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Analisis Sentimen Ulasan Pelanggan Online Ubi Madu Cilembu Abah Nana Menggunakan Algoritma Naïve Bayes Muhammad Rafly Al Fattah Zain; Mia Kamayani
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 5 No. 1 (2023): September 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v5i1.6646

Abstract

This research aims to analyze the sentiment of online customer reviews for Ubi Madu Cilembu Abah Nana using the Naïve Bayes algorithm. The study has two main objectives: to classify the sentiment analysis of reviews into positive and negative categories regarding the service and products of Ubi Madu Cilembu Abah Nana, as well as to evaluate the accuracy level of the final classification results. The data was collected from online food delivery applications such as Gofood, Grabfood, and Shopeefood. The data used in this study amounts to 259 entries, with 310 positive and 49 negative data points. After conducting experiments, an accuracy result of 86.29% was obtained in Experiment 1 using the Split Data operator, and an accuracy of 86.12% was achieved in Experiment 2 utilizing Cross Validation with the assistance of language experts. The findings of this research indicate that the Naïve Bayes algorithm can be employed to classify customer sentiment towards the service and products of Ubi Madu Cilembu Abah Nana with a significantly high accuracy rate. These results can be valuable for Ubi Madu Cilembu Abah Nana in enhancing their service and product quality based on customer feedback. Additionally, this study also contributes to the field of sentiment analysis and natural language processing by applying classification algorithms to customer review data.
Perbandingan Algoritma SVM Dan Naïve Bayes Pada Analisis Sentimen Penghapusan Kewajiban Skripsi Yunita, Rani; Kamayani, Mia
The Indonesian Journal of Computer Science Vol. 12 No. 5 (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.v12i5.3415

Abstract

Pada Agustus 2023 Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi membuat peraturan salah satunya menghapus kewajiban skripsi sebagai syarat kelulusan di semua perguruan tinggi di Indonesia. Pro dan kontra saling bertukar tempat di berbagai media sejak peraturan menteri tersebut diumumkan. Banyak yang mendukung kebijakan tersebut tetapi tidak sedikit yang menentang. Dari Issue tersebut, peneliti melakukan analisis sentimen di twitter tentang kebijakan yang menghapus kewajiban skripsi sebagai syarat kelulusan menggunakan 700 data. Penelitian ini membandingkan hasil evaluasi algoritma Support Vector Machine (SVM) dengan Naïve Bayes. Berdasarkan hasil yang diperoleh dari penelitian ini didapatkan 331 sentimen positif serta 369 sentimen negatif dan ditarik kesimpulan bahwa Support Vector Machine (SVM) menjadi algoritma yang terbaik dengan accuracy 80%, recall 83%, precision 76%, dan F1-Score 79%.
Perbandingan Algoritma Klasifikasi untuk Prediksi Kelulusan Mahasiswa Teknik Informatika dengan Orange Data Mining Attyyatullatifah, Iqlimah; Kamayani, Mia
The Indonesian Journal of Computer Science Vol. 13 No. 2 (2024): 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.v13i2.3796

Abstract

Penyelesaian studi tepat waktu merupakan indikator penting dalam menilai kompetensi lulusan. Meskipun demikian, muncul tantangan karena tidak semua mahasiswa dapat menyelesaikan studi mereka sesuai jadwal yang telah ditentukan. Penelitian ini mengembangkan model prediksi status kelulusan mahasiswa menggunakan empat algoritma klasifikasi: Decision Tree, Naïve Bayes, K-NN, dan SVM. Data penelitian mencakup 500 data mahasiswa angkatan 2018-2020 di Universitas Muhammadiyah Prof. Dr. Hamka, dengan 60% data latihan dan 40% data uji. Analisis dilakukan menggunakan perangkat lunak Orange Data Mining, dengan evaluasi menggunakan K-Fold Cross Validation (k=5), Confusion Matrix, dan ROC. Hasil analisis menunjukkan bahwa model K-NN memiliki performa tertinggi dengan akurasi 92%, recall 90%, dan presisi 92%. Decision Tree menempati posisi kedua dengan akurasi 90%, presisi 87%, dan recall 90%. SVM mencapai akurasi sebesar 84%, dengan presisi 90%, recall 73%. Sementara itu, model Naïve Bayes menunjukkan akurasi 83%, presisi 80%, dan recall 83%.
Analis Sentimen Aplikasi Maskapai Penerbangan Lion Air Menggunakan Metode SVM dan Naïve Bayes Sulistiawati, Risa; Kamayani, Mia
The Indonesian Journal of Computer Science Vol. 13 No. 3 (2024): 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.v13i3.3836

Abstract

Lion Air App is a flight ticket purchase application launched on October 21, 2014. It can be downloaded and used anywhere, anytime. Lion Air App application is available on the Google Play Store and also the Appstore, which aims to facilitate users in the process of purchasing airplane tickets online. online. In several news articles reporting that Lion Air is the world's worst airline. in the world. However, it needs to be realized that the Lion Air application also has many users who give positive, negative and neutral reviews due to several factors. neutral due to the existence of several reviews presented in the Play Store application. This problem was researched for sentiment analysis to get a customer satisfaction rating for the Lion Air application. Lion Air application with the acquisition of 2000 data. In this research, Support Vector Machine (SVM) calculation and Naive Bayes calculation were compared using 80% training ratio and 20% test ratio. In this consideration, 795 positive opinions and 805 negative opinions were used. used, where Support Vector Machine (SVM) with Bigram features became the most superior method with 99.23% precision. method with 99.23% precision, 83.03% recall, 91.75% accuracy, F-1 score of 90.51%.         
Deteksi hate speech pada kolom komentar TikTok dengan menggunakan SVM Ariska, Amelia; Kamayani, Mia
The Indonesian Journal of Computer Science Vol. 13 No. 3 (2024): 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.v13i3.3982

Abstract

The TikTok application provides numerous features, including the comment section for users to interact with each other. Users can exchange their opinions openly through the comment section. However, as the interaction or exchange of opinions among users increases, the use of hate speech, consciously or unconsciously, remains prevalent. Hate speech refers to actions by an individual or group that can incite criminal acts, thereby harming others. This study aims to identify the use of hate speech in TikTok comment sections using the SVM algorithm and to compare two libraries used in the labeling process to observe the performance of the SVM algorithm model. The labeling process employs a lexicon-based approach. The dictionaries used in this study are the Inset lexicon and VaderSentiment. The SVM algorithm is used as the model to test the evaluation results. The results obtained using the Inset lexicon labeling show an accuracy of 82%, while the second labeling method using VaderSentiment yields an accuracy of 96.21%.
DEVELOPMENT OF RESPONSIVE AND INTERACTIVE MOBILE-BASED REALISTIC MATHEMATICS LEARNING APPLICATION WITH EXTREME PROGRAMMING SYSTEM METHOD Prananda, Dimas Adi; Imanda, Rahmi; Anhari, Tirta; Sulaeman, Mia Kamayani; Rizkiawan, M. Asep
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 1 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i1.5939

Abstract

This research has the main objective of producing a product of mathematics learning application design that supports the mathematics learning process to be more qualified. The application developed can help teachers to map the competencies and learning achievements of each student. In supporting the development of this application also combines realistic mathematics and quizzes that are designed to be interactive and responsive. In directing this research, the object-oriented extreme programming system development method was developed through the stages of planning, design, coding and testing. With this application, teachers are greatly helped in organizing students in a more qualified and interactive learning process. Based on the results of testing that has been done in the classroom, the response of teachers and students with this application gets a very positive response
Redesign UI/UX Aplikasi Mobile JKN Dengan Metode Design Thinking Untuk Efisiensi Akses Layanan Kesehatan Ahmad Rayhaan Yusri Yusri; Mia Kamayani Sulaeman
Jurnal Sains Informatika Terapan Vol. 5 No. 1 (2026): Jurnal Sains Informatika Terapan (Februari, 2026)
Publisher : Riset Sinergi Indonesia (RISINDO)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62357/jsit.v5i1.904

Abstract

Perkembangan teknologi digital mendorong meningkatnya kebutuhan masyarakat terhadap layanan kesehatan yang cepat, efisien, dan mudah diakses. Mobile JKN merupakan aplikasi resmi BPJS Kesehatan, namun masih ditemukan berbagai kendala terkait User Interface (UI) dan User Experience (UX) yang memengaruhi efektivitas penggunaan. Penelitian ini bertujuan untuk merancang ulang (redesign) UI/UX Mobile JKN guna meningkatkan kemudahan, efisiensi, dan kualitas pengalaman pengguna. Dataset penelitian diperoleh melalui wawancara mendalam terhadap pengguna aktif Mobile JKN, serta dilakukan pengujian menggunakan metode System Usability Scale (SUS) yang melibatkan 20 responden dan Usability Testing yang melibatkan 10 narasumber. Penelitian mengadopsi pendekatan Design Thinking melalui lima tahap utama: Empathize, Define, Ideate, Prototype, dan Testing. Evaluasi dilakukan menggunakan metode SUS dan Usability Testing melalui platform Maze. Hasil pengujian menunjukkan peningkatan signifikan pada nilai SUS dari 36,75 (kategori Not Acceptable) menjadi 71,95 (kategori Acceptable), dengan selisih peningkatan sebesar 35,20 poin. Selain itu, hasil Usability Testing meningkat dari 64,28% menjadi 82,85%, dengan kenaikan sebesar 18,57%. Temuan tersebut membuktikan bahwa proses redesign berhasil meningkatkan efektivitas, efisiensi, dan kepuasan pengguna dalam menggunakan aplikasi Mobile JKN
Evaluation of Computer Lab at XYZ Institution using BAI & DSS Domains of COBIT 2019 Dimas Febriawan; Mia Kamayani; Rahmi Imanda
Jurnal Ilmiah Matrik Vol. 27 No. 2 (2025): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/wsbeqv24

Abstract

This research aims to measure the IT governance implementation in the computer laboratory at XYZ Institution using COBIT 2019 framework. Based on the scope and the problems that were identified, BAI and DSS aspects are the domains chosen to measure the implementation of the IT governance. The methods for this research are focus group discussion and field assessment. The BAI and DSS domains consist of 16 objectives, which are then divided into 104 practices and then divided further into 535 activities. These 535 activities are the processes that we have to determine for each capability level. After determining the capability levels for each process, we summarized the values and then evaluated the average values for each objective. These average values are the values that we used to determine the capability levels for each objective. We presented the result of our self assessment using a radar diagram. XYZ Institution is still in the starting phase of having good IT governance. This condition is reflected by the achievement of each objective’s capability levels ranging from 1 to 2. In addition to this condition, there is only one objective that meets the Institution’s capability level target of 3.
Redesign UI/UX Aplikasi Mobile JKN Dengan Metode Design Thinking Untuk Efisiensi Akses Layanan Kesehatan Ahmad Rayhaan Yusri Yusri; Mia Kamayani Sulaeman
Jurnal Sains Informatika Terapan Vol. 5 No. 1 (2026): Jurnal Sains Informatika Terapan (Februari, 2026)
Publisher : Riset Sinergi Indonesia (RISINDO)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62357/jsit.v5i1.904

Abstract

Perkembangan teknologi digital mendorong meningkatnya kebutuhan masyarakat terhadap layanan kesehatan yang cepat, efisien, dan mudah diakses. Mobile JKN merupakan aplikasi resmi BPJS Kesehatan, namun masih ditemukan berbagai kendala terkait User Interface (UI) dan User Experience (UX) yang memengaruhi efektivitas penggunaan. Penelitian ini bertujuan untuk merancang ulang (redesign) UI/UX Mobile JKN guna meningkatkan kemudahan, efisiensi, dan kualitas pengalaman pengguna. Dataset penelitian diperoleh melalui wawancara mendalam terhadap pengguna aktif Mobile JKN, serta dilakukan pengujian menggunakan metode System Usability Scale (SUS) yang melibatkan 20 responden dan Usability Testing yang melibatkan 10 narasumber. Penelitian mengadopsi pendekatan Design Thinking melalui lima tahap utama: Empathize, Define, Ideate, Prototype, dan Testing. Evaluasi dilakukan menggunakan metode SUS dan Usability Testing melalui platform Maze. Hasil pengujian menunjukkan peningkatan signifikan pada nilai SUS dari 36,75 (kategori Not Acceptable) menjadi 71,95 (kategori Acceptable), dengan selisih peningkatan sebesar 35,20 poin. Selain itu, hasil Usability Testing meningkat dari 64,28% menjadi 82,85%, dengan kenaikan sebesar 18,57%. Temuan tersebut membuktikan bahwa proses redesign berhasil meningkatkan efektivitas, efisiensi, dan kepuasan pengguna dalam menggunakan aplikasi Mobile JKN
Pengembangan Website Sebagai Media Promosi Wisata Pulau Pari Siti Nurhalimah; Mia Kamayani
Jurnal Minfo Polgan Vol. 15 No. 3 (2026): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v15i3.16588

Abstract

Pulau Pari merupakan salah satu destinasi wisata bahari di Kepulauan Seribu yang memiliki potensi alam dan budaya yang menarik, seperti pantai berpasir putih, snorkeling, kawasan mangrove, serta berbagai aktivitas wisata air. Namun, pemanfaatan potensi tersebut masih terkendala pada aspek promosi dan penyampaian informasi kepada wisatawan. Website Around Pari (www.aroundpari.com) dikembangkan sejak 25 Maret 2025 sebagai media promosi digital, tetapi dalam implementasinya masih ditemukan keterbatasan pada kelengkapan konten, pembaruan informasi, dan kenyamanan tampilan bagi pengguna. Penelitian ini bertujuan untuk menganalisis peran website Around Pari sebagai media promosi, mengidentifikasi kebutuhan informasi pengguna, serta mengevaluasi tingkat usability website berdasarkan persepsi pengguna. Penelitian ini menggunakan pendekatan deskriptif kuantitatif dengan teknik pengumpulan data melalui observasi dan kuesioner online, sedangkan pengembangan sistem dilakukan dengan metode Waterfall yang meliputi analisis kebutuhan, perancangan, implementasi, pengujian, dan deployment. Evaluasi Usability dilakukan menggunakan metode System Usability Scale (SUS) terhadap responden wisatawan dan calon wisatawan di Pulau Pari. Hasil pengujian menunjukkan skor SUS meningkat dari 53,49 (kategori Marginal, grade D) pada kondisi sebelum pengembangan menjadi 78,03 (kategori Acceptable, grade B, adjective rating Good) setelah pengembangan, atau meningkat sebesar 24,54 poin. Hasil pengujian alpha dengan Black Box Testing menunjukkan bahwa seluruh fitur utama berfungsi sesuai kebutuhan. Penelitian ini diharapkan dapat menjadi masukan bagi pengelola wisata dalam meningkatkan kualitas website sebagai media promosi digital serta menjadi referensi akademik bagi pengembangan website pariwisata berbasis pengalaman pengguna.