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Perancangan Pembuatan E-Learning Berbasis Website Pada SMK Ad-Da’wah Jakarta Sepitri Daruyani; Irawaty Irawaty; Rr. Artiana Krestianti; Orita Dwi Purbiyanti; Rifky Rahman Hakim
Journal of Information System Research (JOSH) Vol 3 No 3 (2022): April 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (356.204 KB) | DOI: 10.47065/josh.v3i3.1464

Abstract

In the world of education, there are many elements that can affect the achievement of learning outcomes, including elements of teachers, students, curriculum and facilities and infrastructure that can support learning. Currently, there are still many students in learning who have not found the answer on their own because they are not given the opportunity to practice by the teacher, thus making students feel bored and more passive. Currently, there are still many schools whose students are only given memorization about concepts and not understanding and mastering concepts in terms of solving a problem plus the support of teachers who are less creative in using media in the learning process which makes it increasingly difficult for students to understand the material. Learning methods that take place effectively and efficiently and can be done anytime, anywhere, using any path and with any access speed can be done with the E-learning method. The E-learning method, apart from being able to provide teaching materials and instruction in learning that can be accessed anytime and anywhere, also does not require a large room like a conventional room. In the teaching and learning process there are several problems that arise, namely the problem of limited learning time at AD-DA'WAH Vocational School, the lack of interaction between teachers and teachers outside school hours, limitations between classrooms and the number of students who are not commensurate, which makes the learning process less efficiency. These problems will be solved by designing a learning application with e-learning, which is proven to be efficient in solving problems such as those that occur in the teaching and learning process. The results showed that the e-learning method succeeded in increasing positive efficiency when applied to solve problems. Making e-learning using PHP, MySql, OOP, jQuery, Ajax, CSS as programming languages.
Game Edukasi Visual Novel Bermain Pantun dan Peribahasa Menggunakan Ren'py Berbasis Python Orita Dwi Purbiyanti; Sepitri Daruyani; Irawaty Irawaty; Adellia N. Adyna Putri Irawan
Journal of Computer System and Informatics (JoSYC) Vol 4 No 1 (2022): November 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josyc.v4i1.2582

Abstract

In the digital era, technological developments, especially games, are very promising to learn. This can be used as an interactive learning tool for every game fan. Learning media using games can be an alternative for elementary school students to get to know rhymes and proverbs easily and fun. An interactive program that can arouse students' interest in knowing rhymes and proverbs is needed to eliminate boredom when studying them. The researcher uses the SDLC method to create a visual novel game application to play rhymes and proverbs with Python-based Ren'py. Learning to play rhymes and proverbs through visual novels is done by choosing from different problems from the novel's plot. The results obtained in making this game is an interactive novel game by displaying each dialogue which can then be answered by the user and the selected dialogue can determine the flow of the game.
Pemanfaatan Algoritma FP-Growth pada Teknik Data Mining untuk Mengidentifikasi Pola Stok Produk Elektronik Irawaty Irawaty
Journal of Information System Research (JOSH) Vol 7 No 3 (2026): April 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v7i6.9517

Abstract

Managing the availability of electronic product stock is a crucial issue in the retail world due to the high variety of products and dynamic consumer purchasing patterns. Inaccuracy in determining the amount of stock can lead to excess inventory or product shortages, which impacts on decreasing operational efficiency. This study aims to apply the FP-Growth algorithm in the data mining process to determine the pattern of electronic product stock availability based on purchase transaction data. The dataset used in this study consists of 150 electronic product purchase transaction data. The main problem faced is the lack of optimal utilization of transaction data to determine the relationship between products that are frequently purchased together. As a solution, this study applies the Frequent Pattern Growth (FP-Growth) algorithm because of its ability to find association patterns without the need to generate candidate itemsets, making it more efficient in data processing. The research process begins with calculating the frequency of item occurrences, determining the minimum support value of 20% (30 transactions), forming an FP-Tree, and mining frequent itemsets and association rules. The results show that Mouse, Laptop, and Keyboard are the items with the highest frequency, respectively 80%, 73%, and 70% of the total transactions. The Mouse–Laptop–Keyboard purchasing pattern has a support value of 55% with a confidence level of 80%. While the Mouse → Keyboard rule yields the highest confidence level of 85%. Based on these results, it can be concluded that the FP-Growth algorithm is effective in identifying purchasing patterns for electronic products and can be used as a basis for decision-making in prioritizing stock availability more precisely and data-driven.