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Journal : INTEGER: Journal of Information Technology

Klarifikasi Status Penderita Gizi Sunting Pada Balita Menggunakan Metode Random Forest Aprilia, Yunita Nur; Sani, Dian Ahkam; Anggadimas, Nanda Martyan
INTEGER: Journal of Information Technology Vol 9, No 2: September 2024
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.2024.v9i2.6080

Abstract

Stunting in children, as in this case, is characterized by lower-than-average body growth. This is caused by a mismatch between long-term nutrient intake and the body's needs. Possible impacts include delayed cognitive development, impairments in learning ability, as well as an increased risk of metabolic syndrome. To overcome these problems, a structured and data-based system is needed with one of the agreements used, namely the Random Forest Method on the system using stunting nutrition data for toddlers as the basis for the classification process. In developing the system that was built to help track the health of young children, especially stunting by using several indicators to support innovation, provide a classification model for toddlers suffering from stunting nutrition, and measure and evaluate the performance results of the Random Forest Method against the data variables used. From this study, it can be shown that the results of this study are that this system has successfully made a classification model and is very effective in measuring and evaluating the performance results of the Random Forest Method in the Status Classification of Stunting Nutritional Patients in Toddlers by using a dataset of 300 data so that it produces an average accuracy of 81%, an average result of 76%, an average recall result of 69%, and the average F1 score result is 72%.
Media Pembelajaran Berbasis Game Edukasi Aksara Jawa Murda Menggunakan Algoritma Fisher Yates Shuffle Maulana, Fery; Alamsyah, Muslim; Anggadimas, Nanda Martyan
INTEGER: Journal of Information Technology Vol 10, No 1: April 2025
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.2024.v10i1.7266

Abstract

Pengembangan media pembelajaran berbasis game edukasi semakin dibutuhkan untuk mendukung proses pembelajaran yang interaktif dan menarik, khususnya dalam mata pelajaran Bahasa Jawa. Penelitian ini bertujuan untuk mengembangkan game edukasi aksara Jawa Murda untuk siswa kelas VII SMP dengan menggunakan algoritma Fisher-Yates Shuffle. Algoritma ini digunakan untuk mengacak soal, sehingga memberikan pengalaman bermain yang dinamis dan tidak monoton. Game yang dikembangkan berbentuk permainan petualangan dengan lima level, di mana setiap level menyajikan soal pilihan ganda terkait aksara Jawa Murda. Setelah menyelesaikan lima level, pemain akan kembali ke menu utama, dan set soal kedua akan ditampilkan pada sesi permainan berikutnya. Hasil penelitian menunjukkan bahwa game ini efektif meningkatkan minat belajar siswa terhadap materi aksara Jawa Murda. Uji coba dilakukan pada siswa kelas VII dengan hasil yang menunjukkan tingkat kepuasan tinggi terhadap aspek visual, fungsionalitas, dan efektivitas pembelajaran. Dengan adanya media pembelajaran berbasis game ini, diharapkan siswa dapat belajar aksara Jawa Murda dengan lebih menyenangkan dan efisien.Kata Kunci: Media pembelajaran, game edukasi, aksara Jawa Murda, Fisher-Yates Shuffle, siswa SMP.