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Clustering Student Competencies Using the K-Means Algorithm Andini, Ratih Friska Dwi; Liantoni, Febri; Budianto, Aris
ULTIMATICS Vol 17 No 1 (2025): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v17i1.4071

Abstract

This study aims to evaluate the effectiveness of the K-Means algorithm in clustering student competencies. The subject of the study is students of the Informatics and Computer Engineering Education study program at a public university in Indonesia, with course score data representing various areas of competence as features. The K-Means algorithm is used to group student data into several clusters based on academic grade patterns. The results show that the K-Means algorithm is quite effective in identifying the initial pattern of student competence, with a Silhouette Score of 0.3489, which falls into the medium category. This study concludes that the use of the K-Means algorithm alone is sufficient to support the analysis of student areas of competence, with potential applications as a recommendation system for students in choosing elective courses and as an evaluation tool for study programs to identify areas of competence that need improvement.
Developing Learning Material for Writing Descriptive Essays Assisted by an Animated Video Hoesny, Mariana Ulfah; Peruzzi, Erico; Budianto, Aris
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 4 No. 3 (2025): Vol. 4 No. 3 2025
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v4i3.891

Abstract

This study developed writing materials and animated videos to improve students’ essay writing at the State Polytechnic of Malang. Following Richey and Klein’s five-phase Design and Development Research model, analysis through questionnaires and interviews identified grammar difficulties and low motivation as major writing challenges. To address these, the researcher created a module with reading passages, grammar sections, and QR-linked animated videos. The final product was field-tested with students, yielding positive feedback (some noted video pacing issues). The final product scored 72.43% in the evaluation, confirming its effectiveness in supporting essay writing. Students appreciated the engaging visuals, clear explanations, and bilingual format. Integrating animation into traditional writing materials enhanced student understanding and motivation. This module and video series serve as a practical, innovative instructional tool. Future work should improve video pacing and add interactive learning features.
Improving IT Governance Maturity at Universitas Sebelas Maret Using COBIT 2019 Setyawan, Haidar Hendri; Khadija, Mutiara Auliya; Budianto, Aris
Journal of Information System and Informatics Vol 7 No 3 (2025): September
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v7i3.1200

Abstract

This study evaluates and improves the IT governance maturity of the Directorate of ICT at Universitas Sebelas Maret using the COBIT 2019 framework. The evaluation was driven by increasing IT complexity, resource inefficiencies, and low risk management capability. A case study approach applied COBIT 2019 domains to assess practices and identify gaps, with data gathered through interviews, observations, and document analysis. Significant deficiencies were found in six key processes. The highest gap score is APO12 (Managed Risk) at 1.89, followed by DSS04 (Managed Continuity) at 1.88, DSS01 (Managed Operations) at 1.75, APO14 (Managed Data) at 1.74, DSS05 (Managed Security) at 1.57, and the lowest is APO01 (Managed I&T Framework) at 1.27, with all domains targeting a maturity level of 3. Results indicate current maturity scores fall below expectations, highlighting the need for systematic improvement. A phased strategic plan was developed for short, medium, and long-term priorities, aligned with resources and organizational needs. The study demonstrates that structured implementation of COBIT 2019 can enhance governance alignment, improve risk control, and ensure sustainable ICT performance, providing a roadmap for future IT governance at the university.
Pengaruh Good Corporate Governance dan Pertumbuhan Aset Terhadap Tax Avoidance pada Perusahaan Energi Sugeng, Andry; Purnomo, Endri; Budianto, Aris
Jurnal Edukasi (Ekonomi, Pendidikan dan Akuntansi) Vol 12, No 1 (2024): Juni
Publisher : Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/je.v12i1.14081

Abstract

Penelitian ini bertujuan untuk menganalisis dan memperoleh bukti empiris tentang pengaruh good corporate governance dan pertumbuhan aset terhadap tax avoidance pada perusahaan sektor energi yang terdaftar di BEI periode 2020-2022. Variabel independen dalam penelitian ini adalah kepemilikan institusional, komisaris independen, komite audit sebagai implementasi dari good corporate governance dan pertumbuhan aset. Sedangkan variabel dependen dalam penelitian ini adalah tax avoidance. Pengumpulan sampel dilakukan menggunakan metode purposive sampling sehingga jumlah sampel didapatkan sebanyak 12 perusahaan dengan rentang waktu 3 tahun, maka didapatkan 36 data laporan keuangan perusahaan sebagai observasi penelitian. Metode analisis penelitian ini menggunakan analisis regeresi data panel dengan alat bantu staitistik eviews 12. Dengan melakukan uji statistik deskriptif, uji pemilhan model, uji asumsi klasik dan uji hipotesis. Hasil penelitian ini menunjukkan bahwa secara simultan kepemilikan institusional, komisaris independen, komite audit dan pertumbuhan aset berpengaruh signifikan terhadap tax avoidance. Kemudian secara parsial kepemilikan institusional berpengaruh signifikan terhadap tax avoidance. Sedangkan komisaris independen, komite audit dan pertumbuhan aset secara parsial tidak berpengaruh terhadap tax avoidance.
AI Writing Tools to Improve Paraphrasing Skills: A Systematic Literature Review From 2021 to 2025 Budianto, Aris; Hoesny, Mariana Ulfah; Saavedra, Analyn D.
Journal of Innovation in Educational and Cultural Research Vol 7, No 1 (2026)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v7i1.2348

Abstract

The emergence of AI writing tools —knowledgeable writing assistants —is very helpful for students in improving their writing skills. However, no reviews or studies discussed using AI writing software to support students' paraphrasing skills. This systematic literature review (SLR) explores the applications of AI writing tools for improving paraphrasing skills, the aspects that can be improved, and the weaknesses to anticipate when using intelligent writing assistants. This study uses a Systematic Literature Review (SLR) that reviewed primary studies from journals indexed by Scopus, Elsevier, and ProQuest between 2021 and 2025. One thousand four hundred ninety-seven raw articles were found in the search. Thirty-three articles were removed due to duplication. Verification of titles and abstracts resulted in 98 articles. The final step was full-text screening. The final screening results determined 22 articles that met the criteria. The review's findings explain the strengths and weaknesses of each AI used for paraphrasing. The findings also provide suggestions for further research in improving paraphrasing skills.
PENINGKATAN KETERAMPILAN MEMBACA MELALUI (GISEPRA) GAMES INTERAKTIF SEBLAK PRASMANAN DI SEKOLAH DASAR Nur Aini, Alifa; Mariati, Pance; Budianto, Aris; Mintartik, Mintartik
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 5 No 4 (2025): Vol. 5 No. 4 Edisi November 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v5i4.3185

Abstract

Penelitian ini bertujuan meningkatkan keterampilan membaca ide pokok dan ide pendukung melalui penerapan Games Interaktif Seblak Prasmanan (GISEPRA) pada peserta didik kelas IV-C SDN Karah 1 Surabaya. Latar belakang penelitian ini adalah rendahnya hasil belajar peserta didik akibat metode pembelajaran yang konvensional dan minimnya variasi media. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK) model Kemmis & McTaggart yang dilaksanakan dalam dua siklus. Subjek penelitian terdiri atas 28 peserta didik, teknik pengumpulan data yang digunakan berupa observasi aktivitas guru dan siswa serta evaluasi tertulis. Hasil penelitian menjelaskan bahwa penerapan GISEPRA mampu meningkatkan aktivitas dan hasil belajar secara signifikan. Persentase aktivitas peserta didik mengalami peningkatan dari 78% pada siklus I, menjadi 91% pada siklus II, sedangkan ketuntasan hasil belajar meningkat dari 64% menjadi 89%. GISEPRA sebagai media pembelajaran berbasis permainan terbukti mampu meningkatkan partisipasi aktif siswa serta membantu mereka memahami isi bacaan secara menyenangkan dan bermakna. Dengan demikian, pendekatan ini layak dijadikan alternatif inovatif dalam pembelajaran Bahasa Indonesia, khususnya materi membaca ide pokok dan ide pendukung.
PENERAPAN DALVO (DALGONA LUAS DAN VOLUME) UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK MATERI LUAS DAN VOLUME SATUAN BAKU KELAS IV SDN KARAH 1 SURABAYA Febrianti, Aditya Vidia; Mariati, Pance; Suhartanti, Tiwi; Budianto, Aris; Mintartik, Mintartik
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 5 No 4 (2025): Vol. 5 No. 4 Edisi November 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v5i4.3186

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar peserta didik menggunakan media pembelajaran permainan edukatif DALVO (Dalgona Luas dan Volume) pada peserta didik kelas IV-B SDN Karah 1 Surabaya. Latar belakang penelitian ini adalah rendahnya hasil belajar peserta didik dikarenakan kesulitan dalam memahami konsep satuan baku untuk mengukur luas dan volume, pelaksanaan pembelajaran yang didominasi oleh guru dan kurangnya media pembelajaran yang inovatif. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK) model Kemmis & McTaggart yang dilaksanakan dalam dua siklus. Subjek penelitian terdiri atas 28 peserta didik dengan teknik pengumpulan data dilakukan melalui pengamatan langsung terhadap kegiatan guru dan peserta didik, serta melalui pelaksanaan tes tertulis. Hasil penelitian menunjukkan bahwa penerapan DALVO (Dalgona Luas dan Volume) mampu meningkatkan aktivitas dan hasil belajar peserta didik secara signifikan. Persentase aktivitas peserta didik mengalami peningkatan dari siklus I ke siklus II, sedangkan ketuntasan hasil belajar meningkat dari 39% pada pra siklus, kemudian meningkat setelah dilakukan tindakan siklus I menjadi 54%, dan meningkat menjadi 82% pada siklus II. DALVO sebagai media pembelajaran berbasis permainan terbukti mampu meningkatkan aktivitas dan hasil belajar peserta didik dengan menggunakan aktivitas belajar yang menyenangkan. Dengan demikian, pendekatan ini layak dijadikan alternatif inovatif dalam pembelajaran Matematika, khususnya materi Luas dan Volume menggunakan satuan baku.
PENERAPAN MEDIA GAME BOARD KOLASE SUDUT (GBKS) UNTUK MENINGKATKAN KETERAMPILAN MENGUKUR DAN MELUKIS SUDUT DI KELAS V SDN KARAH 1 SURABAYA Febrianti, Alvi; Mariati, Pance; Budianto, Aris; Mintartik, Mintartik
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 5 No 4 (2025): Vol. 5 No. 4 Edisi November 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v5i4.3190

Abstract

Penelitian ini bertujuan untuk meningkatkan keterampilan peserta didik kelas V-B SDN Karah 1 Surabaya dalam mengukur dan melukis sudut melalui penerapan media Game Board Kolase Sudut (GBKS). Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus dengan mengikuti model Kemmis & McTaggart yang mencakup tahap perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian terdiri dari 28 peserta didik, dan teknik pengumpulan data dilakukan melalui observasi, tes tertulis, dan tes praktik. Hasil penelitian menunjukkan bahwa terjadi peningkatan signifikan pada keterampilan peserta didik. Pada siklus I, rata-rata keterampilan mengukur sudut adalah 71,96 dengan ketuntasan 57,14%, sedangkan keterampilan melukis sudut sebesar 64,32 dengan ketuntasan 50%. Setelah dilakukan perbaikan pada siklus II, rata-rata nilai mengukur sudut meningkat menjadi 79,07 dengan ketuntasan 85,71%, dan melukis sudut menjadi 77,18 dengan ketuntasan 82,14%.
Improving English Speaking Skills Through AI-Based Voice Chatbots: A Systematic Review of Vocational Education Studies Halimah, Adik Nur; Budianto, Aris; Hoesny, Mariana Ulfah; Cabuquin, Jomar C.; Ulfa, Saida
Studies in Learning and Teaching Vol. 6 No. 3 (2025): December
Publisher : CV Sinergi Ilmu dan Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46627/silet.v7i1.684

Abstract

Artificial intelligence offers teachers the opportunity to improve English-language skills among vocational high school students, enabling them to compete globally. This study aims to evaluate the effectiveness of AI-based voice chatbots through a systematic literature review. Following the PRISMA protocol, 16 articles were comprehensively analyzed after rigorous screening of 374 studies from the Scopus and ScienceDirect databases. The findings revealed a diverse range of platforms, with Duolingo dominating as the primary learning medium. The integration of voice chatbots has been shown to significantly improve students' oral performance, particularly in pronunciation, grammatical accuracy, coherence, and fluency. This improvement in speaking skills is driven by automated feedback based on repeated practice. AI-based chatbots have also been shown to increase motivation by enhancing Willingness to Communicate (WTC) and learning enjoyment through gamification elements and a non-judgmental interaction environment. Practically, vocational high school teachers are advised to integrate AI as a partner in authentic communication simulations. The study recommends learning designs that combine instant AI feedback with specific scenarios to create an adaptive and low-stress learning ecosystem.
PENGARUH CITRA DAN KESADARAN MEREK TERHADAP KEPUTUSAN PEMBELIAN KONSUMEN PADA TEH HIJAU DALAM KEMASAN SIAP MINUM “NU GREEN TEA” UB BAROKAH Budianto, Aris; Yosepha, Sri Yanthy
JURNAL ILMIAH M-PROGRESS Vol 9 No 2 (2019): JURNAL ILMIAH M-PROGRESS
Publisher : Feb Universitas Dirgantara Marsekal Suryadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (235.746 KB) | DOI: 10.35968/m-pu.v9i2.340

Abstract

The purpose of this study is to know the influence of image, brand awareness on consumer purchasing decisions. This study uses a descriptive research which isa research describes the objects related to the decision taking generally.In this study, a researcher takes 50 respondents as a sample by using accidental sampling which is the consumers who do purchasing decision in Nu Green Tea, should answer the questionnaires.        The finding of this study shows two independent variables which are image and brand awareness. Those have positive and significant influenced toward dependent variable that is Nu Green Tea's purchasing decisions. The result of double regression shows all of independent variable (image and brand awareness) give positive influenced toward Nu Green Tea's purchasing decisions. The biggest positive influenced toward Nu Green Tea's purchasing decision is on the brand awareness variable with coefficient 0,934, then it is followed by image variable with coefficient 0,085. Keywords: Brand Image, Brand Awareness, and Purchasing Decision.Â