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Algoritma K-Means Clustering Sebagai Penentuan Beasiswa PIP pada SMPN 9 Kota Blitar Rizki Dwi Romadhona; Arta Ainur Rofiq
JASIEK (Jurnal Aplikasi Sains, Informasi, Elektronika dan Komputer) Vol. 5 No. 1 (2023): Juni 2023
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jasiek.v5i1.10162

Abstract

The structure in this study involves taking data on obtaining PIP scholarships with various predetermined indicators (parental income, parents' occupation, vehicle ownership, KIP, KKS, place of residence, number of siblings, PKH) as scholarship recipients. Held in one of the state schools SMPN 9 Blitar City. Where the data is processed with an unsupervised learning algorithm, namely K-Means Clustering with the calculation of the Euclidean distance with the closest value distance from the predetermined centroid which is then used to determine the recipient of the PIP scholarship. The sample test was conducted on 289 students which could be implemented properly and the cluster was running according to the provisions set as indicators of 10 attributes (X1-X10).
Pendampingan Pemanfaatan Digitalisasi Augmented Reality Sebagai Media Pembelajaran Interaktif Pada SDN Wonorejo 1 Kab Blitar Mohammad Faried Rahmat; Rizki Dwi Romadhona; Nabillah Rachelia Meyshita
Jurnal Pengabdian kepada Masyarakat Vol. 11 No. 2 (2024): JURNAL PENGABDIAN KEPADA MASYARAKAT 2024
Publisher : P3M Politeknik Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/abdimas.v11i2.6669

Abstract

Technological developments in the field of interactive learning media have now experienced significant progress. The development of this technology does not only facilitate the delivery of one-way information. But it provides opportunities for educators and students to explore learning more interactive and interesting. One of the latest learning media technologies is Augmented Reality. This technology offers the merging of the physical world and virtual elements that are attractive to users. The method in this study uses applied research. for this application development method using the MDLC method or Multimedia Development Life Cycle. For testing in this study is divided into two namely testing based on application functions using the blackbox method and testing using a questionnaire as an evaluation of the use of AR as a determination of conclusions. Based on the results of blackbox testing, a number of 100% is obtained which indicates that this application does not experience problems in using the functions of the features offered. For the results of questionnaire testing obtained an increase in student motivation by 70% which has a high motivation to learn Augmented Reality-based learning. Based on these tests it can be concluded that Augmented Reality Technology and Quizzes can increase student learning motivation.
Sistem Optimasi Pelayanan Pelanggan Pada Toko Joki Game Mobile Legends Menggunakan Chatbot Whatsapp Cheryl Rio Kurnia Putra; Indyah Hartami Santi; Rizki Dwi Romadhona
Riau Jurnal Teknik Informatika Vol. 4 No. 3 (2025): November 2025
Publisher : Universitas Pasir Pengaraian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30606/rjti.v4i3.3945

Abstract

Penelitian ini membahas tantangan pelayanan pelanggan manual pada jasa joki Mobile Legends yang sering menyebabkan keterlambatan respon dan kesalahan transaksi. Tujuan penelitian adalah mengoptimalkan pelayanan pelanggan di Toko Joki Fatkhi melalui pengembangan chatbot WhatsApp dengan metode Research and Development (R&D) dan kerangka Agile. Populasi penelitian mencakup seluruh pemangku kepentingan layanan, dengan pengambilan sampel purposive pada pelanggan, admin, dan ahli IT. Data dikumpulkan melalui kuesioner, wawancara, dan observasi, serta dianalisis menggunakan uji black-box dan analisis deskriptif kuantitatif. Hasil penelitian menunjukkan sistem chatbot berhasil mengotomatisasi proses pemesanan, pembayaran, dan konfirmasi, menurunkan rata-rata waktu respon dari tiga menit menjadi sepuluh detik dan durasi pemesanan dari lima belas menjadi tiga menit. Tingkat kepuasan pengguna meningkat signifikan, dengan kepuasan pelanggan, admin, dan ahli IT masing-masing sebesar 82%, 83,33%, dan 85,71%. Penelitian menyimpulkan bahwa chatbot WhatsApp sangat layak diimplementasikan, meskipun penelitian lanjutan perlu memperluas fitur dan cakupan pengujian.
Optimalisasi Sistem Informasi Layanan Jasa Konsultan dengan Metode Search Engine Optimization (SEO) Hardianti Ramli; Indyah Hartami Santi; Rizki Dwi Romadhona
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 1 (2026): Maret : Jurnal Informatika dan Tekonologi Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i1.8512

Abstract

This study addresses the challenge of stagnant project acquisition faced by consulting service companies due to limited digital promotion. The purpose of this research is to design and implement a website optimized with Search Engine Optimization (SEO) to enhance the reach and competitive edge of CV Jaya Karya Konsultan. Employing a quantitative Research and Development (R&D) approach using the Rational Unified Process (RUP), the study involved developing key features including a company profile, project portfolio, client testimonials, educational blog, and chat box. The population comprised IT experts, internal company staff, and users, with purposive sampling yielding 33 respondents. Data were collected using observation, interviews, documentation, and questionnaires, and analyzed through descriptive statistics and thematic analysis. Research findings show the On-Page SEO strategy effectively improved website ranking, while technical and user experience results reached a usability rating of 91.43% ("very feasible"). In conclusion, developing a web-based information system using RUP and SEO strategies not only fulfills practical promotional needs but also offers a replicable model for service-sector digital transformation.
Perbandingan Metode MAUT, MFEP, WP dan SAW Dalam Penilaian Kinerja Pegawai di RUPBASAN Kelas II Blitar A Rima Kumala Sari; Indyah Hartami Santi; Rizki Dwi Romadhona
Jurnal Akuntansi Hukum dan Edukasi Vol. 1 No. 2 (2024): November 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/jahe.v1i2.3689

Abstract

Perbandingan 4 metode untuk penilaian kinerja pegawai RUPBASAN Kelas II Blitar dalam penelitian ini yaitu metode Multi Attribute Utility (MAUT), Multifactor Evaluation Process (MFEP), Weighted Product (WP), dan Simple Additive Weighting (SAW). Metode yang digunakan dalam penelitian ini menggunakan metode kualitatif, dengan beberapa teknik pengumpulan data berupa wawancara, observasi, studi literatur, dan kuisioner.  Selain dipaparkan hasil pengujian instrument kuisioner juga terdapat perhitungan dan hasil secara runtut seperti perhitungan manual yang dilakukan pada excel. Hal itu dapat disimpulkan bahwa perhitungan manual menggunakan excel dan aplikasi bisa menghasilkan hasil yang sama. Hasil penerapan penelitian ini terdapat 19 data pegawai RUPBASAN Kelas II Blitar digunakan untuk mengetahui penilaian kinerja pegawai terbaik. Dari data pegawai terdapat beberapa indikator yaitu orientasi pelayanan, akuntabel, kompeten, harmonis, loyal, adaptif dan kolaboratif. Selain itu, dalam perhitungan dan perbandingannya menggunakan 4 metode yaitu MAUT, MFEP, SAW dan WP yang mempunyai nilai paling mendekati dengan data asli RUPBASAN Kelas II Blitar adalah MFEP dan WP.  Dari hasil tersebut dapat disimpulkan bahwa perhitungan manual menggunakan excel dan aplikasi bisa menghasilkan hasil yang sama.