Putro Wicaksono, Adityo
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Pengembangan Aplikasi Chatbot Dinas Pariwisata Kota Semarang Berbasis Neural Network Widayati, Yohana Tri; Widjaja, Stephanus; Putro Wicaksono, Adityo; Agung Prakoso, Satrio; Priscilla Putri, Christina
Techno.Com Vol. 23 No. 3 (2024): Agustus 2024
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/tc.v23i3.10935

Abstract

Jawa Tengah memiliki beragam tempat wisata yang menarik untuk dijelajahi, namun keterbatasan waktu dan terbatasnya sumber informasi membuat sulit untuk memberikan informasi yang tepat. Selain itu, pengelola objek wisata kesulitan memberikan informasi yang tepat kepada pengunjung. Tujuan dari penelitian ini adalah memasukkan neural network ke dalam aplikasi chatbot objek wisata Jawa Tengah untuk meningkatkan kemampuannya dalam memahami dan bereaksi secara tepat terhadap pertanyaan pengguna. Teknik AI Project Cycle yang dipadukan dengan pendekatan Natural Language Processing (NLP) berfungsi sebagai tahap preprocessing pada pengolahan kata. Penelitian ini menghasilkan akurasi sebesar 99,92% dan loss sebesar 0%. Program chatbot ini bertujuan untuk memberikan kemudahan akses informasi tempat wisata di Jawa Tengah kepada pengguna.
Development of the UI/UX for the Madrasah Adaptation E-Module Using the Design Thinking Method Widjaja, Stephanus; Putro Wicaksono, Adityo; Rozacky, Abdul; Nikolaus Putra, Farrell Feodora; Musoffa, Chanif
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 8 No. 1 (2026): Maret
Publisher : Universitas Wahid Hasyim

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Abstract

Technological developments have brought major changes in the world of education, especially in the development of digital learning media. This study aims to design a user interface and user experience on a mobile-based habituation e-module application at MA Taqwiyatul Wathon as a solution to the limitations of physical modules that have been used in students' daily habituation activities. The method used is Design Thinking which consists of five stages, namely Empathize, Define, Ideate, Prototype, and Test. The research process involved three groups of users, namely students, teachers, and admins through observation, interviews, and direct testing of the High-Fidelity Prototype (Hi-fi) using the In-Person Usability Testing method based on a Likert scale (1–5). The test results showed a Usability Score of 91.7 for students, 97.2 for teachers, and 90 for admins, with the category "Excellent". These results indicate that the designed application is easy to use, has a clear display, and is efficient in navigation. Thus, the habituation e-module application is worthy of further development to support digital learning and habituation activities in the madrasa environment.