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SI BITA - DESIGN OF A THESIS GUIDANCE INFORMATION SYSTEM USING THE SCRUM METHOD FOR OPTIMAL EFFICIENCY AND RESPONSIVENESS Pernando, Yonky; Syafrinal, Ilwan; KH, Musliadi
JURTEKSI (jurnal Teknologi dan Sistem Informasi) Vol. 10 No. 4 (2024): September 2024
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v10i4.3211

Abstract

Abstract: This research aims to design a system that can assist the final assignment development process by focusing on resolving frequently encountered obstacles, such as clarity of research title status, guidance process, and research schedule. The development method used is the Scrum method approach with a small scale and team. During the development process, an analysis of each sprint is carried out from preparation to the development process. The results of development using the Scrum method show that each feature was completed within 8 hours per day, with each sprint completed in a week. The total time required to complete all sprints designed on the BITA Information System is 128 hours. The application of the Scrum method provides results that enable rapid identification of changes during the development process, as well as optimizing the process of submitting and validating titles, determining supervisors, evaluating guidance, and scheduling exams. Thus, this research provides an effective solution in increasing the efficiency and effectiveness of the final assignment coaching process for students in completing their studies. Keywords: information system; optimal efficiency; scrum method; SI BITA; thesis guidance. Abstrak: Penelitian ini bertujuan untuk merancang sistem yang dapat membantu proses pembinaan tugas akhir dengan fokus pada penyelesaian kendala yang sering dihadapi, seperti kejelasan status judul penelitian, proses bimbingan, dan jadwal penelitian. Metode pengembangan yang digunakan adalah pendekatan metode Scrum dengan skala dan tim kecil. Selama proses pengembangan, dilakukan analisis terhadap setiap sprint yang dihasilkan dari persiapan hingga proses pengembangan. Hasil pengembangan menggunakan metode Scrum menunjukkan bahwa setiap fitur diselesaikan dalam jangka waktu 8 jam per hari, dengan setiap sprint selesai dalam seminggu. Total waktu yang dibutuhkan untuk menyelesaikan semua sprint yang dirancang pada Sistem Informasi BITA adalah 128 jam. Penerapan metode Scrum memberikan hasil yang memungkinkan identifikasi cepat terhadap perubahan selama proses pengembangan, serta mengoptimalkan proses pengajuan dan validasi judul, penentuan pembimbing, evaluasi bimbingan, dan penjadwalan ujian. Dengan demikian, penelitian ini menyediakan solusi yang efektif dalam meningkatkan efisiensi dan efektivitas proses pembinaan tugas akhir bagi mahasiswa dalam menyelesaikan studi mereka. Kata kunci: sistem informasi; efisiensi optimal; metode scrum; SI BITA; bimbingan skripsi
DIAGNOSING ANDROID-BASED VIRUS INFECTIONS IN CHILDREN USING NAIVE BAYES KH, Musliadi; Kaharuddin, Kaharuddin; Syafrinal, Ilwan
JURTEKSI (jurnal Teknologi dan Sistem Informasi) Vol. 11 No. 2 (2025): Maret 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v11i2.3685

Abstract

Abstract: Infectious diseases are one of the most common health problems in children because they have immature immune systems. Children are more susceptible to infections caused by bacteria, viruses, fungi, and protozoa. Some common infectious diseases in children include fever, acute respiratory infections (ARI), pneumonia, acute gastroenteritis (GAE), measles, chickenpox, and diphtheria. The limited number of pediatricians and the difficulty of accessing health facilities in remote areas hinder children's health services. To overcome this, an Android-based expert system is needed using the Naïve Bayes method to help diagnose infectious diseases in children earlier. The research method used is the Software Development Life Cycle (SDLC), where Black Box is used for internal testing, and PSSUQ is used to measure user satisfaction. The data set used was 1320 taken from a local hospital. The test results show that all the main features work as expected without any errors. The implementation of the system in diagnosing diseases went well and based on end-user feedback from 74 respondents, the system obtained a user satisfaction score of 6.40, where users felt that the system was easy to use, efficient, and provided clear and useful information. Keywords: expert system; infectious disease; naïve bayes; PSSUQ; SDLC  Abstrak: Penyakit menular merupakan salah satu masalah kesehatan yang paling umum terjadi pada anak-anak karena mereka memiliki sistem kekebalan tubuh yang belum matang. Anak-anak lebih rentan terhadap infeksi yang disebabkan oleh bakteri, virus, jamur, dan protozoa. Beberapa penyakit infeksi yang umum terjadi pada anak-anak antara lain demam, infeksi saluran pernapasan akut (ISPA), pneumonia, gastroenteritis akut (GEA), campak, cacar air, dan difteri. Keterbatasan jumlah dokter spesialis anak dan sulitnya akses ke fasilitas kesehatan di daerah terpencil, menjadi kendala pada pelayanan kesehatan anak. Untuk mengatasi hal tersebut, diperlukan sistem pakar berbasis Android menggunakan metode Naïve Bayes untuk membantu mendiagnosis penyakit infeksi pada anak-anak lebih dini. Metode penelitian yang digunakan adalah Software Development Life Cycle (SDLC), di mana Black Box untuk pengujian internal, dan PSSUQ untuk mengukur kepuasan pengguna. Data set yang digunakan adalah 1320 yang diambil dari rumah sakit setempat. Hasil pengujian menunjukkan bahwa seluruh fitur utama berjalan sesuai harapan tanpa kesalahan. Implementasi sistem dalam mendiagnosa penyakit berjalan dengan baik dan berdasarkan umpan balik pengguna akhir dari 74 responden, sistem memperoleh skor kepuasan pengguna sebesar 6,40, di mana pengguna merasa sistem ini mudah digunakan, efisien, serta menyediakan informasi yang jelas dan bermanfaat. Kata kunci: naïve bayes; penyakit menular; PSSUQ; SDLC; sistem pakar
PERANCANGAN VOICE-BASED QUIZ RESPONSE UNTUK MATA KULIAH BAHASA INGGRIS 2 DI PRODI TEKNIK INFORMATIKA UNIVERSITAS UNIVERSAL Ofgivia, Givi; Anton, Oey; Pernando, Yonky; KH, Musliadi
J-Com (Journal of Computer) Vol. 3 No. 2 (2023): Juli 2023
Publisher : STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/j-com.v3i2.2305

Abstract

Abstract: This study aims to develop a web application that is able to facilitate teachers in providing exams with answer-type questions via voice using the speech recognition method and is able to display pictorial exam questions. The process of collecting research data was carried out through interviews and literature studies with case studies in the 4th semester English course in Informatics Engineering study program at Universal University. Web application development is carried out using the Extreme Programming method with testing through the Black Box Testing approach. In development, researchers used the Laravel framework with the PHP, Javascript, and MySQL programming languages as databases. The results of the Black Box test show that the web application is able to carry out the functionality according to the problems in this study. With this web application, it is hoped that teachers can easily provide exams with sound and image-based questions, provide a more interactive and effective learning experience for students, and enrich the use of technology in educational contexts. Keywords: laravel; javascript; MySQL; PHP; speech recognition  Abstrak: Penelitian ini bertujuan untuk mengembangkan sebuah aplikasi web yang mampu memfasilitasi pengajar dalam menyediakan ujian dengan pertanyaan bertipe jawab melalui suara menggunakan metode speech recognition serta mampu menampilkan pertanyaan ujian yang bergambar. Proses pengumpulan data penelitian dilakukan melalui metode wawancara dan studi pustaka dengan studi kasus di mata kuliah Bahasa Inggris 2 program studi Teknik Informatika semester 4 Universitas Universal. Pengembangan aplikasi web dilakukan menggunakan metode Extreme Programming dengan pengujian melalui pendekatan Black Box Testing. Dalam pengembangan, peneliti menggunakan framework Laravel dengan bahasa pemrograman PHP, Javascript, dan MySQL sebagai basis data. Hasil pengujian Black Box menunjukkan bahwa aplikasi web mampu menjalankan fungsionalitas sesuai dengan masalah yang ada dalam penelitian ini. Dengan adanya aplikasi web ini, diharapkan pengajar dapat dengan mudah menyediakan ujian dengan pertanyaan berbasis suara dan gambar, memberikan pengalaman belajar yang lebih interaktif dan efektif bagi mahasiswa, serta memperkaya penggunaan teknologi dalam konteks pendidikan. Kata kunci: laravel; javascript; MySQL; PHP; speech recognition
Ragam Hias Konsep Arsitektur Bangunan Atap Tionghoa Memanfaatkan Teknologi Augmented Reality KH, Musliadi; Kaharuddin; Verdian, Ihsan
JURNAL FASILKOM Vol. 13 No. 3 (2023): Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer)
Publisher : Unversitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jf.v13i3.6171

Abstract

Batam merupakan salah satu wilayah di Indonesia yang termasuk kota heterogen dan multietnik dimana sebagaian masyarakatnya adalah etnis Tionghoa. Etnis tersebut memiliki budaya dengan keunikan arsitektur bangunannya, terutama pada bagian atapnya. Karena keunikannya, konsep arsitekturnya menjadi salah satu daya tarik untuk diketahui dan bahkan menjadi objek wisata. Untuk mempelajari konsep arsitektur tersebut, diperlukan instruktur yang paham dengan budaya tersebut. Apa lagi jika ingin menyebar luaskan serta mempromosikannya, tentu memerlukan media sebagai alat bantu. Untuk memenuhi kebutuhan tersebut, maka diperlukan perangcangan aplikasi memanfaatkan teknologi Augmented Reality (AR) yang berfungsi sebagai media pembelajaran dan promosi. Konsep perancangan yang digunakan menerapkan pendekatan konsep Game Development Life Cycle (GDLC) yang dimodifikasi menjadi tiga bagian utama, yakni: persiapan, pengembangan dan pengujian. Hasil pembuatan aplikasi dan evaluasi yang dilakukan, diperoleh responden sebanyak 43 orang yang terdiri dari laki-laki sebanyak 18 atau 42% dan perempuan sebanyak 25 orang atau 58%. Penyebaran aplikasi mendapatkan respon baik di masyarakat dengan memperoleh persentasee sebesar 79,88% atau tergolong kuat. Hasil penelitian menunjukkan bawah aplikasi ini sangat diperlukan dan berfungsi sebagaimana yang diinginkan.
Klasifikasi Mahasiswa Calon Penerima Beasiswa KIP Menggunakan Algoritma Naive Bayes di Universitas Tomakaka Mamuju Hidayat, Hidayat; KH, Musliadi; Kusmanto, Indar; Kadir, Munawirah; Kristian, Kristian
JURNAL FASILKOM Vol. 15 No. 3 (2025): Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer)
Publisher : Unversitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jf.v15i3.10784

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Education is a fundamental aspect of national development that demands equal access to quality education for all. The Smart Indonesia Card (KIP) program is a government initiative aimed at supporting education for underprivileged communities. Tomakaka University, Mamuju, as one of the universities in West Sulawesi, plays an active role in distributing KIP scholarships to students who meet certain criteria. However, the selection process for prospective scholarship recipients has been carried out manually, which may lead to inefficiencies and inaccurate targeting. This study aims to apply the Naïve Bayes algorithm to classify prospective KIP scholarship recipients to make the selection process more objective, fast, and accurate. The research method uses a data mining approach with stages of data preprocessing, dividing training and test data, model training, and testing using the Python programming language on the Google Colab platform. The dataset used is 171 student data, with a division of 75% training data and 25% test data. The test results showed that the Naïve Bayes model achieved an accuracy of 95.35%, with a precision of 97%, a recall of 97%, and a loss of 4.65%, indicating excellent classification performance. Thus, this research contributes to improving administrative efficiency and targeting of KIP scholarship distribution at Tomakaka University, Mamuju.
Analisis Sentimen Komentar Instagram terhadap Isu PMS menggunakan SVM B, Nurul Humaera; Farida, Farida; KH, Musliadi
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 5 No. 1 (2026): Februari - April
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v5i1.6517

Abstract

Perkembangan media sosial sebagai ruang publik membentuk persepsi masyarakat terhadap berbagai isu sosial dan Kesehatan. Isu perubahan emosi menjelasn menstruasi atau PMS (Premenstrual Syndrome)  menjadi  salah satu isu yang mendapat banyak perhatian pada media sosial Instagram. Tingkat interaksi pengguna pada konten viral bertema PMS menunjukkan beragam respon emosional, namun disisi lain topik ini masih sering disalahpahami dan distigmatisasi. Penelitian ini bertujuan untuk menganalisis sentimen komentar pengguna Instagram terhadap konten meme viral yang membahas perubahan emosi menjelang menstruasi menggunakan algoritma Support Vector Machine dengan Stemming Sastrawi. Sebanyak 2760 komentar yang terkumpul setelah melalui tahapan pre-processing yang meliputi case folding, pembersihan teks, normalisasi slang, pananganan emoji, tokenisasi, stopword removal, stemming Sastrawi dan penerjemahan bahasa, diperoleh 1201 komentar yang layak dianalisis. Proses pelabelan sentimen dilakukan secara semi-otomatis dengan bantuan LLM (Large Language Model) yang kemudian divalidasi dengan pelabelan manual oleh peneliti. Tingkat realibilitas pada pelabelan semi-otomatis dengan Uji Cohen’s Kappa menunjukkan nilai kesepakatan yang kuat sebesar 0,8513, sehingga data dinilai layak untuk tahap klasifikasi. Pembagian data latih sebesar 80% dan data uji 20%. Hasil penelitian menunjukkan bahwa akurasi model SVM (Support Vector Machine) mencapai nilai 85% dalam mengklasifikasikan komentar. Penelitian membuktikan bahwa pendekatan SVM dengan stemming Sastrawi efektif dalam menganalisis sentimen pada media sosial yang bersifat Informal dan mendukung pengembangan strategi edukasi dan komunikasi kesehatan berbasis data untuk mengurangi stigma terhadap isu PMS diruang digital.
Efektivitas Integrasi Augmented Reality Dalam Pembelajaran Tematik Kelas 3 Siswa Sekolah Dasar Menggunakan Model ARCS Kaharuddin Kaharuddin; Musliadi KH; Ilwan Syafrinal; Yonky Pernando
Journal of Information System Research (JOSH) Vol 6 No 2 (2025): January 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i2.6070

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The quality of education in Indonesia has become a serious problem in recent years. Various problems such as poor education management, inequality of facilities between urban and rural areas, and traditional learning methods that do not follow the development of modern technology make the quality of education low. This study aims to evaluate the effectiveness of the application of Augmented Reality (AR) in Theme 3 Thematic learning in Elementary Schools. The research method uses the MDLC (Multimedia Development Life Cycle) approach, with testing based on the ARCS (Attention, Relevance, Confidence, and Satisfaction) Motivation Model. In addition, a test of students' level of understanding was carried out using the Student Activity Sheet (LKPD). Data was obtained from 32 grade 3 elementary school students. The test results showed that the AR application had an excellent interpretation/very effective interpretation score of 86%, with details of 90% for Attention, 82% for Relevance, 81% for Confidence, and 84% for Satisfaction. The level of students' understanding of the material is also high, with an average score of 85. So it can be concluded that the Augmented Reality application is very feasible to be applied in the Theme 3 Thematic learning process in Elementary Schools because it is able to effectively increase students' interest and understanding.
Aplikasi Pembelajaran Al-Qur’an "Madina" Memanfaatkan Teknologi Digital Pada Anak Usia Dini Berbasis Android Menggunakan Metode Rapid Application Development Musliadi KH; Kaharuddin Kaharuddin; Yuni Roza; Yonky Pernando
Journal of Information System Research (JOSH) Vol 6 No 2 (2025): January 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i2.6102

Abstract

Learning the Qur'an is the most important aspect in shaping a person's personality and morality, including in early childhood, especially those who adhere to Islam. Currently, the level of interest in learning the Qur'an in early childhood has decreased in various circles due to the influence of technological developments. Technological developments have changed children's behavior and attitudes in everyday life, especially in the use of smartphones which are more often used to play and watch movies via YouTube, Instagram, and Facebook than used to learn to read the Qur'an so that knowledge about reading the Qur'an is eliminated due to playing and watching movies. Along with the increasing influence of technology among children, there needs to be a breakthrough that can be utilized in learning the Qur'an in early childhood without changing the behavior of using smartphones. To design the "Madina" Qur'an learning, an appropriate, fast, and effective method is needed as a benchmark in the design cycle. The Rapid Application Development method is one of the many methods that are most often used to design Android-based applications, this is because this method only consists of four main cycles and focuses on the use of a short time in the design process. The results of the research and evaluation conducted obtained 54 respondents who were dominated by parents as the main companions in using smartphones. Children who use this application the most are in the age range under 4 years where on average they use the application for approximately 15-30 minutes under parental supervision. The Al-Qur'an learning application "Madina" can be accepted by users and parents, this is indicated by the evaluation results being at an average percentage of 86% with very strong criteria.
Implementasi Metode Long Short-Term Memory (LSTM) untuk Klasifikasi Berita Online Berdasarkan Konten Teks Indar Kusmanto; Musliadi KH; Hidayat Hidayat; Kristian Kristian
Journal of Information System Research (JOSH) Vol 7 No 2 (2026): January 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v7i2.8628

Abstract

This study aims to classify Indonesian-language news using the Long Short-Term Memory (LSTM) method and to evaluate its performance through accuracy, precision, recall, and F1-score metrics. The dataset consists of 48,634 news titles collected from various national and regional portals, covering five main categories: finance, travel, health, food, and sports. The research process involves several text preprocessing stages-tokenization, stop-word removal, normalization, and stemming-followed by feature representation using word embedding and the design of the LSTM model architecture. The model's performance is assessed using a confusion matrix along with additional validation through cross-validation to ensure result consistency. The LSTM model demonstrates strong performance, achieving 90% accuracy, 89% precision, 88% recall, and 89% F1-score, indicating its capability to capture semantic patterns and contextual dependencies in textual data effectively. In addition, LSTM outperforms the baseline method with a 6% increase in accuracy, reinforcing its reliability for Indonesian text classification tasks. Overall, the findings confirm that the combination of optimal preprocessing techniques and a well-designed LSTM architecture enhances the performance of the news classification system and offers significant potential for various text analysis applications in the digital information era.
PERANCANGAN IDENTITAS VISUAL PADA PRODUK UMKM KACANG MANIS OOPA UNTUK MENDUKUNG BRAND REFRESHMENT Kelvin Falencio; Yonky Pernando; Musliadi KH
Journal of Digital Ecosystem for Natural Sustainability Vol 6 No 1 (2026): Juli 2026
Publisher : Fakultas Komputer - Universitas Universal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63643/jodens.v6i1.373

Abstract

OOPA Sweet Nuts, a Batam MSME, faces obstacles entering modern retail due to packaging and visual identity limitations, specifically lacking essential product information and an optimized logo. This research aims to rebrand the product through a visual identity and packaging refresh, creating a more structured and attractive communication medium. Utilizing the ADDIE model and a Human-Centered Design (HCD) approach, the design process involved digitizing the logo into a vector format, developing a circular badge system, and redesigning the stand-up pouch layout using a grid system with a transparent window. The design was evaluated through media expert validation for feasibility, alongside User Acceptance Testing (UAT) with 30 respondents to measure acceptance. The research yielded a standardized, functional packaging and visual identity ready for printing. This redesign strengthens the packaging's communicative function, increasing brand competitiveness and awareness. Future research should test the design's market effectiveness regarding consumer purchase intention and explore applications in digital promotional media.