Claim Missing Document
Check
Articles

Found 3 Documents
Search
Journal : Journal of Artificial Intelligence and Engineering Applications (JAIEA)

Improving the School Type Clustering Model on the Foundation Using the K-Means Algorithm (Case Study: Kebon Kelapa Al-Ma'rifah, Cirebon Regency) Hanifah Nur Aulia; Martanto; Arif Rinaldi Dikananda; Mulyawan
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 4 No. 2 (2025): February 2025
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v4i2.739

Abstract

This study aims to improve the school type grouping model at the Kebon Kelapa Al-Ma'rifah Foundation, Cirebon Regency, using the K-Means algorithm. Data-based grouping is very important in supporting efficient education management, especially in environments that have various types of schools such as Madrasah Aliyah (MA), Vocational High School (SMK), Madrasah Tsanawiyah (MTs), and Madrasah Ibtidaiyah (MI). The data used comes from the New Student Registration (PPDB) dataset for the 2023–2024 school year, with demographic attributes such as name, place of birth, gender, and time of school entry. The evaluation of clustering quality was carried out using the Davies-Bouldin Index (DBI) to determine the optimal number of clusters. The results show that the optimal number of clusters is K=5 with the lowest DBI value of 0.201, which results in compact and well-separated clusters. The implementation of the K-Means algorithm helps the foundation understand the distribution pattern of students based on attributes such as gender, region, and entry time. This research provides practical benefits, including more targeted resource allocation, improved quality of education, and efficiency in school management. In addition, this research contributes to the development of data mining models in the education sector and opens up opportunities for the exploration of additional attributes such as academic achievement and socioeconomic conditions. Further research is suggested to use alternative algorithms such as K-Medoids or DBSCAN.
The Improvement of Indonesian Film Genre Clustering Model Using the K-Means Algorithm in Film Production Decision-Making Wiratriyana; Martanto; Arif Rinaldi Dikananda; Mulyawan
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 4 No. 2 (2025): February 2025
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v4i2.765

Abstract

The Indonesian film industry is expanding rapidly, but understanding audience preferences remains a significant challenge for producers. This study aims to cluster Indonesian films by genre and synopsis using the K-Means algorithm to aid in marketing strategies and content development. The dataset comprises 1,271 Indonesian film entries, including attributes like release year, genre, synopsis, and user ratings. The research follows the Knowledge Discovery in Databases (KDD) framework, which involves data selection, preprocessing, transformation, clustering with K-Means, and evaluation using the Elbow method to identify the optimal number of clusters. The results show that the K-Means algorithm successfully grouped the films into three clusters: drama, horror, and others. The analysis indicates that drama films dominate the high-rating cluster, while horror films are more commonly found in the low-rating category. The use of Principal Component Analysis (PCA) in the visualization aids in interpreting the clustering results, providing a clearer view of the data distribution. These findings highlight the potential for improving film production strategies by aligning content with audience preferences. By understanding genre patterns and ratings, producers can make more informed decisions in marketing and content development.
Development of Educational Game for Introduction Animal Types Using the ADDIE Method Smart Apps Creator In Improving Knowledge Students Artoti, Azzahra Rizky; Martanto; Dikananda, Arif Rinaldi; Mulyawan
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 4 No. 2 (2025): February 2025
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v4i2.777

Abstract

The development of technology in education opens up opportunities for innovation to create interactive learning media, especially for early childhood. This research aims to develop educational games based on Smart Apps Creator using the ADDIE method to introduce animal species to Al-Washliyah kindergarten students. The method used is ADDIE, consisting of five stages, namely: Analysis, Design, Development, Implementation, and Evaluation. in this study conducted validity, reliability, normality, homogeneity, and anova tests to measure the effectiveness of this learning media. The results showed that this animal species recognition educational game succeeded in improving student understanding with an average score before the use of learning media of 59.2% increasing to 87.73% after using learning media. Validity and reliability tests show that this learning media meets the criteria of effective, easy-to-use, and interesting learning media.