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ANALISIS KOMPARASI ALGORITMA K-NEAREST NEIGHBOR DAN SUPPORT VECTOR MACHINE DENGAN PENDEKATAN MULTI DATASET Julyan Adi Saputra; Syaeful Anas Aklani
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.50

Abstract

Data mining is a process of identifying data that is valid and has the potential to be useful to the person who did it. One of the purposes of data mining is to study previously existing data that composes certain patterns and is used to make predictions. Machine learning works by utilizing data and algorithms to create models with patterns from the data set. There are many algorithms that can be used, such as C4.5, K-Means, Support Vector Machine (SVM), K-Nearest Neighbor (K-NN), Naïve Bayes, and others. Since there are many algorithms in data mining, each has its own advantages and disadvantages. This research will focus on the comparison between the Support Vector Machine algorithm and the K-Nearest Neighbor algorithm in terms of accuracy, precision and processing time.
ANALISIS PENGARUH TEKNIK FOTOGRAFI TERHADAP CITRA MEREK DALAM IKLAN PRODUK Hendi Sama; Kenny Wilson; Syaeful Anas Aklani
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 9 No 1 (2024): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v9i1.4078

Abstract

Penelitian ini dilakukan untuk mengisi kekosongan pengetahuan dan mengetahui dengan komprehensif pengaruh teknik fotografi terhadap citra merek dalam iklan produk. Pencahayaan, efek gerak, fokus dan ruang tajam, serta komposisi, diidentifikasi sebagai faktor-faktor utama yang memiliki peran signifikan dalam membentuk cara konsumen memandang dan menerima merek melalui media iklan. Metode penelitian kuantitatif simple random sampling dan kausal-komparatif digunakan dalam penelitian ini untuk mengumpulkan serta menganalisis data dari sejumlah responden yang terlibat dalam penelitian ini. Hasil analisis data menggunakan perangkat lunak SPSS 26 yang dilakukan dengan cermat dan valid mengkonfirmasi bahwa teknik fotografi berdampak positif secara signifikan terhadap citra merek dalam iklan produk. Penelitian ini memiliki dampak yang sangat signifikan bagi praktisi di bidang pemasaran dan periklanan yang sedang berupaya meningkatkan efektivitas iklan produk mereka. Dengan pemahaman yang lebih dalam tentang bagaimana teknik fotografi memengaruhi citra merek, para praktisi dapat merancang iklan yang lebih memikat dan berpengaruh, sehingga mampu membentuk persepsi konsumen dengan lebih efektif. Penelitian ini memberikan kontribusi pengetahuan penting dalam memahami peran esensial fotografi dalam membentuk citra merek, yang kini lebih relevan daripada sebelumnya dalam era pemasaran yang semakin terfokus pada elemen visual dan media digital.
Video Games Sales Strategy Effectiveness Among Gamers In Batam City : A Comparative Study of Epic Gamers and Steam Syaeful Anas Aklani; Muhamad Dody Firmansyah; Suwarno Suwarno; Mangapul Siahaan
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

One type of technological development that occurs is the development in video games. Video games are one way to fill free time and can be played by many people. Many companies are strategizing promotions to players to make players interested in the video games offered. The intention of this study is to determine the marketing strategies carried out by Steam and Epic Games, measure the level of effectiveness of video games marketing strategies carried out by Steam and Epic Games, and to fulfill obligations as one of the students majoring in system information at Batam International University. Data collection techniques begin with compiling a research background and formulating an operational definition of variables. Then, continued by looking for quantitative data by making a questionnaire based on the operational variables which is distributed to residents of Batam city and looking for qualitative data By interview. This research result proves either with quantitave or qualitative method discount promotion offers can affect video games sales. While, sales value, discount price factor, competitors offering discount, and bundle product offering does not affect video games sales.conclusions.
The Design of the Promotional Media as a Form of Anti-Passion Against the Decline of the Economist of Star Mılkshake During the COVID-19 Pandemic Aklani, Syaeful Anas; Setiawan, Aldovanda Haflah
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 2 No. 1 (2022): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

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Abstract

The use of the internet in human life is made more accessible because the delivery of information and promotion in the MSME sector has become more structured and systematic, which makes visual communication media in the form of video the first choice used in addition to messages in the form of text, brochures or websites. The promotional video is an alternative form to increase the power of visitors and buyers to find MSMEs efficiently and quickly; Star Milkshake is an MSME that is engaged in the culinary field in the form of drinks with various compositions and flavors. In this study, the author uses the MDLC method, which explains in a structured manner starting from conceptualizing, designing, collecting data, collecting data, testing, and distributing. The result of this applied research is the creation of an increase in the economy and income of MSME owners from around 400 thousand per day to 600-750 thousand.
Eksperimen Social Media Marketing Strategy Kreator Wiyandi, Wiyandi; Ardiansyah, Muhammad; Tjahyadi, Surya; Aklani, Syaeful Anas
Journal of Information System and Technology (JOINT) Vol. 4 No. 3 (2023): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v4i3.8584

Abstract

Bisnis Startup Kreator Pass yang baru berkembang mempunyai kesulitan untuk dikenali banyak orang dibidang teknologi industri internet. Seiring zaman semakin modern, bisnis harus mampu beradaptasi dengan informasi teknologi terkini dengan bisnis yang menarik dikalangan sekarang. Banyak bisnis yang baru berkembang yang menggunakan platform sosial media sebagai tempat mencari ketenaran untuk meningkatkan Brand Awaraness bisnis-bisnisnya, seperti menggunakan Intagram, Tiktok, Youtube. Penelitian ini dilakukan dengan metode kualitatif melalui wawancara (open-ended). Penelitian menghasilkan data analitik bahwa Tiktok mendapatkan penonton dan memberi komentar yang positif pada perkembangan bisnis Kreator Pass. Data analitik untuk Youtube mendapatkan ketenaran yang cukup tinggi dan mendukung bisnis Kreator Pass sedangkan analitik di Instagram mendapatkan hasil yang negatif, kurang mendapatkan penonton yang mendukung. Dari data yang didapatkan, video yang dipromosikan perlu lebih menarik untuk ditonton supaya memicu perhatian penonton
Sistem Konseling Siswa untuk Konseling Sekolah dengan Aplikasi Berbasis Web Kendrik Jonatan; Aklani, Syaeful Anas
Journal of Information System and Technology (JOINT) Vol. 5 No. 2 (2024): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v5i2.9484

Abstract

Abstract As technology keeps growing in a massive rate, educational institutions are in need of ways to manage informations for every students they have, especially when it comes to counselling. By utilizing an application that are made to manage informations on students’ counselling, this might be a lead to tackle the obstacle of data management. SMA Cerdas Mandiri is a educational institutions that are equivalent to senior high school that lacks students’ counselling information storing and management. This might affects their effectiveness and efficiency in doing more and more counselling to the students that in some circumstances. As such, an application that’s designed to store students’ counselling data was developed for the sake of solving this problem. The web-based app will be used and hosted locally on school’s network. Keywords :Counselling, Website, System, School. Abstrak Seiring pertumbuhan teknologi yang pesat, institusi pendidikan membutuhkan cara-cara untuk mengatur dan mengelola informasi setiap siswa/i yang mereka miliki, terutama dalam pengelolaan data konseling. Dengan memanfaatkan aplikasi yang dibuat untuk mengatur dan mengelola informasi siswa/i dan data konseling siswa/i, aplikasi ini dapat menjadi solusi untuk menyelesaikan rintangan atau halangan yang dialami dalam pengaturan dan pengelolaan data. SMA Cerdas Mandiri adalah institusi pendidikan yang berdiri di jenjang sekolah menegah atas yang memiliki kendala dalam mengatur, mengelola dan menyimpan data-data konseling dari siswa/i yang ada. Hal ini dapat mengurangi efektifitas dan efesiensi dari kegiatan konseling itu sendiri. Dengan ini, aplikasi yang dirancang untuk mengatur, menyimpan dan mengelola data konseling siswa/i akan dikembangkan dengan harapan untuk menyelesaikan halangan atau rintangan yang dihadapi. Aplikasi berbasis web ini akan digunakan secara local dan akan disiarkan secara lokal melalui jaringan internet sekolah. Kata Kunci:Konseling, Website, Sistem, Sekolah.
Analisa Pengaruh Gamifikasi Terhadap Peningkatan Motivasi dalam Berolahraga Charles, Kevin; Aklani, Syaeful Anas
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 5 No 4 (2023): Oktober 2023
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v5i4.1083

Abstract

This research addresses the general issue of lack of motivation and participation in physical activity, particularly among the younger generation. This research has two main objectives, namely: to determine the effectiveness of the Scrum method in project management and produce quality applications and analyze the impact of applications that apply the concept of gamification in the form of leaderboards in increasing students' interest in exercising. The research methodology includes the application design process using the Scrum method and feature testing using the Black Box testing methodology. Data analysis includes observation, application testing, and questionnaire distribution, with an emphasis on qualitative analysis to evaluate the effectiveness of the gamification concept in increasing interest in physical activity. The results showed a high level of satisfaction and increased motivation in the group that used the gamification application. Gamification elements such as XP points and leaderboards motivated users to plan effectively and stick to a regular exercise routine. In addition, this research also shows the effectiveness of using Scrum and Black Box testing methods in producing quality applications.
Perancangan Aplikasi Media Pembelajaran Kosakata Bahasa Mandarin untuk Anak Usia Dini Aklani, Syaeful Anas; Junifer, Junifer
Computer Based Information System Journal Vol. 10 No. 1 (2022): CBIS Journal
Publisher : Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/cbis.v10i1.5448

Abstract

Seiring interaksi dan komunikasi antar bangsa menjadi semakin erat, kemampuan berbahasa asing menjadi salah satu hal yang penting untuk bertahan di era globalisasi. Di Indonesia, salah satu bahasa asing yang dianggap sebagai bahasa pengantar dalam komunikasi internasional adalah bahasa mandarin. Sementara pembelajaran bahasa asing sebaiknya dilakukan sejak usia dini, karena kemampuan belajar bahasa anak mulai melemah di usia dewasa. Usia dini merupakan masa dimana otak dapat menyerap pembelajaran bahasa asing secara maksimal. Penelitian ini dilakukan dengan tujuan merancang sebuah aplikasi media pembelajaran yang bisa menarik dan meningkatkan peminatan anak usia dini dalam pengenalan kosa kata bahasa mandarin. Media pembelajaran akan dirancang dalam bentuk game sederhana berbasis android yang bersifat memperkenalkan kosa kata dasar mandarin kepada pengguna. Media pembelajaran ini dibangun dengan android studio menggunakan metode game development life cycle (GDLC). Hasil perancangan telah diuji coba terhadap 5 anak usia dini dan hasil pengujian menunjukkan bahwa tingkat pengenalan kosakata anak usia dini mengalami peningkatan setelah main game yang dirancang penulis.
PERFORMANCE ANALYSIS BETWEEN INTERPRETED LANGUAGE-BASED (LARAVEL) AND COMPILED LANGUAGE-BASED (GIN) WEB FRAMEWORKS Yang, Jason Aaron; Aklani, Syaeful Anas
Computer Based Information System Journal Vol. 11 No. 1 (2023): CBIS Journal
Publisher : Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/cbis.v11i1.6583

Abstract

Web frameworks are essential for web developers, allowing them to build web applications more efficiently and effectively. This research paper compared two web frameworks with different programming language implementations: interpreted programming language and compiled programming language. PHP/Laravel was chosen as the representative interpreted programming language, and Go/Gin was chosen as the representative compiled programming language, because they were the most popular based on their star counts on GitHub. Based on a research paper by the University of Minho, Go was nearly 10 times faster than PHP in terms of execution time. Despite this, PHP is still the most commonly used web technology among the top 1 million websites. The results of a series of tests comparing the two showed that Gin was over 86 times faster than Laravel in terms of requests per second and time per request. The choice of which web framework to use will depend on the specific needs and goals of the project. However, if performance is the only criterion, then Gin is a better choice than Laravel.
Comparative Analysis of User Experience: A Study of MyPortal Universitas International Batam on Desktop and Mobile Platforms Aklani, Syaeful Anas; Haeruddin, Haeruddin; Elia, Elia
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 14, No 1: April 2025
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v14i1.2580

Abstract

This research evaluates the UX of MyPortal. Myportal is an academic information system established by Universitas International Batam (UIB) on desktop and mobile platforms. This research uses the UTAUT2 model. This study examines factors that can influence user satisfaction and behavioral intentions such as Performance Expectancy, Effort Expectancy, Social Influence, and Habit. A mixed-methods approach was taken by combining quantitative surveys and qualitative interviews conducted by 349 students who actively use Myportal. The results show that the Performance Expectancy and Effort Expectancy variables can significantly increase productivity and also ease of use, but the Hedonic Motivation variable is not the main factor. This study emphasizes that technical support, habits, and environmental recommendations also have an important role in shaping user behavior. The results of this study can provide practical insights in improving MyPortal and similar systems in academic environments by focusing on ease of use, satisfaction, and accessibility.Keywords: User Experience; UTAUT2; MyPortal AbstrakPenelitian ini mengevaluasi UX dari MyPortal. MyPortal adalah sebuah sistem informasi akademik yang dibentuk oleh Universitas Internasional Batam (UIB) pada platform desktop dan mobile. Penelitian ini menggunakan model UTAUT2. Dalam penelitian ini mengkaji faktor-faktor yang dapat memengaruhi kepuasan pengguna dan niat perilaku contonya seperti Performance Expectancy, Effort Expectancy, Social Influence, dan Habit. Pendekatan dengan mixed-methods dilakukan dengan menggabungkan survei kuantitatif dan wawancara kualitatif yang dilakukan oleh 349 mahasiswa yang aktif menggunakan Myportal ini. Hasilnya menunjukkan bahwa variabel Performance Expectancy dan Effort Expectancy secara signifikan dapat meningkatkan produktivitas dan juga kemudahan penggunaan, namun variabel Hedonic Motivation bukanlah faktor utama. Penelitian ini memberikan penekanan bahwa dukungan teknis, kebiasaan, dan rekomendasi lingkungan juga memiliki peran penting dalam membentuk perilaku pengguna. Hasil dari penelitian ini dapat memberikan wawasan praktis dalam meningkatkan MyPortal dan juga sistem yang serupa di lingkungan akademik dengan memberi fokus pada kemudahan penggunaan, kepuasan, dan aksesibilitas. 
Co-Authors Aldovanda Haflah Setiawan Alex Setiawan Aliefazlea, Qanaya Dherryl Anderson, Atnan Ari Anson Anson Basiron, Halizah Chadric, Felix Charles, Kevin Christina, Lidya Daniel Lim David David Dayton Dayton Delvin Jason Derwin Galen Dr. Hendi Sama, S.Kom., M.M.e-Business. Edwin Charley Eka Sucipto Elia, Elia Elvert Elvert Eric Lau Erlina Erlina Erwin Erwin Felix Favian Felix, Ivan Firmansyah, Muhamad Dody Firmansyah, Muhammad Dody Franky Chainoor Johari Haeruddin Haeruddin Haeruddin, . Haslim, Sartika Dewi Hendi Sama Hertianto Hertianto Hosse Fernando Irawan, Calvianthieno Ivan Felix Jacky Jacky Jacky, Jacky Jason Aaron Yang Jenary Randa Liling Jenry Winata Jesselyn Jesslyn, Jesslyn Jimmy Chandra Jonathan Jonathan Josua Yoprisyanto Julyan Adi Saputra Julyan Adi Saputra Julyanto Julyanto Junifer, Junifer Juzariah Juzariah Juzariah, Juzariah Kelvin Wijaya, Kelvin Kelvyn Kelvyn Kelvyn Kendrik Jonatan Kenny Wilson Lubis, Nywara Natriyasmara Melsen Melsen Muhamad Dody Firmansyah Muhammad Ardiansyah Mungkap Mangapul Siahaan Novita Putri Parlindungan Tampubolon Petrick Handy Putra Prasetyo, Stefanus Eko Purwandi, Nellsen Puspitasari, Divanaka Putra, Muhamad Zhabiyan Dwi Putri, Novita Randa Liling, Jenary Regina, Alya Renata, Doreen Rio Fernando, Rio Rosario, Rakit Ricardo Ryan Gunawan Ryo Winata Salsabila, Nanda Salsabilah, Anisah Sama, Hendi Setiawan, Aldovanda Haflah Shanata Limanto Sherlyn, Sherlyn Shermay Sihombing, Angelika Putri Stephanie Stephanie Steven Steven Susanti, Aida Suwarno Suwarno Suwarno Tjahyadi, Surya Tony Jack Tan Ding Welliam Ali Welliam Ali Wilson, Wilson Wiyandi, Wiyandi Yang, Jason Aaron Yasa, Irma Sefina Yu Lun Zoin, Shania Zulkarnain, Nur Zareen