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All Journal Teika Jurnal Keolahragaan Jurnal Pengabdian UntukMu NegeRI Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) JURNAL MEDIA INFORMATIKA BUDIDARMA IT JOURNAL RESEARCH AND DEVELOPMENT JTERA (Jurnal Teknologi Rekayasa) Rang Teknik Journal Dinamisia: Jurnal Pengabdian Kepada Masyarakat MATRIK : Jurnal Manajemen, Teknik Informatika, dan Rekayasa Komputer JURNAL TEKNOLOGI DAN OPEN SOURCE Digital Zone: Jurnal Teknologi Informasi dan Komunikasi J-SAKTI (Jurnal Sains Komputer dan Informatika) CSRID (Computer Science Research and Its Development Journal) JOISIE (Journal Of Information Systems And Informatics Engineering) Jurnal Ilmiah Ilmu Komputer Fakultas Ilmu Komputer Universitas Al Asyariah Mandar Building of Informatics, Technology and Science Jurnal Mantik Jurnal Ilmu Komputer dan Bisnis Jurnal Informatika dan Rekayasa Elektronik Jurnal Teknologi Dan Sistem Informasi Bisnis Masyarakat Berdaya dan Inovasi Jurnal Tunas Innovation in Research of Informatics (INNOVATICS) Mitra Mahajana: Jurnal Pengabdian Masyarakat Community Education Engagement Journal Jurnal J-PEMAS Journal of Instructional and Development Researches J-SAKTI (Jurnal Sains Komputer dan Informatika) Prosiding Seminar Nasional Sisfotek (Sistem Informasi dan Teknologi Informasi) J-COSCIS : Journal of Computer Science Community Service JAIA - Journal of Artificial Intelligence and Applications SATIN - Sains dan Teknologi Informasi Jurnal Pengabdian dan Pemberdayaan Masyarakat Indonesia Bulletin of Social Informatics Theory and Application The Indonesian Journal of Computer Science
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Aplikasi Survey Kepuasan Pasien Terhadap Pelayanan Perawat Berbasis Mobile Efendi, Yoyon; Swastikarini, Sunarti; Muzawi, Rometdo; Rizki, Alfi
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 4, No 2 (2020): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (984.001 KB) | DOI: 10.30645/j-sakti.v4i2.231

Abstract

RSD Madani is one of the referral hospitals owned by the Pekanbaru City Government. One form of public service is quality hospital services according to professional standards and service standards, which are the expectations of all hospital service users. However, the number of patient participation in filling out the questionnaire was still low compared to the number of patient visits. Not yet optimal survey on the implementation of patient satisfaction towards nursing services. This application displays five patient satisfaction survey questions and favorite nurses. This mobile application is connected to the google form and google sheet. The satisfaction survey shows emotional icons with five levels, such as very satisfied, moderately satisfied, less satisfied, and dissatisfied. The selection of favorite nurses was followed by 12 nurses in the inpatient unit. It is necessary to make a patient satisfaction survey application for mobile-based nursing services, especially in the inpatient unit of RSD Madani Pekanbaru. This application is used as a means of evaluation in assessing the performance of nurses in the hospital.
Aplikasi 3D Mapping Menggunakan Virtual Reality (Studi Kasus Museum Sang Nila Utama) Efendi, Yoyon; Junaidi, Junaidi
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 2, No 2 (2018): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v2i2.74

Abstract

Museum Sang Nila Utama is a cultural museum which has 3,819 collections covering geology, biology, ethnography, archeology, historica, numism, philology, ceramics, art and technologics. This museum as one of the cultural center and tourism of Riau Malay. Visitors are usually from schools and local tourists. Current museum visits are declining, leading to a lack of museum services and yet no creative strategies to improve it. Plus the thought that the museum is ancient, boring and unkempt. To handle the problem, it needs promotion media in the form of creative media based on technology. Besides, there is still a lack of promotion media in the introduction of museum cultural objects. One of the needs of interactive media applications and technology-based promotions. Applications as a Mobile-based promotional media with Virtual Reality 3D objects tailored to the museum with various collections. This application uses research methods during the modeling process, VR, Mobile and users. This application is modeled using Blender and then processed its VR using Unity Engine. By making the Museum as one of tourist destination and culture of Riau Riau will bring many regional and foreign tourists. It is also to promote the calendar of Riau Province with the tagline "Riau Menyapa Dunia". With various destinations with various bases ranging from culture, history, religion and culinary typical of Riau
Implementasi Metode PROMETHEE Dalam Menentukan Prioritas Perbaikan Daerah Aliran Sungai Pada Provinsi Riau Shandy Merdya Pratama; Mardainis; Nasution, Torkis; Efendi, Yoyon; Haryadi, Octadino
The Indonesian Journal of Computer Science Vol. 12 No. 3 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i3.3222

Abstract

Dinas PUPRPKPP Provinsi Riau merupakan suatu institusi pemerintah yang bertugas menangani prasarana infrastruktur seperti jalan, jembatan, gorong-gorong, daerah aliran sungai, trotoar dan penerangan jalan yang berhubungan dengan kegiatan masyarakat sehari-hari. Salah satu proses yang dijalankan adalah prioritas perbaikan daerah aliran sungai, dimana penanganan saat ini masih memakan waktu yang lama mulai dari survei hingga pengerjaan. Oleh karena itu agar memudahkan dalam penentuan prioritas perbaikan daerah aliran sungai maka dibuatlah sebuah sistem pendukung keputusan yang berbasis mobile web. Sistem ini dekembangkan menggunakan metode Preference Ranking Organization Method for Enrichment Evaluation (PROMETHEE). Metode ini adalah metode penentuan terbobot, dimana proses pembobotan diberikan kepada masing-masing kriteria serta subkriteria hingga didapat sebuah rangking pembobotan. Alternatif yang memiliki nilai bobot tertinggi adalah alternatif pilihan yang memiliki nilai prioritas tertinggi.
The Mitigating Overfitting in Sentiment Analysis Insights from CNN-LSTM Hybrid Models Susandri, Susandri; Zamsuri, Ahmad; Nasution, Nurliana; Efendi, Yoyon; Alwan, Hiba Basim
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 24 No 2 (2025)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v24i2.4742

Abstract

This study aims to improve sentiment analysis accuracy and address overfitting challenges in deep learning models by developing a hybrid model based on Convolutional Neural Networks and Long Short-Term Memory Networks. The research methodology involved multiple stages, starting with preprocessing a dataset of 5,456 rows. This process included removing duplicate data, empty entries, and neutral sentiments, resulting in 2,685 usable rows. To overcome data quantity limitations, data augmentation expanded the training dataset from 2,148 to 10,740 samples. Data transformation was carried out using tokenization, padding, and embedding techniques, leveraging Word2Vec and GloVe to produce numerical representations of textual data. The hybrid model demonstrated strong performance, achieving a training accuracy of 99.51%, validation accuracy of 99.25%, and testing accuracy of 87.34%, with a loss value of 0.56. Evaluation metrics showed precision, recall, and F1-Score values of 86%, 87%, and 86%, respectively. The hybrid model outperformed individual models, including Convolutional Neural Networks (70% accuracy) and Long Short-Term Memory Networks (81% accuracy). It also surpassed other hybrid models, such as the multiscale Convolutional Neural Network-Long Short-Term Memory Network, which achieved a maximum accuracy of 89.25%. The implications of this study demonstrate that the hybrid model based on Convolutional Neural Networks and Long Short-Term Memory Networks effectively improves sentiment analysis accuracy while reducing the risk of overfitting, particularly in small or imbalanced datasets. Future research is recommended to enhance data quality, adopt more advanced embedding techniques, and optimize model configurations to achieve better performance.
Utilization of the e-Polvot System to Increase Student Participation in Higher Education Anam, M. Khairul; Zoromi, Fransiskus; Hamdani, Hamdani; Efendi, Yoyon; Kudadiri, Parlindungan
JTERA (Jurnal Teknologi Rekayasa) Vol 10, No 1: Juni 2025
Publisher : Politeknik Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31544/jtera.v10.i1.2025.165-172

Abstract

STMIK Amik Riau currently has a student organization, one of which is the Student Executive Board (BEM). Every year, BEM is chosen as the representative of the students to voice their aspirations both within and outside the campus. The election process for BEM representatives is still conducted traditionally on campus. However, not all students can participate in the election process regularly, resulting in some students being unable to vote for the candidates for the student president and vice-president. To address this issue, a system is needed to facilitate the election process. One solution is to conduct electronic elections, allowing all students to vote from anywhere using the internet. In this research, the developed system is called e-Polvot (Electronic Polling and Voting). This system can be used by anyone to conduct elections by creating their own election campaigns. Before designing the system, the research conducted a measurement of the potential users using the TRI model. The results from the TRI measurement were then used to determine whether the system should be developed or not. Subsequently, the e-Polvot system was built and implemented at STMIK Amik Riau. After the implementation, the system underwent black box testing to ensure its functionality. The testing results showed that the main features of the e-Polvot system were able to perform well.
The Mitigating Overfitting in Sentiment Analysis Insights from CNN-LSTM Hybrid Models Susandri, Susandri; Zamsuri, Ahmad; Nasution, Nurliana; Efendi, Yoyon; Alwan, Hiba Basim
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 24 No. 2 (2025)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v24i2.4742

Abstract

This study aims to improve sentiment analysis accuracy and address overfitting challenges in deep learning models by developing a hybrid model based on Convolutional Neural Networks and Long Short-Term Memory Networks. The research methodology involved multiple stages, starting with preprocessing a dataset of 5,456 rows. This process included removing duplicate data, empty entries, and neutral sentiments, resulting in 2,685 usable rows. To overcome data quantity limitations, data augmentation expanded the training dataset from 2,148 to 10,740 samples. Data transformation was carried out using tokenization, padding, and embedding techniques, leveraging Word2Vec and GloVe to produce numerical representations of textual data. The hybrid model demonstrated strong performance, achieving a training accuracy of 99.51%, validation accuracy of 99.25%, and testing accuracy of 87.34%, with a loss value of 0.56. Evaluation metrics showed precision, recall, and F1-Score values of 86%, 87%, and 86%, respectively. The hybrid model outperformed individual models, including Convolutional Neural Networks (70% accuracy) and Long Short-Term Memory Networks (81% accuracy). It also surpassed other hybrid models, such as the multiscale Convolutional Neural Network-Long Short-Term Memory Network, which achieved a maximum accuracy of 89.25%. The implications of this study demonstrate that the hybrid model based on Convolutional Neural Networks and Long Short-Term Memory Networks effectively improves sentiment analysis accuracy while reducing the risk of overfitting, particularly in small or imbalanced datasets. Future research is recommended to enhance data quality, adopt more advanced embedding techniques, and optimize model configurations to achieve better performance.
Workshop Virtual Reality Bagi Siswa Untuk Meningkatkan Minat Belajar Pada SMK Swasta Global Cendekia Kampar Fatdha, T Sy Eiva; Gunadi; Yanti, Rini; Zulkifli, Muhammad; Efendi, Yoyon; Fidelima, Aviva
Community Education Engagement Journal Vol. 7 No. 1 (2025): October
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v7i1.24542

Abstract

Teknologi digital yang saat ini berkembang pesat menuntut semua bidang untuk bisa berinovasi, misalnya pada dunia pendidikan sendiri diharapkan dapat menciptakan proses pembelajaran yang menarik dan efektif. Salah satu inovasi yang berkembang pesat adalah penerapan Virtual Reality (VR), yang mampu menghadirkan pengalaman belajar imersif dan interaktif. Namun, permasalahan yang dihadapi di SMK Swasta Global Cendekia Pekanbaru adalah rendahnya minat belajar siswa, terutama pada materi yang bersifat teori dan abstrak. Kondisi ini terlihat dari rendahnya partisipasi aktif di kelas, fluktuasi kehadiran, dan menurunnya motivasi saat pembelajaran konvensional. Sebagai solusi, dilaksanakan Workshop Virtual Reality yang dirancang untuk memberikan pengalaman langsung kepada siswa dalam memanfaatkan teknologi VR sebagai media pembelajaran. Metode kegiatan meliputi sosialisasi konsep VR, demonstrasi penggunaan perangkat, praktik langsung oleh siswa, dan diskusi interaktif terkait penerapan VR dalam pembelajaran. Hasil pelaksanaan workshop menunjukkan peningkatan antusiasme dan keterlibatan siswa selama kegiatan, dengan respon positif terhadap penggunaan VR sebagai media belajar yang lebih menarik dan kontekstual. Kegiatan ini memberikan manfaat berupa terciptanya suasana belajar yang menyenangkan, peningkatan rasa ingin tahu, serta mendorong pemanfaatan teknologi digital dalam proses pembelajaran di SMK Swasta Global Cendekia.
Pelatihan Pengenalan Monetisasi Aplikasi di Google Play Store untuk Siswa SMK Global Cendekia dalam Pengembangan Aplikasi Mobile Gunadi, Gunadi; Kudadiri, Parlindungan; Nasution, Torkis; Efendi, Yoyon; Cahyono, Andi
Community Education Engagement Journal Vol. 7 No. 1 (2025): October
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v7i1.24758

Abstract

Era digital saat ini membuka peluang besar bagi generasi muda, terutama siswa Sekolah Menengah Kejuruan (SMK), untuk berinovasi dalam pengembangan aplikasi mobile. Namun, pemahaman terkait monetisasi aplikasi, khususnya melalui platform Google Play Store, masih minim. Kegiatan pengabdian masyarakat ini bertujuan untuk memberikan pelatihan kepada siswa SMK Global Cendekia mengenai konsep, strategi, dan implementasi monetisasi aplikasi mobile agar karya mereka memiliki nilai ekonomi. Materi yang diberikan meliputi pengenalan jenis-jenis monetisasi aplikasi seperti iklan menggunakan Google AdMob, model freemium, dan berbayar. Selain itu, siswa diajarkan langkah-langkah teknis untuk mempersiapkan aplikasi agar dapat dipublikasikan di Google Play Store. Hasil kegiatan ini menunjukkan peningkatan pemahaman siswa terkait strategi monetisasi aplikasi dan keterampilan teknis dalam memanfaatkan platform Google Play Store. Siswa mampu menghasilkan aplikasi sederhana yang siap untuk dipublikasikan dengan penerapan strategi monetisasi dasar. Luaran ini diharapkan dapat memberikan bekal bagi siswa untuk memanfaatkan peluang ekonomi digital serta meningkatkan kreativitas dan inovasi di bidang teknologi informasi. Melalui kegiatan ini, siswa didorong untuk tidak hanya fokus pada pengembangan teknis aplikasi, tetapi juga memahami aspek bisnis digital yang relevan dengan tuntutan industri saat ini.
Implementasi Metode Rapid Application Development (RAD) dalam Pengembangan Media Promosi Pesantren Dwiansyah, Zovanli; Efendi, Yoyon; Karpen, Karpen; Imardi, Syahrul
Journal of Instructional and Development Researches Vol. 4 No. 5 (2024): October
Publisher : Yayasan Indonesia Emerging Literacy Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53621/jider.v4i5.354

Abstract

Pondok Pesantren Al-Hujjah Riau, yang berlokasi di Kota Pekanbaru, tepatnya di jalan Cipta Karya KM 2, setiap tahunnya menghadapi tantangan dalam upaya menarik minat calon santri untuk mengikuti pendidikan agama yang lebih dalam. Promosi pesantren adalah praktik yang penting dalam memperkenalkan pesantren ini kepada masyarakat dan calon santri. Namun, pelaksanaan promosi di Pesantren Al-Hujjah Riau saat ini belum optimal. Promosi melalui berbagai sosial media telah terbukti menjadi cara yang sangat efektif bagi perusahaan, usaha kecil, dan lembaga pendidikan dalam menghadapi kemajuan teknologi dan komunikasi. Untuk menyampaikan informasi dengan lebih efektif dan efisien kepada masyarakat, maka dibutuhkan sebuah website dan sosial media lain yang telah terbukti sebagai salah satu media yang paling efisien. Oleh karena itu, dalam penelitian ini, tujuannya adalah untuk memodernisasi strategi promosi, yang sebelumnya lebih bersifat konvensional. Selain itu, penelitian ini bertujuan untuk menghasilkan media promosi yang tepat agar penyebaran informasi mengenai Pesantren Al-Hujjah Riau lebih tepat sasaran. Perancangan sistem berupa website ini menggunakan Metode Pengembangan Rapid Application Development (RAD) yang dikenal dengan pengerjaan yang efisien dan singkat. Hasil dari penelitian ini adalah sistem informasi (website) yang responsif dan pemanfaatan platform media sosial seperti Facebook, Instagram, TikTok, dan YouTube. Dengan peningkatan sebesar 71% dalam jumlah pendaftaran santri baru pada periode tahun ajaran 2024/2025 dibandingkan dengan tahun sebelumnya
Re-Design Application Mobile “Wallet” With Method Lean UX Efendi, Yoyon; Gunadi; Muzawi, Rometdo; Utami, Nurul
JAIA - Journal of Artificial Intelligence and Applications Vol. 3 No. 2 (2023): JAIA - Journal of Artificial Intelligence and Applications
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/jaia.v3i2.1076

Abstract

Wallet is a financial product service designed to simplify the payment process. Through Wallet, users can make transactions independently without having to go to a bank branch or ATM. Apart from that, the existence of Wallet helps reduce customer queues at ATMs. To increase the number of transactions via Wallet and make service quality effective and efficient, improvements to Wallet features and design are needed. It is still incomplete and no longer attractive, so Wallet usage has decreased. Therefore, User Interface (UI) and User Experience (UX) design is needed as a basis for building a platform to create more attractive designs and features. The Lean UX method focuses on user satisfaction with the user interface created, so this method was chosen in this research to develop the user interface design. Based on analysis, implementation and evaluation, the final prototype is a combination of prototypes A and B which have been validated in terms of appearance, as well as criticism and suggestions from consumer users and technicians. Prototype A was selected for 5 features and Prototype B was selected for 5 features. On the logo page select design A with a percentage of 72.2%, on the main menu page select design A with a percentage of 80.6%, on the home page select design A with a percentage of 69.4%, on the account information page select design A with a percentage of 75%, and the selected transfer page was design B with a percentage of 55.6%. In addition, this research produces results that have a consistent user interface in terms of colors, fonts, images and layout as well as a user experience that makes it easy for users to understand the information to use the application and get it as needed.
Co-Authors -, Dwi Haryono -, Tashid A.A. Ketut Agung Cahyawan W Adi Saputro Adlan, Radhi Agung Marinda Agung Marinda Ahmad Arif Zulfikar Ahmad Zamsuri, Ahmad Ahnaf Ikhsandi Aisyah Nurul Putri Alfry Aristo Jansen Sinlae Alwan, Hiba Basim Anam, M Khairul Andi Cahyono bambang suyono Dafwen Toresa Diki Daryanto Dwi Haryono Dwi Haryono Dwiansyah, Zovanli Edi Setiawan Efrizoni, Lusiana Erlin Fatdha, T.Sy Eiva Feizil Afrizal Fidelima, Aviva Firman Edigan Fransiskus Zoromi, Fransiskus Gazali, Novri Gunadi Gunadi Gunadi Hamdani . Hamdani Hamdani Hamdi, Liwa Ul Haryadi, Octadino Helda Yenni, Helda Hendra Lismanda Hermansyah Hermansyah Husni Laili Ilham Perdana Imardi, Syahrul Indra Prayogo Indra Prayogo Jamaris, Muhamad Junadhi, Junadhi Junaidi Akbar Junaidi Junaidi Junaidi Junaidi Karpen Kudadiri, Parlindungan Lismanda, Hendra M. Arifin Mardainis Mardainis Masriatus Sholikhah Medeirosd, Alexandre Igor Araripe Meidina, Mita Muhammad Raihan Muhammad Raihan Muhammad Syaifullah Muhammad Syaifullah Muhammad Syaifullah Muhammad Zulkifli, Muhammad Nanda Prayoga Naufal Dzaky Raza Nori Sahrun, Nori Novris, M. Agustian Reyza Nur Afni Nurbaita, Nurbaita Nurjayadi Nurjayadi Nurliana Nasution, Nurliana Nurul Utami Nurul Utami Nurul Utami Octadino Haryadi Panji Andicha Putra Parlindungan Kudadiri Putri, Mesy Aniza R. Sapto Hendri Boedi Soesatyo Radhi Adlan Rahmaddeni Rahmaddeni Raza, Naufal Dzaky Rini Yanti Rini Yanti, Rini Rizki, Alfi Rometdo Muzawi, Rometdo Romi Cendra, Romi Sapitri, Anjeli Saputra, Muhamad Wahyu Shandy Merdya Pratama Shandy Merdya Pratama Sularno Sularno Sularno, Sularno Susandri, Susandri Swastikarini, Sunarti Syahrul Imardi Syahrul Imardi T Sy Eiva Fatdha, T Sy Eiva T. Sy. Eiva Fatdha Tashid Tashid Tashid, Tashid Toresa, Dafwen Torkis Nasution Torkis Nasution Tri Astari Unang Rio Wahyat Wahyat Wirta Agustin Yanti, Rini Zulafwan