Efani Desi
Potensi Utama University

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Identification of Key Factors in Children's Toy Product Marketing Strategy through Entropy and Gain Analysis Siti Aliyah; Efani Desi; Mas Ayoe Elhias Nst; Enni Maisaroh; Fitri Pranita Nasution
International Journal Software Engineering and Computer Science (IJSECS) Vol. 5 No. 3 (2025): DECEMBER 2025
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v5i3.5690

Abstract

This study aims to analyze the factors influencing product sales success using the C4.5 algorithm data mining method implemented through the WEKA application. The research data consists of 65 instances with six main attributes, namely introduction, durability, price, size, quality, and description. The testing process is carried out using the 10-fold cross validation method to obtain an accurate classification model. The analysis results show that the Price attribute has the highest information gain value ±0.764, so it is designated as the root of the decision tree. Low prices supported by long product durability proved to be the most dominant combination in increasing sales. Conversely, high prices tended to decrease sales levels even though supported by good quality. The resulting classification model has an accuracy of 83.07%, with 54 data correctly classified out of a total of 65 data. These calculation results indicate that consumers are more sensitive to price than quality, so a marketing strategy that emphasizes competitive pricing with guaranteed product durability is the most effective approach to increase purchasing interest. This research is expected to contribute to business decision making, especially in determining product sales strategies in a competitive market.
Application of the Linear Congruential Generator Method in a Number-Guessing Game Efani Desi
International Journal Software Engineering and Computer Science (IJSECS) Vol. 6 No. 1 (2026): APRIL 2026
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET) - Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v6i1.7158

Abstract

Number guessing games occupy a deceptively simple position in the landscape of interactive software — easy to play, yet dependent on a mechanism that most players never think about: the quality of the number being generated. If that number is predictable, the game collapses. If it is genuinely unpredictable, the experience holds. This study applies the Linear Congruential Generator (LCG) method as the core algorithm for random number generation in a number-guessing game operating within the range of 1 to 100. LCG was selected not because it is the most statistically sophisticated option available, but because its computational simplicity and deterministic structure make it well-suited to lightweight game applications where speed and transparency of implementation matter more than cryptographic strength. Four parameters govern the algorithm's behavior — modulus, multiplier, increment, and seed — and each was configured deliberately to produce a distribution that remains acceptably uniform across repeated sessions. The seed value, generated dynamically at runtime, ensures that no two sessions begin from the same starting point, which is the primary mechanism for maintaining unpredictability from the player's perspective. Test results indicate that the application performs adequately: number distribution is reasonably balanced, the interface responds correctly to valid and invalid inputs, and the overall gameplay experience is fair. A more critical reading of the results, however, reveals that LCG carries inherent trade-offs — its period is finite, and under certain parameter configurations, detectable patterns can emerge in the generated sequence. For a single-player guessing game, these limitations are largely inconsequential. For applications requiring stronger statistical guarantees, they would not be. The application was built using Python with a graphical interface constructed through the tkinter library, making it accessible to users without any technical background. This study is intended as a practical reference for developers building number-based games and as a modest contribution to the applied literature on pseudo-random number generation in educational software.