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Contact Name
Dedy Yusman
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dedy.yusman@stmikplk.ac.id
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jurnalsaintekom@stmikplk.ac.id
Editorial Address
Jl. George Obos No. 114, Kel. Menteng, Kec. Jekan Raya, Palangka Raya, 73112
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INDONESIA
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen
Published by STMIK Palangka Raya
ISSN : 20881770     EISSN : 25033247     DOI : 10.33020
Core Subject : Science,
Jurnal Saintekom adalah singkatan dari Sains, Teknologi, Komputer dan Manajemen, merupakan jurnal ilmiah yang berfungsi sebagai media mengkomunikasikan ide, gagasan dan pemikiran seputar kajian aktual tentang sains, teknologi, komputer dan manajemen antarkademisi dan peneliti.
Articles 161 Documents
ANALISIS KUALITAS WEBSITE PORTAL UNIVERSITAS AHMAD DAHLAN MENGGUNAKAN METODE IMPORTANCE PERFORMANCE ANALYSIS Meli, Khofipa Melianti; Supriyanto
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 12 No 2 (2022): September 2022
Publisher : STMIK Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v12i2.336

Abstract

Web-based information systems in universities are currently shown as a medium for delivering academic information. One of them is a website as a reference for students to get accurate and up to date. Assessment of the quality of the website can be seen from the expectations of its users, Importance Performance Analysis (IPA) is used as a method to measure the quality of a website as an analytical tool in the form of level of conformity analysis, gap analysis, and quadrants. The results of the analysis of the calculation of the average value of the gap on website Ahmad Dahlan University PORTAL negative (<0) in the amount of -0.54. These results indicate that the level of performance and quality of the website is still lacking and has not met user expectations. Overall, users of the website were dissatisfied with the quality of the website. The results of the quadrant analysis showed that there were 6 attributes entered in Quadrant 1.5, attributes entered in Quadrant 2, 4 attributes entered in Quadrant 3, and 6 attributes entered in Quadrant 4.
PENGEMBANGAN GAME 2D PLATFORMER “VIRUS MUST DIE” BERBASIS ANDROID MENGGUNAKAN UNITY Prayoga, Dimas; Lili Rusdiana; Fenroy Yedithia
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 12 No 2 (2022): September 2022
Publisher : STMIK Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v12i2.340

Abstract

The development of an Android-based 2d platformer game with elements of Artificial Intelligence (AI) on certain objects makes users get entertainment. However, with the addition of educational elements simultaneously when playing games, it will directly increase user knowledge. The purpose of this study is to present games in the form of education about mathematics to users. The methods used include literature study, observation, and experiment. The software development method uses the System Development Life Cycle (SDLC) with a waterfall development approach. The software used in making this game is unity version 2020.3.1f1 Long Term Support (LTS). Testing using black box testing with good results. Based on the results of the questionnaire, this game is said to be suitable for use with a percentage value of 82.4%.
Implementasi Chatbot untuk Layanan Frequently Asked Question Akademik dengan Penggunaan Dialogflow Zain Ahmad Taufik; Supriyanto, Supriyanto
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 13 No 1 (2023): Maret 2023
Publisher : STMIK Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v13i1.337

Abstract

Academic Frequently Asked Questions (FAQ) service is a service designed to answer academic questions that are often asked by students. A survey conducted on April 12, 2022, to 33 students of the Ahmad Dahlan University Informatics study program showed that 39.4% of students rarely open the FAQ menu on the portal application. Students more often ask questions to administrators and lecturers, but 30.3% of students receive answers that last more than 10 minutes. Chatbot is an artificial intelligence system used to interact with users in real-time to provide information. The use of dialog flow in the system helps manage information and can provide an answer quickly and precisely to users. This research uses the waterfall method, which is a simple classic model with a linear flow system. The User Experience Questionnaire (UEQ) survey results get a score of 1,536 for attractiveness, 1,714 for clarity, 1,375 for efficiency, 1,357 for fixity, 1,536 for stimulation, and 0.964 for novelty. Based on these results, it shows that the application level is above average on the UEQ scale.
Kontrol Suhu dan Pakan Burayak Ikan Cupang Menggunakan PLC Zelio Sr3b261bd dan NodeMCU ESP8266 Kusumastuti, Sri; Suryono, Suryono; Wisaksono, Adi; Supriyati, Supriyati; Setya Kartika, Vinda
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 13 No 1 (2023): Maret 2023
Publisher : STMIK Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v13i1.348

Abstract

In the transition from the dry season to the rainy season, betta fish breeders are particularly affected. Betta fish cubs are prone to death. Betta fish fry are betta fish children after 1 to 7 days. The feedstock of betta fish cubs, namely water fleas, is greatly reduced due to overflowing water. Unstable temperature attacks the body resistance of betta fish cubs. This study designed and made a conditioning device for the growth of betta fish fry using PLC Zelio SR3B261BD and NodeMCU ESP8266.  Features of the tool consist of making artemia feed, distributing artemia feed, telling breeders to mix feed, controlling, and monitoring the temperature of the pond water. The results of the study showed that the device can work to hatch artemia eggs, distribute artemia to fry, notify farmers via telegram to mix feed, monitor the temperature, and maintain the temperature of the pond water in the range of 24?C - 27?C. The difference with previous fish farming research, this research adds a feature of making betta fish feed through the process of hatching artemia eggs.
Klasifikasi Performa Akademik Siswa Menggunakan Metode Decision Tree dan Naive Bayes Rahman, Abdul
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 13 No 1 (2023): Maret 2023
Publisher : STMIK Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v13i1.349

Abstract

Getting good academic performance is the goal of the learning process carried out by the education office under the auspices of the Ministry of Education and supervised by the government. Governments that want to be successful in educating students should pay attention to their new generation because they are the future successors of the nation. Students of all levels are the benchmark for a country's success.  Therefore, it is necessary to know the student's academic performance from an early age, in order to get special treatment related to the student's learning achievement.  In this study, the academic achievement of students from various levels of education such as elementary, middle, and high schools was tried to be determined by applying various data mining classification methods such as Decision Tree and Naive Bayes. This data grouping is open where the data can be accessed easily and can be used in future research.  The data grouping is divided into 3 categories, namely Low (L), Medium (M) and High (H). From the results of the dataset trial, it shows that the highest classification accuracy is Decision Tree of 83.89% and Naive Bayes of 85.97%. Thus the Naïve Bayes method is more accurate in grouping students' academic performance data.   The results of this study will be used to create a student grouping system based on student learning performance using the appropriate algorithm. So that his contribution later when creating the application system for the formation of study groups can use the Naïve Bayes method.
Pengaruh Estetik Video Game terhadap Minat Gamer dengan Genre Survival Remington Huan, Chayen; Anggriani Adnas, Diny
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 13 No 1 (2023): Maret 2023
Publisher : STMIK Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v13i1.350

Abstract

Video games have many genres and for this research, the author focuses on survival genre Video games. Video games with the survival genre give players freedom and try to survive in the world provided by the video game. Because players are free to explore in the video game, the visuals or graphics in the world in the video game will greatly affect the player's interest, but there are survival video games that have good visuals but don't have many interests like Fallalypse and Age of Survival where both video games have a Very Negative rating. However, there is one survival video game that doesn't have good visuals and only relies on unique gameplay but has a lot of interest and that video game is Minecraft. The purpose of this research is to find out the interest of players or gamers in video games in the survival genre. This study used quasi-experimental and qualitative methods on 14 participants with an age range of 18-26 years. After the quasi-experiments and qualitative were completed, the authors were able to receive one conclusion about gamers’ preference in survival video games, gamers prefer playing survival video games. which are not too realistic or similar to the real world in terms of difficulty, but gamers prefer to see visuals or graphics that are realistic or similar to the real world.
Penerapan Data Mining untuk Klasifikasi Penyakit Stroke Menggunakan Algoritma Naïve Bayes Riany, Agus Fajar; Testiana, Gusmelia
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 13 No 1 (2023): Maret 2023
Publisher : STMIK Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v13i1.352

Abstract

Stroke is a disturbance of brain function, both local and general, that occurs suddenly, progressively, and rapidly due to non-traumatic brain blood circulation disorders that lasts more than 24 hours or ends in death. Stroke is also one of the deadliest diseases in Indonesia. In this study, stroke data was used to explore new information or knowledge in it. The process of extracting new information from a set of data is known as data mining. Therefore, this research aims to classify data related to stroke using the Naïve Bayes algorithm to find out whether the patient has a stroke or not. There are 10 attributes that are included in the causes of stroke, among others, gender, age, history of hypertension, history of heart disease, marital status, type of work, type of residence, glucose level, body mass index and smoking status. The results showed that classification with the Naïve Bayes algorithm can be applied in classifying stroke data resulting in an accuracy value of 92.48% in the Good Classification category.
Algoritma K-Means dalam Pengelompokan Surat Keluar pada Program Studi Teknik Informatika STMIK Palangkaraya Rusdiana, Lili; Hardita, Veny Cahya
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 13 No 1 (2023): Maret 2023
Publisher : STMIK Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v13i1.356

Abstract

K-Means algorithm as a method of grouping a set of data. The purpose of this study is to find out the use of the K-Means algorithm for outgoing mail data. The method used in this study focuses on the K-Means method. The grouping data used is 284 outgoing mail data at the STMIK Palangkaraya Informatics Engineering Study Program. Outgoing mail data is grouped into two groups, namely staffing and academic administration. Grouping based on letter number, status of recipient of letter, subject of letter. Steps in the K-Means algorithm result two iterations because there is a group movement that occurs, namely there is a movement from one group to another because the value of the object function changes. The iteration can be stopped in 2nd iteration because the object function change value is below the given threshold value, which is 0.1 and there is no group movement in the data used. Two iterations that have occurred, it shows a decrease in the value of changes in object function and data transfer in group locations.
Rekomendasi Kelayakan Penerima Kredit Menggunakan Metode TOPSIS dengan Pembobotan ROC Sholihaningtias, Dian Nur
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 13 No 1 (2023): Maret 2023
Publisher : STMIK Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v13i1.376

Abstract

The process of applying for credit (loan funds) by customers is one of the many forms of service at the Bank. To approve credit applications, the bank, especially the credit manager, must carry out a complex assessment in accordance with the standard requirements that apply to the bank, this is due to minimizing the risk of bad credit because customers cannot make installment payments in the future. Due to the complexity of the considerations in determining the eligibility of customers who apply for credit, limited employees (labor) and also the evaluation process that is still done manually so it takes a long time, so to overcome these problems, we need a system that can provide recommendations for customer decisions that are acceptable. in applying for credit using a decision support system method, one of which is used in this study is the Technique For Others Reference by Similarity to Ideal Solution (TOPSIS) method with the weighting Rank Order Centroid (ROC) method. The criteria used in this appraisal process include the price of the vehicle, down payment (DP), income, customer character and housing status. Based on the calculation results according to predetermined criteria, the highest value is 0,86 and the lowest value is 0,10.
Prediksi Gagal Jantung Menggunakan Artificial Neural Network Prasetyo, Simeon Yuda
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 13 No 1 (2023): Maret 2023
Publisher : STMIK Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v13i1.379

Abstract

Cardiovascular disease or heart problems are the leading cause of death worldwide. According to WHO (World Health Organization) every year there are more than 17.9 million deaths worldwide. In previous studies, there have been many studies related to the application of machine learning to predict heart failure and obtained quite good results, ranging from 85 percent to 90 percent, with sophisticated models optimized using neural networks. In this research, experiments were carried out using similar architectures based on the state of the art from previous research, namely Artificial Neural Networks by conducting several hyperparameter tests, namely the number of hidden layers and the number of neuron units in the hidden layer. Based on the test results, the Artificial Neural Network model get the best results by implementing 2 hidden layers with 15 units of neurons in the first hidden layer and 10 units of neurons in the second hidden layer. This model get accuracy on data testing of 92,032% and AUC of 93%.

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