Kiki Setiawan
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IMPLEMENTASI ALGORITMA APRIORI TERHADAP DATA PENJUALAN UNTUK MENGETAHUI POLA PEMBELIAN KONSUMEN PADA KOPERASI IDN BOARDING SCHOOL Abdullah; Kiki Setiawan
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 3 (2023): Jurnal Indonesia : Manajemen Informatika dan Komunikasi (JIMIK)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i3.390

Abstract

School cooperatives are established to fulfill common interests and meet the needs of students. The transaction data of a cooperative is increasing day by day, but sometimes in a cooperative the data is left without any further utilization, as happened in the IDN Boarding School Jonggol cooperative. Utilization of the collected data can produce new information that can be used as a reference for cooperatives in determining a business strategy. Therefore, research was conducted on sales transaction data in the IDN Boarding School cooperative as an object to be analyzed using data mining techniques with an a priori algorithm, resulting in a pattern of consumer purchases that occur in the Jonggol IDN Boarding School cooperative. The transaction data used is transaction data at the IDN Boarding School cooperative. This study succeeded in implementing data mining techniques using the a priori algorithm in an application that will be used to process available transaction data, resulting in consumer purchasing patterns that tend to occur from a combination of available items. The association pattern that is formed with a minimum support of 40% and a minimum confidence value of 70% produces 9 association rules. The strong rule obtained is that if you buy a white uniform, you will buy a brown uniform with a support value of 50% and a confidence value of 83.33% items.
Implementasi Algoritma Naïve Bayes Terhadap Data Penjualan untuk Mengetahui Pola Pembelian Konsumen pada Kantin Raihan Putra Mohammad Rosidi; Kiki Setiawan
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Jurnal Indonesia : Manajemen Informatika dan Komunikasi (JIMIK)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.407

Abstract

Implementation of the Naïve Bayes algorithm on sales data to determine consumer buying patterns in canteens is an approach that seeks to overcome the limited understanding of consumer behavior in canteens. The goal of this approach is to analyze sales data and identify purchasing patterns to gain insight into consumer behavior, optimize sales strategies, and improve customer satisfaction. By applying the Naïve Bayes algorithm to sales data, this research seeks to identify factors that influence consumer behavior, such as price, convenience, and menu offerings, and provide insights that can be used to optimize menu offerings, pricing strategies and resource allocation. Additionally, the approach seeks to increase customer satisfaction and differentiate canteens from competitors by personalizing menu offerings and enhancing the overall customer experience. This research also aims to contribute to the field of consumer behavior research by applying the Naïve Bayes algorithm to canteen sales data, potentially providing insights that can be applied in other contexts. Overall, the application of the Naïve Bayes algorithm to canteen sales data can provide a data-driven approach to understanding consumer behavior and improving sales strategy and customer satisfaction.
Pengembangan Game 2D Platformer Berbasis Microbit Menggunakan Unity Rizqi Kurniawan Saputra; Kiki Setiawan
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Jurnal Indonesia : Manajemen Informatika dan Komunikasi (JIMIK)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.420

Abstract

This research aims to develop a 2D platformer game using the Microbit platform and Unity as the development tools. The Microbit serves as the controller with various sensors and computational capabilities. The development process starts with designing the game concept, including level design, characters, and mechanics. Unity is used to create levels, game logic, and connect the Microbit to the game. Users can control the character through the sensors and buttons on the Microbit. Testing involves participants to measure the game's quality and effectiveness and gather feedback. The collected data is used to analyze the strengths and weaknesses of the game and make iterations to enhance the gaming experience. As a result, the researchers have created a game that can be controlled via Microbit, enriching the gaming experience.
Media Pembelajaran Interaktif Manfaat Pelestarian Lingkungan Organisasi Relawan Cakra Abhipraya Responsif Pramudya Nugraha; Fadhel Naufal Rahman; Fadillah Ali Rohmansyah; Dava Rizky Perwira Jaya; Kiki Setiawan
INTECOMS: Journal of Information Technology and Computer Science Vol 7 No 1 (2024): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v7i1.9247

Abstract

Penelitian ini bertujuan untuk mengimplementasikan media pembelajaran interaktif manfaat pelestarian lingkungan di organisasi kerelawanan Cakra Abhipraya Responsif menggunakan metode MDLC(Multimedia Development Life Cycle). Didalam kehidupan sehari - hari, masyarakat kita memang tidak begitu peduli dengan lingkungan tempatnya hidup. Banyak perilaku dan aktivitas masyarakat yang tidak hanya menunjukkan ketidakpedulian mereka terhadap lingkungan, bahkan justru perilaku mereka merusak lingkungan. Lingkungan mempengaruhi kesehatan dan kesejahteraan masyarakatnya. Oleh karena itu, masyarakat diharapkan peduli terhadap lingkungannya. Menjaga lingkungan juga penting untuk menjaga ekosistem kita agar tetap baik dan menghindari dari bencana yang disebabkan kelalaian manusia terhadap lingkungan. Salah satu solusi yang dilakukan adalah dengan menggunakan media pembelajaran interaktif. Penelitian ini menguraikan tentang pembuatan multimedia pembelajaran interaktif yang berisi teks, gambar, suara, dan animasi 2D. Hasil penelitian menunjukkan bahwa multimedia interaktif dibuat dalam bentuk materi pembelajaran dan kuis agar masyarakat dapat memahami betapa pentingnya peduli lingkungan di sekitar kita.
Implementation of RFM Analysis to Enhance Sales Patterns of Food and Beverages at Bonjour Café and Resto Using the Apriori Algorithm Julvan Marzuki Putra Sibarani; Yuma Akbar; Sutisna; Kiki Setiawan
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v4i3.3073

Abstract

The rapid growth of the culinary business has made business competition in this field increasingly tight, so a strategy is needed to increase food and beverage sales patterns. Bonjur Cafe Resto serves many food and beverage menus, but business actors need to try to produce product innovations in order to provide satisfactory service to customers. In this condition, a data processing technique is needed to determine customer segmentation and menu recommendations at Bonjur Cafe Resto. The analysis method used is RFM Analysis by analyzing customer behavior, analyzing purchase transaction data consisting of Recency Frequency Monetary (RFM) attributes and data mining techniques with the Apriori algorithm, where this algorithm is used to determine the most frequently appearing data set (frequent itemset). The results of this study are grouped into five categories of customers based on their purchasing behavior and association rules are formed with predetermined parameters, support 28% and confidence 70%. This can later be a recommendation for a menu combination from the data that has been collected and applied using the apriori algorithm so that it is expected to be used for service evaluation and be able to increase customer satisfaction so that Bonjur Cafe Resto can develop better
K-Means Clustering Analysis of Poverty Data in Cilacap District Kiki Setiawan; Kastum; Yuliya Putri Pratama
International Journal Software Engineering and Computer Science (IJSECS) Vol. 5 No. 1 (2025): APRIL 2025
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v5i1.3759

Abstract

Poverty stands as a complex structural obstacle within social development frameworks. The COVID-19 pandemic intensified poverty dynamics in Indonesia which saw poverty rates increase by 9.78% in March and reach 10.19% by September. Local Bureau of Statistics data shows that the poverty rate in Cilacap Regency dropped to 10.99% (around 191,000 people) in March 2024 from 10.68% (186,080 people) in March 2023. The study uses k-means clustering methodology for analysis and maps poverty-prone areas utilizing QGIS software. The analysis revealed 12 sub-districts and 14 neighborhood units (RW) alongside a single community unit (RT) that show unique poverty characteristics. The silhouette coefficient evaluation produced a 0.55 score which showed a moderate cluster structure and acceptable cluster placement. The research provides empirical evidence about poverty distribution which shows how data mining methods can enhance spatial socioeconomic studies. The study presents a detailed analysis of poverty stratification across Cilacap Regency through the application of sophisticated computational methods.
Implementation of Educational Game System Using MDLC with Adobe Animate Application Kiki Setiawan; Dede Sarikah
International Journal Software Engineering and Computer Science (IJSECS) Vol. 5 No. 2 (2025): AUGUST 2025
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v5i2.4727

Abstract

Digital gaming has transformed educational practices across Indonesia, creating new pathways for curriculum delivery through interactive entertainment. Educational games now serve as effective learning tools that capture student attention while building essential skills. The research develops and evaluates a multi-level educational puzzle game using Adobe Animate 2022, targeting cognitive skill enhancement and problem-solving abilities across different age groups. Development followed the Multimedia Development Life Cycle (MDLC) approach through six phases: conceptualization, design planning, resource gathering, system building, testing procedures, and final deployment. The puzzle application includes three difficulty levels with varying complexity parameters. Adobe Animate 2022 handled vector graphics creation, interactive programming, and multi-platform publishing. User evaluation involved testing across target demographics to assess usability and learning effectiveness. The finished application successfully demonstrates structured game development using MDLC principles. Testing showed positive user responses with balanced difficulty progression and completion rates that indicate effective entertainment-education integration. The development process provided organized workflows that supported quality control and user satisfaction goals. Adobe Animate 2022 proved capable for educational game creation, enabling smooth asset management and publishing operations. The study establishes a reproducible model for future educational gaming projects while validating game-based learning methods in Indonesian educational settings. Findings suggest that systematic development approaches produce superior educational outcomes compared to informal development practices.
Penerapan IoT dalam Sistem Monitoring Suhu dan Kelembapan pada Lahan Bawah Tanah (Basement) Masjid Al-Barkah Tundo; Anisah Nurul Azhar; Kiki Setiawan; Raisah Fajri Aula
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 1 (2025): JANUARI-MARET 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i1.3199

Abstract

Underground areas, commonly referred to as basements, are often used for essential functions such as parking and electrical distribution spaces. However, unstable temperature and humidity levels due to poor air circulation can affect comfort and safety. Therefore, a system capable of automatically monitoring and controlling temperature and humidity is needed to optimize comfort and energy efficiency. This research employs an Internet of Things (IoT) approach using a DHT11 sensor to detect temperature and humidity in the basement. The data collected by the sensor is processed using a NodeMCU ESP32 microcontroller and then displayed in real-time on a web-based application via the cloud. The system also automatically controls the fan/blower to maintain ideal conditions in the basement. The results of this research show that the implemented IoT system demonstrates high effectiveness in monitoring temperature and humidity in real-time, providing accurate data, enabling energy savings by automatically regulating the fan/blower, and improving air quality and user comfort in the basement.
Optimasi Sistem Pencahayaan pada Ruang Kelas SDN Pinang 03 Kiki Setiawan; M. Rafli Fadillah
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 3 (2025): JULI-SEPTEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i3.3803

Abstract

Classroom 4.3.4, 5.3.2 and 6.3.3 is used as a classroom for teaching and learning at SDN PINANG 03. The focus of discussion in this study is the illumination and lighting systems in the classroom. Illumination that occurs in the classroom does not meet standards, illumination for classroom lighting is 250 lux - 300 lux, the amount of light points is not in accordance with the standard calculation, finding some space with lighting installations are not designed in groups. One attempt to correct this condition is to make proposals optimization. The first optimization is to replace the existing types of lamps with 36 watt fluorescent lamp, with the number of lights installed at each point lights (luminaire) by 2 pieces and the number of points of light used is the number of point lights existing condition. The second optimization is to use the same type of lights to the existing condition is a downlight Philips Essential 23W Energy Saver E27 220-240V 50-60 Hz Cool Daylight lamp with a number of points based on standard calculations. The third optimization is to replace the existing types of lamp with 36 watt fluorescent lamp with a number of lights installed at each point lights (luminaire) by 2 pieces and the number of light points in accordance with accounting standards. The study was done by measuring the strong lighting in the classroom by means of a lux meter, analyze case studies on existing conditions with the theory. Then the results of these measurements will be compared with the illumination calculations in accordance with the standard formula, which in turn will get to do some optimization. The results of this study showed a strong improvement of the optimization of the value nearing illumination standards and meet the standards. Optimizations that meet the standards is the third optimization with a illumination value on classroom 4.3.4 is 257 lux , classroom 5.3.2 is 278 lux and classroom 6.3.3 is 317 lux. Values obtained from this optimization are powerful illumination range of 257 lux to 317 lux. It can be concluded that the results of this optimization meet strong standards for classroom lighting.