Claim Missing Document
Check
Articles

Found 3 Documents
Search

PREDICTION MODEL FOR STUDENTS' ON-TIME GRADUATION USING ALGORITHM SUPPORT VECTOR MACHINE (SVM) BASED  PARTICLE SWARM OPTIMIZATION (PSO) Hidayatulloh, Syarif; Gandung Triyono; Kiki Ari Suwandi kosasih
Jurnal Sistem Informasi Vol. 12 No. 1 (2025)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/jsii.v12i1.9964

Abstract

One of the indicators in assessing the tridharma of higher education outcomes and achievements is students' timely graduation and one indicator of the success of the higher education system is timely graduation. However, some students cannot complete their studies on time. In the process of completing the study, several problems emerged, one of which was in completing studies on time, there are problems that arise, such as students who are still repeating because there are grades that have not passed in the course, the Grade Point Average (GPA) is still lacking, the Semester Achievement Index (SAI) is still below the minimum, the total number of semester credit units (total credits) which still have not reached the minimum limit, then the number of active lecture statuses still exceeds 8 semesters, so this problem will have an impact on the accuracy of student study graduate data, where the target performance indicator for graduates is on time The student's target of graduating on time has not been achieved. The factors that cause the students not to graduate on time are not known. In identifying the problem, it was found that the Study Program does not have adequate information regarding the potential for students to graduate on time and the limitations of the study program in assisting students in completing on-time graduation The method used to solve this problem is by creating a prediction model for students' on-time graduation, so that students can receive adequate information regarding the potential for graduating on time. This research aims to create a prediction model for graduating on time using the Support Vector Machine (SVM) method based on Particle Swarm Optimization (PSO) with feature selection. information gain, so that the attributes selected and used are Semester Achievement Index 1, Semester Achievement Index 2, Semester Achievement Index 3, Semester Achievement Index 4, Grade Point Average (GPA) 1, Grade Point Average (GPA) 2, Grade Point Average (GPA) 3, Grade Point Average (GPA) 4, Semester Credit Units 1, and Semester Credit Units 4. The results in this study obtained accuracy values ​​of 0.799, precision 0.851, recall 0.605 and AUC 0.86
Analisis Kebutuhan Pengguna dan Sistem dalam Pengembangan Website Company Profile Biro Perjalanan Wisata Berbasis Web Muhammad Encep; Syarif Hidayatulloh; Susi Maulidiah
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 1 (2026): Januari 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i1.316

Abstract

The development of information technology has driven digital transformation in various sectors, including tourism, which requires fast, accurate, and easily accessible information services. A company profile website serves as a strategic solution for delivering information and enhancing corporate image. However, system development without proper requirement analysis may result in systems that do not meet user needs. This study aims to analyze user and system requirements in developing a web-based company profile website for a travel agency. The method used is requirement engineering, consisting of requirement elicitation, requirement analysis, requirement specification, and requirement validation. Data were collected through observation, interviews, and questionnaires using a Likert scale. The results indicate that user requirements include access to tourism service information, booking features, and communication media with administrators. Meanwhile, system requirements consist of functional and non-functional aspects, emphasizing usability, performance, and interface design. The validation results show a high level of requirement suitability, indicating that the identified requirements can serve as a foundation for further system development.
Pengembangan Media Gamifikasi Berbasis Website pada Materi Penjumlahan untuk Meningkatkan Pemahaman Konsep Siswa Kelas IV di SDN Rangga Mekar Hanin Wulan Fatia Putri; Syahara Putri Kholifah; Syarif Hidayatulloh
Karimah Tauhid Vol. 5 No. 10 (2026): Karimah Tauhid (In Progress)
Publisher : Universitas Djuanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30997/karimahtauhid.v5i10.26349

Abstract

Pembelajaran matematika di sekolah dasar masih menghadapi berbagai kendala, salah satunya rendahnya keterlibatan siswa akibat penggunaan media pembelajaran yang kurang bervariasi. Penelitian ini bertujuan mengembangkan gamifikasi digital Tarik Tambang Matematika sebagai media pembelajaran operasi hitung untuk siswa kelas IV sekolah dasar menggunakan model pengembangan ADDIE yang meliputi tahap Analyze, Design, Develop, Implement, dan Evaluate. Tahap analisis dilakukan melalui wawancara dengan guru kelas IV dan dianalisis menggunakan analisis tematik berbantuan perangkat lunak NVivo 12. Hasil analisis menunjukkan bahwa pembelajaran masih didominasi metode konvensional sehingga diperlukan media yang lebih interaktif untuk meningkatkan motivasi belajar siswa. Berdasarkan hasil tersebut, dikembangkan gamifikasi digital berbasis website yang mengintegrasikan elemen kompetisi, sistem poin, umpan balik langsung, dan penghargaan ke dalam pembelajaran operasi hitung matematika. Produk kemudian diimplementasikan melalui uji coba terbatas kepada siswa kelas IV sekolah dasar. Data implementasi diperoleh melalui lembar observasi dan angket respon siswa yang dianalisis secara deskriptif kuantitatif menggunakan persentase. Hasil implementasi menunjukkan bahwa media memperoleh respon siswa sebesar 86% dengan kategori Sangat Baik, yang mengindikasikan bahwa media mudah digunakan, menarik, dan mampu meningkatkan antusiasme siswa selama pembelajaran. Dengan demikian, gamifikasi digital Tarik Tambang Matematika berpotensi menjadi alternatif media pembelajaran matematika yang interaktif dan menyenangkan bagi siswa sekolah dasar. Meskipun demikian, penelitian ini masih memerlukan penyempurnaan melalui proses validasi ahli serta implementasi pada cakupan subjek yang lebih luas.