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PENERAPAN DATA MINING MENGGUNAKAN ALGORITMA APRIORI DALAM MEMPREDIKSI PENJUALAN PRODUK Ferly Ardhy; Ockhy Jey Fhiter Wassalam; Tahta Herdian Andika; Salman Alfarisi Salimu
Jurnal informasi dan komputer Vol 10 No 2 (2022): Jurnal Sistem Informasi dan Komputer yang terbit pada tahun 2022 pada bulan 10 (
Publisher : STMIK Dian Cipta Cendikia Kotabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35959/jik.v10i2.385

Abstract

This research is based on observations, currently in conducting sales transactions on average already using a computerized system and recording existing transaction data, but the data only functions as a store archive so that it cannot be used as data to predict the sales results of goods sold. which will be more attractive to consumers. The purpose of this study is to apply data mining to predict the sales results of goods that are more attractive to consumers and to look for relationships between itemsets. From the application of data mining, the data is processed using a priori algorithm to be able to predict the results of the sale of goods. By doing a frequent itemset search using the association rule technique. By determining the candidates that may appear and paying attention to the minimum support and minimum confidence In the application of data mining to predict the sale of goods (researchers managed to find 14 association rules with a minimum support rule of 30% and a minimum confidence of 65%.
F, UML Pelatihan Analisis dan Desain Sistem Informasi Menggunakan Unified Modeling Language (UML) di SMK Pelita Madani Kabupaten Pringsewu Ferly Ardhy; Fitra Endi Fernanda; Ulfa Isni Kurnia; Alfina Alfina; Salman Alfarisi Salimu; Ockhy Jey Fhiter Wassalam; Ratnasari Ratnasari; Nur Aminudin; Rendy Yudha Pratama
Abdimas Universal Vol. 5 No. 1 (2023): April
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Balikpapan (LPPM UNIBA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36277/abdimasuniversal.v5i1.285

Abstract

Information system design is a stage of creating an information system. Based on the SDLC stages globally, the design is at stage 5. In the development of object-oriented programming techniques, a standardized modeling language for the development of software/information systems built using object-oriented programming techniques. the Unified Modeling Language (UML) emerged because of the need for visual modeling to specify, describe, build, and documentation of software systems/information systems. The Unified Modeling Language (UML) performs modeling in designing software systems/information systems. The purpose of this training is to implement the knowledge of lecturers to the community (students) by providing training in analyzing UML-based information systems in SMK Pelita Madani Pringsewu, with supporting tools using Star Uml. In the PKM was attended by 27 students of class XII, the participants get information system analysis and design materials, such as: Use Case Diagram, Activity Diagram, Sequence Diagram and class Diagram. The implementation of this training provide results: increasing the ability of participants to create business processes using Star Uml tools in the process of making applications / information systems.
Pelatihan Pembuatan Media Ajar Pintu Lestari Indonesia (PITARIA) sebagai Alat Peraga untuk Memperkenalkan Budaya Indonesia pada IGTKI-PGRI Kabupaten Tanggamus Ardhy, Ferly; Salman Alfarisi Salimu; Fitra Endi Fernanda; Rahelia Hidayat; Dava Ikhsan Almasir
Yumary: Jurnal Pengabdian kepada Masyarakat Vol. 4 No. 3 (2024): Maret
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/yumary.v4i3.2665

Abstract

Purpose: This activity aims to, (1) improve the abilities and skills of teachers who are members of Ikatan Guru Taman Kanak-Kanak – Persatuan Guru Republik Indonesia (IGTKI-PGRI) in Tanggamus Regency in creating and developing innovative teaching media, (2) introducing regional culture through more innovative learning media, (3) making the process of introducing culture more interesting and attractive for students Methodology:  This community service program is carried out in the form of training to groups (IGTKI-PGRI) for Tanggamus Regency. Activities were carried out by: (1) socialization about innovative learning media conducted by Aisyah Pringsewu University Lecturers, (2) Training on Skills in making Pintu Lestari Indonesia (PITARIA) teaching media using makeshift materials to produce interesting learning media, (3) implementing the use of PITARIA teaching media in the classroom directly to see students' interest in PITARIA teaching media. Result: This training results in an increased understanding of the use of creative and innovative teaching media, as well as improved teacher skills in making interesting and innovative learning media to make learning about culture easier for students to understand. Limitation: The program's sustainability could be limited if there is no plan in place for ongoing support, training, or resource provision after the initial program period. Contributions: This community service program is able to provide results under its initial purpose, which is to help improve teachers’ skills in making teaching media and introducing regional culture.
IMPLEMENTASI MEDIA PEMBELAJARAN INTERAKTIF BERBASIS DISCOVERY LEARNING PADA MATA PELAJARAN TIK DI SMK PELITA MADANI Salman Alfarisi Salimu; Pratama, Rendy Yudha; Ardhy, Ferly; Yudha Prawira, Tresna; Sahiruddin
Jurnal Pendidikan Teknologi Informasi (J-Diteksi) Vol. 2 No. 2 (2023): Jurnal Pendidikan Teknologi Informasi (J-Diteksi)
Publisher : Universitas Aisyah Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30604/diteksi.v2i1.1097

Abstract

Penelitian ini bertujuan untuk menghasilkan media dan mengimplementasi media pembelajaran interaktif yang telah dikembangkan dengan menggunakan software adobe animate serta mengetahui respons guru dan peserta didik terhadap pengembangan media pembelajaran interaktif. Jenis penelitian yang digunakan adalah jenis penelitian dan pengembangan (R&D) yang menggunakan model MDLC (Multimedia Development life cycle). Penelitian ini dilakukan di SMK Pelita Madani dengan 25 peserta didik. Berdasarkan tahapan yang telah dilalui menghasilkan media pembelajaran interaktif pada mata pelajaran berbasis discovery learning dengan menggunakan adobe animate, dengan memperoleh koefisien uji ahli media dan ahli isi sebesar 1.00 dengan kriteria “Sangat Valid”, kemudian pada uji coba perorangan memperoleh persentase sebesar 86,00% dengan kualifikasi “Baik”, uji coba kelompok kecil memperoleh presentase 81,41% dengan kualifikasi “Baik”, pada uji coba lapangan memperoleh presentase 82,53% dengan kualifikasi “Baik”, Hasil uji efektivitas dengan perhitungan N-gain memperoleh nilai 0,89 dengan kriteria Efektif, selanjutnya uji respon peserta didik pesentase sebesar 69,2% kategori ”Sangat Positif” kriteria “Sangat Praktis”, uji respon pendidik memperoleh persentase sebesar 65% kategori ”Sangat Positif” kriteria “Sangat Praktis”.