cover
Contact Name
Hindarto
Contact Email
joincs@umsida.ac.id
Phone
+6282336441637
Journal Mail Official
joincs@umsida.ac.id
Editorial Address
https://joincs.umsida.ac.id/index.php/joincs/about/editorialTeam
Location
Kab. sidoarjo,
Jawa timur
INDONESIA
JOINCS (Journal of Informatics, Network, and Computer Science)
ISSN : -     EISSN : 25415123     DOI : https://doi.org/10.21070/joincs
Core Subject : Science,
JOINCS publishes original research papers in computer science and related subjects in system science, with consideration to the relevant mathematical theory. Applications or technical reports oriented papers may also be accepted and they are expected to contain deep analytic evaluation of the proposed solutions. JOINCS also welcomes research contributions on the traditional subjects such as : Theory of automata, algorithms and its complexity. But not limited to contemporary subjects such as: • Big Data • Internet of thing (IoT) • Parallel & distributed computing • Computer networks and its security • Neural networks • Computational learning theory • Database theory & practice • Computer modelling of complex systems • Decentralized Systems • Information Management in the Enterprise Context • Database related technical solutions for Information Quality • Information Quality in the context of Computer Science and Information Technology • Game Techology • Information System
Articles 4 Documents
Search results for , issue "Vol 3 No 2 (2020): November" : 4 Documents clear
Analysis of Community Sentiments Regarding Plans to Relocate National Capital Using the Naïve Bayes Method Tomi Eko Hidayat; Mochamad Alfan Rosid; Ika Ratna Indra Astutik
JOINCS (Journal of Informatics, Network, and Computer Science) Vol 3 No 2 (2020): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (291.837 KB) | DOI: 10.21070/joincs.v4i0.712

Abstract

This study aims to analyze sentiment towards the transfer of new capitals derived from comments on the tweeter. The method used in this research is Naïve Bayes Classifier, a classic method that has a pretty good accuracy. Naive Bayes Classifier is a probabilistic classification based on the Bayes theorem, taking into account naïv independence assumptions. In addition to using the naïve bayes method, in this study the researchers also used word weighting. The weighting word used is TF-IDF, which is a combination of term frequency and inverse document frequency. By using 3 testing methods, namely Confusion matrix, Precission and Recall, and K-Fold Cross Validation. The results obtained in this study are 3 document classifications, namely Positive, Negative and Neutral. Testing is done by dividing the document into 2 subsets, namely training data and test data and the resulting accuracy of 64.6%.
Android-Based Word Composition Game "Ocid Scramble" To Train Deaf People In Composing A Sentence Hamdani Arif; Muhammad Nashrullah
JOINCS (Journal of Informatics, Network, and Computer Science) Vol 3 No 2 (2020): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (423.775 KB) | DOI: 10.21070/joincs.v4i0.716

Abstract

Deafness is a term commonly used to refer to those who have hearing loss. Deaf people are those who experience problems with damage to the ear organs in the hearing process which causes the organ to malfunction properly, so along with the rapid technological advancement, now a learning media has been widely developed using smartphones especially with the Android operating system and can provide many benefits for users. Android operating system is a mobile operating system that is open source or open. Android provides an open platform for developers to create their own applications for use by various mobile / mobile devices. Referring to the problem above, the writer makes a learning medium in the form of word stacking games based on the android "Ocid Scramble" aimed at training deaf people in composing a structured sentence. The game also has a more interesting and interactive interface so that people with hearing impairment can improve their ability to compile a sentence properly and correctly.
Modeling of Sugarcane Felling Information System Using the Use Case Driven Object Method Uce Indahyanti; Rizka Hadiwiyanti
JOINCS (Journal of Informatics, Network, and Computer Science) Vol 3 No 2 (2020): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (279.886 KB) | DOI: 10.21070/joincs.v4i0.722

Abstract

Use case driven object is a method for controlling object-oriented modeling based on functions or operations in the system (use case). Sistem Informasi Tebang Angkut Tebu (SITAT) is an operational information system for cutting and transporting sugarcane in a sugar factory. The system was made to improve the method of managing sugarcane plantations, analysis of sugarcane ripening, the process of cutting sugarcane, and the weighing process. Referring to the use case driven object method, this object-based system modeling discussion on SITAT will focus on the stages of designing use case diagrams, use case descriptions, robustness diagrams, and sequence diagrams. The implementation of use case driven method is expected to reduce bad factors, optimize existing resources, improve services to farmers, sugarcane owners or other stakeholders, which will lead to increase efficiency and effectiveness in all processes related to sugarcane transport management.
Android-Based Educational Learning Game For Children Based On Android Nunuk Wahyuningtyas; Edo Yonatan Koentjoro
JOINCS (Journal of Informatics, Network, and Computer Science) Vol 3 No 2 (2020): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (310.855 KB) | DOI: 10.21070/joincs.v4i0.724

Abstract

The purpose of this study is as a means of learning English with the game method is one of the innovations that are suitable and much favored by children. Because children still have a tendency to play. So using this game media is a solution to make it easier for children to learn to recognize English. This research uses the development method used in this Jhony Adventure educational game which is the ADDIE method (Analysis, Design, Developer, Implementation, and Evaluation). The aspect value obtained from functionality testing reaches 100% very good, reliability testing reaches 100% very good, compability testing reaches 100% very good category, and playability testing reaches 96% with very good category. So that the feasibility of the educational game Jhony Adventure is categorized as very feasible. Based on the results of the questionnaire obtained, the educational game Jhony Adventure became an effective alternative solution in the learning of PAUD and Elementary School students in grades 1-2. By using the concept of education as a medium in learning subjects that seem difficult to learn, namely English lessons. Game development is very suitable and effective to help students learn English.

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