Agry Alfiah
Universitas Gunadarma, Indonesia

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SENTIMENT ANALYSIS OF THE TJ: TRANSJAKARTA APPLICATION USING THE INDOBERT MODEL Agry Alfiah
International Journal Of Humanities, Social Sciences And Business (INJOSS) Vol. 5 No. 1 (2026): INTERNATIONAL JOURNAL OF HUMANITIES, SOCIAL SCIENCES AND BUSINESS (INJOSS)
Publisher : ADISAM Publisher

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Abstract

This research focuses on identifying user sentiment toward the TJ: Transjakarta application based on reviews available on the Google Play Store. A total of 3,431 user reviews were collected using web scraping techniques. The collected data were processed through several preprocessing stages, including text cleaning, normalization, tokenization, stopword removal, and stemming. Sentiment labels were initially assigned using a dictionary-based lexicon approach with the InSet lexicon, resulting in 1,991 positive and 1,440 negative reviews. The dataset was subsequently divided into training, validation, and testing subsets before fine-tuning the IndoBERT-base-p1 model. Experimental results show that the proposed model achieved an accuracy of 87.76%, with balanced precision and recall across both sentiment classes. Further analysis using word cloud visualization indicates that positive sentiment is mainly related to route accessibility and schedule information, while negative sentiment is dominated by technical issues and transaction-related problems. These results confirm the effectiveness of IndoBERT for Indonesian sentiment analysis and its potential use in evaluating the quality of public transportation applications
INCREASING STUDENT INTEREST AND MOTIVATION IN LEARNING WITH AUGMENTED REALITY TECHNOLOGY Andy Rachman; Agry Alfiah; Cindy Cindhana Brilliananda
International Journal of Teaching and Learning Vol. 2 No. 5 (2025): International Journal of Teaching and Learning (INJOTEL)
Publisher : Adisam Publisher

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Augmented reality has opened a new window in the digital learning paradigm. Its presence in the realm of education has brought about a number of impressive benefits. In many educational domains, research and development are now centered on the use of augmented reality to boost students' motivation to learn. It has been demonstrated that integrating augmented reality (AR) into the classroom improves student engagement, enriches the educational process, and raises students' interest in learning. Students can have more efficient learning experiences with AR technology, interactive, and realistic learning. For example, the development of a virus learning application using AR technology has helped students learn microorganisms such as viruses better, as well as increasing students' interest in learning in studying human blood circulation. Thus, Students' interest and drive to learn can be heightened by the use of augmented reality (AR) technology in the classroom, which can offer an engaging, dynamic, and realistic learning environment. This shows the great potential of AR technology in creating a more interesting and effective learning environment for students.