Khairany Zuhriyyah Jinan Hsb
Universitas Negeri Medan

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StudentSphere: Development of a Digital Gallery Platform for Publishing and Exploring Student Work Muhammad Iqbal Fahrezzi; Khairany Zuhriyyah Jinan Hsb; Augis Dinanti; Debi Yandra Niska
bit-Tech Vol. 8 No. 2 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i2.3276

Abstract

StudentSphere is a digital gallery platform designed to enhance the visibility, accessibility, and academic value of student works in higher education. Recent studies show that universities in Indonesia lack centralized and user-friendly systems for showcasing academic outputs, leading to low discoverability and limited recognition of student achievements. This research aims to develop and evaluate StudentSphere as an institutional-level solution that provides structured publication workflows, efficient search mechanisms, and lecturer–student academic profiling. The platform was built using Laravel 10 and MySQL 8, supported by Tailwind CSS and Alpine.js for lightweight interaction, and evaluated through a multi-phase usability study. The research employed iterative Agile development, involving 57 participants (45 students and 12 lecturers) across five evaluation cycles including surveys, interviews, usability tests, and user acceptance testing. Results show strong usability with a System Usability Scale (SUS) score of 79.8, a task completion rate of 93%, and a satisfaction score of 4.25/5. Load testing also demonstrated stable performance for up to 200 concurrent users. Practical implications include improved academic visibility, streamlined work submission, and enhanced lecturer access to student achievements. However, limitations remain in institutional authentication and real-time engagement features. The study concludes that StudentSphere meets its intended goals, though future development should prioritize SSO integration, analytics, and real-time notifications to strengthen scalability and interoperability.
Analisis Ejaan dan Kelogisan Kalimat pada Judul Video Clickbait di YouTube Indonesia Nafil Rizq Trianto; Ammar Kamil Al-Abror; Augis Dinanti; Khairany Zuhriyyah Jinan Hsb
MUARA PENDIDIKAN : Jurnal Ilmiah Ilmu Pendidikan & Sosial Humaniora Vol. 2 No. 3 (2026): MURADIK
Publisher : CV MUARA EDUKASI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64365/muradik.v2i3.333

Abstract

Perkembangan media digital telah mengubah pola konsumsi informasi masyarakat secara signifikan, khususnya melalui YouTube sebagai platform audiovisual dominan di Indonesia. Penelitian ini menganalisis penyimpangan ejaan dan ketidaklogisan kalimat pada judul video clickbait di YouTube Indonesia. Dengan menggunakan pendekatan kualitatif deskriptif, data dikumpulkan dari judul-judul video trending di platform YouTube regional Indonesia melalui teknik observasi, dokumentasi, dan catat. Analisis data dilakukan menggunakan model kualitatif interaktif yang mencakup reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian mengungkapkan empat bentuk manipulasi linguistik utama: (1) ejaan modifikatif melalui penggunaan huruf kapital penuh dan tanda baca berlebihan; (2) penyimpangan sintaksis berupa struktur kalimat tidak lengkap atau sengaja digantung; (3) diksi provokatif yang menggunakan kosakata bermuatan emosional seperti "viral," "terbongkar," dan "geger"; serta (4) gaya bahasa hiperbola dan inflammatory. Elemen-elemen linguistik tersebut dikonstruksi secara sengaja untuk mengeksploitasi rasa penasaran psikologis dan memicu perilaku klik pengguna. Namun, dalam jangka panjang, ketidaksesuaian antara judul sensasional dan isi video yang sesungguhnya berkontribusi pada menurunnya kepercayaan publik terhadap ruang informasi digital. Penelitian ini menegaskan pentingnya literasi media digital dalam mengenali dan mengevaluasi secara kritis praktik bahasa clickbait.
Perbandingan Algoritma Greedy dan Dynamic Programming pada Penyelesaian Knapsack Problem untuk Optimasi Pemilihan Barang Khairany Zuhriyyah Jinan Hsb; Augis Dinanti; Muhammad Iqbal fahrezzi; Arion Pardede; Adidtya Perdana
Teknik: Jurnal Ilmu Teknik dan Informatika Vol. 6 No. 1 (2026): Mei : Teknik: Jurnal Ilmu Teknik dan Informatika
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/teknik.v6i1.1127

Abstract

Optimization problems in computer science often arise when a system must select the best combination from several alternatives under limited resources such as capacity, time, or cost. One commonly used optimization model is the Knapsack Problem, which involves selecting a number of items with specific weights and values to obtain the maximum profit without exceeding the available capacity. This study aims to analyze and compare the performance of the Greedy algorithm and Dynamic Programming in solving the 0–1 Knapsack Problem. The research employs a quantitative experimental approach by implementing both algorithms in a computer program and testing them on several datasets with different sizes. The evaluation parameters include the maximum value obtained and the algorithm execution time. The results show that the Greedy algorithm has faster execution time and more efficient memory usage, but it does not always produce an optimal solution. In contrast, the Dynamic Programming algorithm consistently produces an optimal solution, although it requires greater computational time. Therefore, the choice of algorithm should be adjusted to system requirements, whether prioritizing computational efficiency or optimal solution quality.