Dimensi Fahmi Ardiansyah; Fazal Hamdan; Sugiyanto Sugiyanto; Ilham Wahyu Siadi
Komputika : Jurnal Sistem Komputer Vol 11 No 2 (2022): Komputika: Jurnal Sistem Komputer
Publisher : Computer Engineering Departement, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/komputika.v11i2.6498

Abstract

Customer Relationship Management (CRM) merupakan teknologi yang menghubungkan antara pelanggan dengan bisnis, CRM dapat membantu pertumbuhan bisnis dan meningkatkan loyalitas dalam pelanggan. Pada awalnya CRM hanya berbentuk tulisan tangan, namun dengan berkembangnya teknologi saat ini CRM berkaitan dengan strategi bisnis secara keseluruhan, sistem CRM layaknya berbentuk repository yang mengintegrasikan aktivitas dari penjualan, pemasaran, dan dukungan pelanggan dengan menyederhanakan proses strategi dan pengelolaan penjualan dalam suatu sistem. Contohnya adalah pada data Knowledge Data Discovery (KDD) Cup 2009 yang merupakan Piala KDD 2009 menawarkan kesempatan untuk mengerjakan database pemasaran besar dari Perusahaan Telekomunikasi Prancis Orange untuk memprediksi kecenderungan pelanggan untuk beralih penyedia (churn), beli produk atau layanan baru (appetency), atau beli upgrade atau add-on yang diusulkan ke mereka untuk membuat penjualan lebih menguntungkan (up-selling). Masalahnya karena menangani database yang sangat besar, termasuk data yang heterogen (variabel numerik dan kategorik), dan distribusi kelas yang tidak seimbang ini membutuhkan efisiensi waktu yang cukup lama dalam pengelolaan dataset oleh karena itu dibutuhkan teknik reduksi dimensi yang merupakan teknik pengurangan dari jumlah dimensi dari dataset, dengan dimensi reduksi optimal hasilkan klasifikasi paling baik dengan PCA, PCA dengan klasifikasi Random Forest 96.93%. Klasifikasi LDA dengan Naïve Bayes 61.00%. Klasifikasi SVD dengan Random Forest 95.97%.
Implementasi Software Quality Assurance pada Aplikasi E-Commerce Menggunakan Manual Testing dan Katalon Studio Fahmi Ardiansyah
Jurnal Penelitian Teknologi Informasi dan Sains Vol. 4 No. 2 (2026): Juni: JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jptis.v4i2.3925

Abstract

The reliability of an e-commerce application is essential to ensure smooth and secure user transactions. This study discusses the implementation of Software Quality Assurance (SQA) on a web-based e-commerce application to test the functionality of the developed system. The testing methodology used in this research combines manual testing and automated testing using the Katalon Studio tool, following the Software Testing Life Cycle (STLC) framework. Manual testing was focused on validating the user interface and user experience across core workflows, including user registration, authentication, cart management, and the checkout process. Meanwhile, Katalon Studio was utilized to execute automated test scenarios on these crucial features to accelerate regression testing and ensure system stability. The results indicate that from 42 test cases executed, the SQA approach successfully identified five functional defects across three modules, categorized by severity into two High-level defects (server error on registration and missing error handling on checkout), two Medium-level defects (client-side-only address validation and cart quantity logic), and one Low-level defect (insufficient logout notification display time). Four of the five defects were resolved, raising the test pass rate from 90.5% to 97.6% during regression testing. Automated testing demonstrated a significant time efficiency of approximately 95% compared to manual execution for regression scenarios. In conclusion, the combination of manual and automated testing proved capable of thoroughly verifying software quality, ensuring that the SQA Shop application functions according to the required specifications before its release to end-users.
Penerapan Media Pembelajaran Berbasis Quizizz dalam Meningkatkan Hasil Belajar pada Pembelajaran IPAS Kelas V MI Nurul Hidayah Kabupaten Bogor Fahmi Ardiansyah; Salati Asmahasanah; Falizar Rivani
YASIN Vol 5 No 6 (2025): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v5i6.7769

Abstract

The limited number of studies on the use of interactive technology-based learning media—particularly Quizizz—in Ilmu Pengetahuan Alam dan Sosial (IPAS) instruction at madrasah ibtidaiyah forms the background of this research, considering the low learning outcomes and limited student participation in conventional learning, which impact the effectiveness of the teaching and learning process. This study aims to analyze the effectiveness of using Quizizz in improving student learning outcomes and engagement in Grade V IPAS at MI Nurul Hidayah, Bogor Regency. The method employed is Classroom Action Research (CAR) conducted over two cycles, encompassing the stages of planning, action implementation, observation, and reflection, with 25 purposively selected students as research subjects. Data were collected through observations of teacher and student activities, as well as learning outcome tests in each cycle, and analyzed using descriptive quantitative and qualitative methods. The results showed an increase in the average learning outcomes from 49% in the pre-cycle to 76% in Cycle I and 81% in Cycle II. Classical mastery learning improved from 20% in the pre-cycle to 64% and 72% in each subsequent cycle. Teacher activity increased from 83% to 87%, and student participation from 81% to 87%. These findings align with constructivist theory and the gamification approach, which emphasize active engagement and enjoyable learning experiences in improving academic performance. Quizizz proved to offer an interactive experience through digital quizzes and instant feedback, enhancing student motivation, focus, and retention of IPAS content. The main conclusion of this study is that Quizizz-based learning media is effective in improving both learning outcomes and student participation. Theoretically, this research enriches the literature on digital technology integration in 21st-century education, while practically, it provides recommendations for teachers to utilize interactive media to create engaging, meaningful, and student-responsive learning environments. This study also opens pathways for future research comparing the effectiveness of various digital learning platforms on student motivation and long-term retention.