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Analisis Prediksi Tingkat Penjualan Brownies Tape Menggunakan Algoritma Naïve Bayes Tohidi, Edi; Danar Dana, Raditya; Mukhlashin, Khairul
BULLET : Jurnal Multidisiplin Ilmu Vol. 3 No. 1 (2024): BULLET : Jurnal Multidisiplin Ilmu
Publisher : CV. Multi Kreasi Media

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Abstract

The problem of this covid pandemic has hit all parties, sales in this pandemic era must be observant of changes, entrepreneurs are obliged to manage finances properly so as not to experience colaps or bankruptcy. solutions made by entrepreneurs ranging from reducing the amount of production, reducing employees and or promoting massively. The criteria for this study were obtained from the journals used, namely the criteria, namely date, month, year, code, product name, price and quantity. Then this study uses primary data, which means that the data is used with brownie purchase data from tape products with sales records from 2021 in September. The method used is the naïve bayes algorithm with retrive operators, cross validation, naïve bayes, apply model and performance. The accuracy result in this study is 83.24% Prediction of Less Selling with true Less Selling as much as 2004 data. Prediction of Less Selling with true Selling as much as 350 data. In-demand predictions with less in-demand as much as 202 data. Laris prediction with true Laris as much as 737 data.
Pengaruh Penggunaan Animasi Dalam Game Edukasi Terhadap Minat Belajar Murid Sekolah Dasar Hamonangan, Ryan; Danar Dana, Raditya; Arumsari, Rahayu
BULLET : Jurnal Multidisiplin Ilmu Vol. 3 No. 2 (2024): BULLET : Jurnal Multidisiplin Ilmu
Publisher : CV. Multi Kreasi Media

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Abstract

The use of educational games today continues to be a teaching material that is in demand by teachers, with this learning method it can foster the creativity of students to improve the quality of education better. Educational games have the aim of stimulating the intelligence of the child's brain, as a counterweight to the right brain and the left brain. In addition, by using educational games, it has an interesting and useful concept, so that students feel happy and can find new things in it. The problem in this study for Indonesian lessons is that students prefer the material visually or with animated images, because as teachers, they must also be able to adjust the mood of students. Basically, this educational game is like playing but there are still lessons to be learned. The purpose of this study is to make an interesting educational game so that students in this elementary school can be more enthusiastic about learning. The method used is ADDIE (Analysis, Design, Development, Implementation, Evaluation), this model can be used for a variety of learning activity products and with this educational game can be the material for evaluating the final value. The results of this study are based on the results in making animated games using Smart Apps Creator software, resulting in games that are easy to use for grade 2 elementary school students. From the test calculated using the CALCULATION OF SUS (system usability scale) from 24 respondents the assessment given for the feasibility of educational games Indonesian obtained a score of 82, With Acceptability Ranges obtained Acceptable, the Adjectives Rating version includes the Best imaginable grade and Interpretation with a Grade Scale, then a score of 82 is included in the rating (A).
OPTIMALISASI PEMETAAN SUMBERDAYA DESA PEGAGAN MELALUI PENGEMBANGAN DESAIN APLIKASI GIS DENGAN METODE RAD Tri Mukti, Aryanto; Rahaningsih, Nining; Danar Dana, Raditya; Lukman Rohmat, Cep
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 4 (2025): JATI Vol. 9 No. 4
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i4.14065

Abstract

Pemetaan sumber daya Desa yang akurat dan real-time masih menjadi tantangan bagi pengelolaan Desa, terutama Pengelolaan sumber daya desa yang efektif memerlukan data spasial yang akurat dan mudah diakses. Namun, keterbatasan dalam pemetaan yang real-time masih menjadi kendala di banyak desa. Penelitian ini bertujuan untuk mengembangkan aplikasi WebGIS guna mendukung pemetaan sumber daya desa secara digital. Metode yang digunakan adalah Rapid Application Development (RAD) untuk merancang sistem yang interaktif dan efisien. Data diperoleh melalui observasi lapangan, wawancara dengan aparat desa, serta pemanfaatan OpenStreetMap. Aplikasi yang dikembangkan diuji menggunakan System Usability Scale (SUS) untuk mengukur kemudahan penggunaan dan efektivitas sistem. Hasil penelitian menunjukkan bahwa WebGIS mampu meningkatkan efisiensi pengelolaan data geografis, menyediakan peta interaktif yang memudahkan akses informasi bagi masyarakat dan pemerintah desa. Skor SUS sebesar 72,525 menunjukkan bahwa aplikasi ini tergolong baik (Good) dan user-friendly. Dengan demikian, WebGIS Desa Pegagan dapat menjadi model pengembangan sistem informasi geografis di desa lain untuk mewujudkan tata kelola yang transparan, partisipatif, dan berkelanjutan.