Articles
PENINGKATAN PROFESIONALISME GURU SMK NEGERI-1 PALANGKA RAYA MELALUI BIMBINGAN PENELITIAN TINDAKAN KELAS
Elok Faiqotul Himmah;
Yuliarti Yuliarti;
Catharina Elmayantie;
Lili Rusdiana
RESWARA: Jurnal Pengabdian Kepada Masyarakat Vol 2, No 2 (2021)
Publisher : Universitas Dharmawangsa
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DOI: 10.46576/rjpkm.v2i2.883
Tantangan guru agar profesional dalam meningkatkan kualitas pembelajaran melalui Penelitian Tindakan Kelas (PTK) mendorong Tim Pengabdian Kepada Masyarakat (PKM) STMIK Palangka Raya untuk berperan aktif memberikan bimbingan PTK kepada guru-guru SMK Negeri-1 Palangka Raya. Kegiatan ini bertujuan untuk meningkatkan profesionalisme guru-guru SMK Negeri-1 Palangka Raya melalui peningkatan pemahaman mengenai PTK dan peningkatan kemampuan dalam penyusunan proposal serta laporan PTK yang berkualitas. Selain itu, guru-guru juga diharapkan mampu menghasilkan instrumen soal yang baik sebagai instrumen yang akan digunakan dalam PTK yaitu instrumen soal yang bersifat valid dan reliabel. Metode yang digunakan untuk mencapai tujuan kegiatan ini adalah ceramah dan praktikum sedangkan teknik pengumpulan data yang digunakan adalah wawancara, observasi dan kuesioner. Hasil kegiatan ini adalah peserta memahami cara penyusunan proposal dan laporan PTK dan mampu melakukan pengujian validitas dan reliabilitas instrumen soal dengan menggunakan Microsoft Excel dan SPSS. Kegiatan ini mendapatkan respon yang baik dari peserta dibuktikan dengan rata-rata persentase hasil kuesioner yang diperoleh yaitu sebesar 79,72%
APLIKASI GAME EDUKASI MATEMATIKA TINGKAT DASAR BERBASIS ANDROID
Sulistyowati Sulistyowati;
Eko Gunawan;
Lili Rusdiana
Jurnal Teknoinfo Vol 16, No 1 (2022): Januari
Publisher : Universitas Teknokrat Indonesia
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DOI: 10.33365/jti.v16i1.806
Game is one of the applications that are favored by children. Not a few parents who allow their children to use a smartphone with various reasons such as so that children do not interfere with work, so that children do not neglect, and various other reasons. However, sometimes smartphones are misused only for playing games by children, so the time that should be used for learning is instead used for playing games only. So that the game does not only waste the child's time in vain, then built a game application for children based on the genre of fighter and education in the game of hero against monsters accompanied by mathematics learning. The features provided in the application are 4 types of questions such as addition, subtraction, multiplication, and division as well as 6 levels of problem difficulty level. By this basic level math game it can be an alternative in learning while playing games through smartphones. This game is able to be a fun learning media in learning mathematics for game users.
PEMODELAN DESAIN SISTEM INFORMASI PENGOLAHAN DATA PRODUK DEKRANASDA PROVINSI KALIMANTAN TENGAH MENGGUNAKAN UML
Lili Rusdiana
JURNAL INFORMATIKA DAN KOMPUTER Vol 1, No 1 (2016): FEBRUARI - AGUSTUS 2016
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat - Universitas Teknologi Digital Indonesia
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DOI: 10.26798/jiko.v1i1.12
Pemodelan dilakukan untuk membantu memecahkan permasalahan mengenai pengolahan data produk kerajinan tangan pada DEKRANASDA (Dewan Kerajinan Nasional Tingkat Daerah) Provinsi Kalimantan Tengah karena adanya keterbatasan data produk yang didapat dari alur sistem yang berjalan saat ini sehingga diperlukan pengolahan data untuk mempermudah melakukan pengolahan data produk. Penulisan ini bertujuan untuk memahami permasalahan dan mengkomunikasikan dengan pengguna yang terlibat pada sistem serta mengidentifikasi kebutuhan informasi data produk dengan menggunakan pemodelan UML (Unified Modelling Language). Terdapat 3 diagram yang digunakan dalam pemodelan sistem menggunakan UML pada penulisan ini yaitu Use Case Diagram, Class Diagram, dan Sequence Diagram. Hasil dari pemodelan yang dilakukan yakni dapat menggambarkan cara atau alur penggunaan sistem dari pengelola yang menjadi aktor, memperlihatkan cara aliran bisnis mengalir dalam suatu sistem serta dapat memberikan gambaran sistem secara statis yang memperlihatkan relasi atau hubungan antarkelas yang saling berkaitan mengenai sistem informasi pengolahan data produk kerajinan pada DEKRANASDA Provinsi Kalimantan Tengah.                                                                                                                                                       Kata Kunci: DEKRANASDA, Kalimantan Tengah, Perancangan, UML
Aplikasi Berbasis Fuzzy C-Means Dalam Penentuan Predikat Kelulusan Mahasiswa
Rosmiati;
Lili Rusdiana
JURNAL ILMU KOMPUTER Vol 2 No 2 (2016): Edisi September
Publisher : LPPM Universitas Al Asyariah Mandar
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Model cluster dapat menggunakan konsep Fuzzy C-Means sebagai salah satu metode pengelompokan. Penerapan metode Fuzzy C-Means dapat digunakan untuk mengelompokkan data seperti predikat kelulusan Mahasiswa yang didapat berdasarkan jumlah beban studi yang telah ditempuh, IPK yang diperoleh Mahasiswa, dan kelulusan skripsi. Penelitian ini dilakukan untuk mengetahui hasil dari penggunaan metode Fuzzy C-Means pada penentuan kelulusan Mahasiswa sehingga didapat hasil berupa analisis dari aplikasi yang dibangun. Tujuan dari penelitian ini yaitu untuk mencari hasil dari aplikasi menggunakan konsep Fuzzy C-Means pada penentuan kelulusan Mahasiswa menggunakan data Mahasiswa STMIK Palangkaraya. Permasalahan dari penelitian ini yaitu untuk mengimplementasikan konsep metode Fuzzy C-Means ke dalam aplikasi pada penentuan kelulusan Mahasiswa menggunakan data Mahasiswa STMIK Palangkaraya. Hasil dari metode algoritma Fuzzy C-Means dalam menentukan kelulusan Mahasiswa yaitu hasil analisis dari aplikasi bahwa 81,6% dapat menentukan predikat kelulusan dari 98 data yang digunakan. Fuzzy C-Means merupakan salah satu metode untuk dapat mengelompokkan data, sehingga penggunaan algoritma Fuzzy C-Means dapat menjadi acuan pengembangan sebagai pemodelan dalam penelitian ini.
Augmented Reality-Based Application Design for the Introduction of Rattan Furniture
Elma Tryana;
Lili Rusdiana
Journal of Applied Science and Technology Vol 2, No 01 (2022): Januari 2022
Publisher : Universitas Islam Sultan Agung
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DOI: 10.30659/jast.2.01.1-6
Design is one of the important stages in building applications, also in building applications based on augmented reality. Augmented reality can visualize images into 3D forms for rattan furniture objects. This study aims to design applications in the introduction of furniture, so that the introduction of interior furniture is carried out through applications without having to go to furniture sales locations. There are 5 pieces of furniture that are included in the design of augmented reality-based applications, namely tables, chairs, sofas, cabinets, and baskets. Interface design using balsamiq wireframes. The design is also carried out by describing the design description through storyboards. Designing the use of augmented reality through image content on cards that function as markers. The data collection method used to design the application is the method of observation and literature.
Pendampingan Penerapan E-Learning Sebagai Sarana Mengajar Untuk Guru MTS dan MA Miftahul Jannah
Lili Rusdiana;
Veny Cahya Hardita;
Catharina Elmayantie
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 3 (2022): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning
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DOI: 10.31849/dinamisia.v6i3.4835
The implementation of online-based applications is deemed necessary to assist teachers as one of the supporting applications in e-learning. Based on the results of interview, observation, and implementation of community service activity carried out by Lecturers of STMIK Palangka Raya was very enthusiastically welcomed by the teachers at Miftahul Jannah Schools Palangka Raya. The application applied in the activity was Zoom. The implementation of this application is one of the teachers’ efforts in their professionalism to improve the quality of learning. The assistance in using the Zoom application in this service activity aims to increase teachers understanding in using it as a means of teaching and learning. The methods used in community service activity were practice, lectures, and demonstrations. These methods used to reduce the obstacles which have been problem for teachers in using application for teaching online. As the result, from the carried out activity, the participants, teachers, can apply the Zoom application starting from downloading, installing, and accessing it.
PERBANDINGAN METODE ALGORITMA C4.5 DAN NAÏVE BAYES UNTUK MEMPREDIKSI KELULUSAN MAHASISWA
Aulia Rahmayanti;
Lili Rusdiana;
Suratno Suratno
Walisongo Journal of Information Technology Vol 4, No 1 (2022): Walisongo Journal of Information Technology
Publisher : Universitas Islam Negeri Walisongo Semarang
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DOI: 10.21580/wjit.2022.4.1.9654
This study was conducted to compare the accuracy of two algorithm methods, namely the C4.5 algorithm and Naïve Bayes algorithm on a number of datasets. The sources of datasets used are student data of the Informatics Engineering Study Program (STMIK Palangkaraya) where each dataset has a different amount of data (instances) and number of attributes. Based on the results of the comparison study of the C4.5 and Naïve Bayes Algorithm for Predicting the On-time Graduation of STMIK Palangkaraya Students, the results obtained from the accuracy of the two algorithms show that the accuracy of the C4.5 Algorithm is 90% better than the Naïve Bayes algorithm, which is only 85%. The C4.5 algorithm also gives values on recall and precision of 92% and 94% better than the Naïve Bayes algorithm with values of 86% and 93%, respectively.
Arduino-based Reverse Vending Machine Metal Medicine Packaging Exchange
Rebeka Firsly Stephanie Harianja;
Lili Rusdiana;
Catharina Elmayantie
Sistemasi: Jurnal Sistem Informasi Vol 12, No 1 (2023): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer
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DOI: 10.32520/stmsi.v12i1.2185
As technology develops, the use of vending machines also develops. In addition to purchasing food and drinks, it can also be used to exchange medicine packaging for coins. To simplify the exchange process to make it more practical and not to spend a lot of time, a reverse vending machine was built for drug packaging containing metal as input. Collecting data using the method of observation and literature study. This type of research is prototyping because the results obtained are in the form of a prototype. This prototype used 3 buttons in main process. The first stage is pressing button 1 to detect metal, then pressing button 2 to weigh, and button 3 to release coins. The test results obtained from the Arduino-Based Reverse Vending Machine Metal Medicine Packaging Exchange indicate that the prototype is able to be used as a medium of exchange for drug packaging trash containing metal into a medium of exchange in money form. The prototype is able to provide a solution for reducing or managing medical trash which contains metal.
Pemodelan K-Means Pada Penentuan Predikat Kelulusan Mahasiswa STMIK Palangka Raya
Rusdiana, Lili;
Sam'ani, Sam'ani
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 6 No 1 (2016): Maret 2016
Publisher : STMIK Palangkaraya
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DOI: 10.33020/saintekom.v6i1.2
Data mining by applying the cluster model can use the K-Means concept as a clustering method. K -Means model application can be used to classify data such as the title of graduation students based on the amount of load studies, GPA, and graduation thesis. This research was conducted to find out the results of the use of the concept of K-Means on the determination of student graduation in order to get the results in the form of an analysis of the modeling. The problem of this research is to seek to model the concept of K-Means on the determination of graduation Students using Student Data of STMIK Palangkaraya. K-Means algorithm is used through three stages: initialization , the first iteration and the second iteration. The results of the modeling is the use of K-Means algorithm to determine student graduation to obtain analysis of the results in the form of 70 % could determine the appropriate graduation of 10 data were used as a sample. Modeling using the K-Means is one of the concepts to be able to classify the data, so the use of K-Means algorithm can be a reference for the development of a modeling study, especially regarding data mining.
Algoritma K-Means dalam Pengelompokan Surat Keluar pada Program Studi Teknik Informatika STMIK Palangkaraya
Rusdiana, Lili;
Hardita, Veny Cahya
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 13 No 1 (2023): Maret 2023
Publisher : STMIK Palangkaraya
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DOI: 10.33020/saintekom.v13i1.356
K-Means algorithm as a method of grouping a set of data. The purpose of this study is to find out the use of the K-Means algorithm for outgoing mail data. The method used in this study focuses on the K-Means method. The grouping data used is 284 outgoing mail data at the STMIK Palangkaraya Informatics Engineering Study Program. Outgoing mail data is grouped into two groups, namely staffing and academic administration. Grouping based on letter number, status of recipient of letter, subject of letter. Steps in the K-Means algorithm result two iterations because there is a group movement that occurs, namely there is a movement from one group to another because the value of the object function changes. The iteration can be stopped in 2nd iteration because the object function change value is below the given threshold value, which is 0.1 and there is no group movement in the data used. Two iterations that have occurred, it shows a decrease in the value of changes in object function and data transfer in group locations.