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BULLET : Jurnal Multidisiplin Ilmu
Published by CV. Multi Kreasi Media
ISSN : -     EISSN : 28292049     DOI : -
- Ilmu Komputer - Kemasyarakatan - Kewirausahaan - Manajemen - Ekonomi - Manajemen - Agama - Ilmu Hukum - Pendidikan - Pertanian - Sastra - Teknik - Dan Bidang Ilmu Lainnya
Arjuna Subject : Umum - Umum
Articles 589 Documents
Peran Kepolisian Terhadap Keadilan Restoratif Dalam Penganiayaan Menurut Peraturan Kepolisian Nomor 8 Tahun 2021 Umaini, Fathiyah; Armanda Agustian, Rio; Toni
BULLET : Jurnal Multidisiplin Ilmu Vol. 4 No. 1 (2025): BULLET : Jurnal Multidisiplin Ilmu
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Restorative justice in assault cases must consider the interests of the perpetrator, the victim, and the community as a whole. The role of the police can identify cases of assault that are suitable for the application of restorative justice. The purpose of this study is to determine and analyze the role of the police in the application of restorative justice in the resolution of assault crimes within the police force and to determine and analyze the factors that influence the role of the police in the application of restorative justice in the resolution of non-criminal assault within the police. The method used is empirical juridical. The results of this study show the role of the police as mediators or facilitators who encourage conversations between victims and perpetrators, conflict resolvers who focus on recovery-based solutions rather than punishments, justice guardians who support peaceful settlements, and prevent conflicts from developing further. The police must conduct an initial evaluation to determine the type of persecution that usually only applies to persecution that does not cause serious injury. Factors that affect the role of the police in the application of restorative justice in the crime of persecution are internal factors and external factors on the influence of the police in the application of restorative justice with cases of persecution. 
Analisis Prediksi Tingkat Penjualan Brownies Tape Menggunakan Algoritma Naïve Bayes Tohidi, Edi; Danar Dana, Raditya; Mukhlashin, Khairul
BULLET : Jurnal Multidisiplin Ilmu Vol. 3 No. 1 (2024): BULLET : Jurnal Multidisiplin Ilmu
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The problem of this covid pandemic has hit all parties, sales in this pandemic era must be observant of changes, entrepreneurs are obliged to manage finances properly so as not to experience colaps or bankruptcy. solutions made by entrepreneurs ranging from reducing the amount of production, reducing employees and or promoting massively. The criteria for this study were obtained from the journals used, namely the criteria, namely date, month, year, code, product name, price and quantity. Then this study uses primary data, which means that the data is used with brownie purchase data from tape products with sales records from 2021 in September. The method used is the naïve bayes algorithm with retrive operators, cross validation, naïve bayes, apply model and performance. The accuracy result in this study is 83.24% Prediction of Less Selling with true Less Selling as much as 2004 data. Prediction of Less Selling with true Selling as much as 350 data. In-demand predictions with less in-demand as much as 202 data. Laris prediction with true Laris as much as 737 data.
Optimasi Klasterisasi Data Peserta Didik SDN 2 Sarajaya Menggunakan Algoritma K-Means Dan Grid Search Wahyudin, Edi; Syahruf Efendi, Muhammad
BULLET : Jurnal Multidisiplin Ilmu Vol. 3 No. 1 (2024): BULLET : Jurnal Multidisiplin Ilmu
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Problem Data analysis is the process of processing data with the aim of finding useful information that can be used as the basis for the analysis process. The data used to analyze a data is using SDN 2 Sarajaya Learner data, the author has a problem that there is no clustering of learner data using K-means at SDN 2 Sarajaya from this problem the author will group the data with the DBI value besides that it will look for what type of parameter is the best from the learner data at SDN 2 Sarajaya, namely with learner data using K-Means algorithm clustering with optimize parameters.Clustering is an algorithm for grouping some data into certain data groups (clusters). Student data has 150 data with 45 attributes including No, Name, NIPD, Jk, NISN, Birthplace, Birthdate, NIK, Religion, Address, Rt, Rw, Hamlet, Village, Subdistrict, Postal Code, Type of Residence, Transportation Equipment, KPS Acceptance, KPS No, Father's Name, Father's Year of Birth, Father's Last Education, Father's Occupation, Father's Income,Mother's Name,Mother's Birth Year,Mother's Last Education,Mother's Occupation,Mother's Income,Rombel,KIP Receipt,KIP Number,Birth Certificate Registration Number,Bank,Bank Account Number,Account in Name,KIP Eligibility (school proposal),Reason for KIP Eligibility,Special Needs,School of Origin,How Many Children,Latitude,Longitude. The tools used by researchers are rapidminer version 9.10.000. The K-Means algorithm is one of the algorithms used for partitioning because K-Means is based on determining the initial number of clusters by definition to find the initial value of the cetroid. The purpose of the research conducted by the author is to find information from the data. The test method used is the KnowlledgeDiscovry in Database (KDD) method. In the clustering results obtained by the learner data cluster using the Devies Bouldin Index value closest to 0 with cluster 2 to cluster 10 experiments resulting in the best K value in cluster 4 den DBI value 0.12 and the number of members L0 : 79 clusters L1: 1 cluster L2: 1 cluster L3: 69 clusters with parameter types BrigmanDivergences.
Implementasi Artificial Intelligence Dalam Game Edukasi Untuk Mengenalkan Tokoh Pahlawan Nasional Dan Meningkatkan Pengetahuan Sejarah Dikananda, Fatihanursari; Rinaldi Dikananda, Arif; Ash Shiddiqi, Jimly
BULLET : Jurnal Multidisiplin Ilmu Vol. 3 No. 1 (2024): BULLET : Jurnal Multidisiplin Ilmu
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History education is an important aspect in education because this field is something that happened in the past and shaped the state of the world so that it can be like today. There are many ways to do history education, ranging from learning through conventional methods, namely by conducting history education learning in the classroom to through methods that are quite popular with elementary school students. the purpose of this paper is to design a history-based educational game that has been made in the storyline used in previous studies and how the results of the study. The stages in this research are the ADDIE model, namely Analysis, Design, Development, Implementation, and Evaluation. The results of this research are educational games on the history of national figures as a means of easy and interesting games and learning for children and based on the results of hypothesis testing after calculating using spss obtained t-count of 27.528, and t-table of 2.0484 where Ha is accepted and H0 is rejected.
Implementasi Dan Analisis Perbandingan Algoritma ID3 Dan C4.5 Dalam Pengukuran Kepuasan Konsumen Kaslani; Nurdiawan, Odi; Muhalim, Alvy
BULLET : Jurnal Multidisiplin Ilmu Vol. 3 No. 1 (2024): BULLET : Jurnal Multidisiplin Ilmu
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− Excellent service in order to achieve the goal, to achieve this it is necessary to improve services to these consumers, because these services are still not measured effectively and the services are still not using a method, to assess the services provided to consumers. The main purpose of the consumer satisfaction survey is to calculate customer satisfaction on CV. Bintang Terang Sejahtera by providing questionnaires that have been filled out by consumers, this is to improve and measure the extent of consumer satisfaction. The results of the accuracy of the ID3 algorithm obtained are 99.13% with details, namely Prediction Results Satisfied and Turns True Satisfied with 164 Data, Prediction Results Satisfied and turns True Dissatisfied with 2 Data, Prediction Results Dissatisfied and Turns True Satisfied with 0 Data, Prediction results are not satisfied and it turns out to be true, dissatisfied with 63 data. The results of the accuracy of the algorithm obtained are 95.63% with details, namely the Prediction Results Satisfied and it turns out True Satisfied with 160 Data, Prediction Results Satisfied and turns out to be True Dissatisfied with 6 Data, Predictions Results Dissatisfied and turns True Satisfied with 4 Data, Results Prediction is not satisfied and turns out to be true, dissatisfied with 59 data. comparison of the results of the algorithm, it can be seen from the table that the ID3 algorithm is 99.13% and the Decision Tree Algorithm is 95.63%, meaning that the ID algorithm is better than the decision tree algorithm.
Pengaruh Penggunaan Animasi Dalam Game Edukasi Terhadap Minat Belajar Murid Sekolah Dasar Hamonangan, Ryan; Danar Dana, Raditya; Arumsari, Rahayu
BULLET : Jurnal Multidisiplin Ilmu Vol. 3 No. 2 (2024): BULLET : Jurnal Multidisiplin Ilmu
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The use of educational games today continues to be a teaching material that is in demand by teachers, with this learning method it can foster the creativity of students to improve the quality of education better. Educational games have the aim of stimulating the intelligence of the child's brain, as a counterweight to the right brain and the left brain. In addition, by using educational games, it has an interesting and useful concept, so that students feel happy and can find new things in it. The problem in this study for Indonesian lessons is that students prefer the material visually or with animated images, because as teachers, they must also be able to adjust the mood of students. Basically, this educational game is like playing but there are still lessons to be learned. The purpose of this study is to make an interesting educational game so that students in this elementary school can be more enthusiastic about learning. The method used is ADDIE (Analysis, Design, Development, Implementation, Evaluation), this model can be used for a variety of learning activity products and with this educational game can be the material for evaluating the final value. The results of this study are based on the results in making animated games using Smart Apps Creator software, resulting in games that are easy to use for grade 2 elementary school students. From the test calculated using the CALCULATION OF SUS (system usability scale) from 24 respondents the assessment given for the feasibility of educational games Indonesian obtained a score of 82, With Acceptability Ranges obtained Acceptable, the Adjectives Rating version includes the Best imaginable grade and Interpretation with a Grade Scale, then a score of 82 is included in the rating (A).
Eksplorasi Pola Pembelian Di Kedai Bunsigjib Menggunakan Teknik FP-Growth Anwar, Saeful; Oktaviani, Leli
BULLET : Jurnal Multidisiplin Ilmu Vol. 3 No. 2 (2024): BULLET : Jurnal Multidisiplin Ilmu
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Kedai Bunsigjib is one of the many shops in the city of Cirebon that sells Korean food and drinks. Every day, there are sales transactions at Kedai Bunsigjib. Sometimes consumers don't just buy one food or drink, but two or more foods or drinks in one transaction. The recording of transactions is still limited to documentation and has not been used, only allowed to pile up by Kedai Bunsigjib. Transaction data is also related to spending patterns but has not been utilized by Kedai Bunsigjib. Whereas shopping patterns can be used to increase sales and speed up the service process at Kedai Bunsigjib. The purpose of this study was to determine the pattern (rules) of consumer shopping associations at Kedai Bunsigjib using the FP-Growth Algorithm. The association method includes the FP-Growth Algorithm. The data used is data obtained from the Bunsigjib shop. The dataset is a history of food and beverage orders. Furthermore, the association of the dataset is carried out. Then the pattern of association rules is evaluated using the Lift Ratio. So the results obtained are that there are 2 valid itemsets based on the accuracy of the lift ratio which states that the itemset is valid if > 1, which is a high possibility if consumers will buy Lemon Tea first, they will buy Regular Tteokpeokki with 90% support and 10.9% confidence , and if consumers want to buy Regular Tteokpeokki first then buy Lemon Tea with 90% Support and 13.1% Confidence.
Implementasi Game Edukasi Berbasis Android Dalam Pembelajaran Alat Musik Tradisional Jawa Barat Suprapti, Tati; Apriliani, Yuni
BULLET : Jurnal Multidisiplin Ilmu Vol. 3 No. 2 (2024): BULLET : Jurnal Multidisiplin Ilmu
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Indonesia is a country that is rich in culture, one of the famous ones from Indonesia is its traditional musikal instruments, especially the West Java area which has many musikal instruments called waditra. Waditra is a term for sound instruments commonly used as traditional musikal instruments. Limitations occur because of the impossibility of teaching staff to directly show some musikal instruments from West Java in the learning process of Cultural Arts in recognizing musikal instruments. By utilizing the provision of applications that contain elements of education, it gives birth to new ways in one's learning process. From the problems that occur, to overcome them by making an educational game in introducing musikal instruments from the regions in Indonesia. By introducing the identity of each of these musikal instruments, it is able to provide insight to the children of SD Negeri Cidenok, Majalengka Regency. Based on the ADDIE development method (Analysis, Design, Development, Implementation, Evaluation), able to make educational games that are useful for learning media systematically for children at SD Negeri Cidenok, Majalengka Regency. The results obtained from blackbox testing, which is to test the functions in the game so that it runs well. In this trial, it was found that every game scene functions and runs properly so that this research is said to be successful because the game is worthy of being used as an innovative and creative learning medium and helps children in understanding local musikal instruments.
Analisis Biaya Dan Waktu Menggunakan Metode Earned Value ( Nilai Hasil ) Pada Proyek Preservasi Jalan (Studi Kasus : Proyek Preservasi Jalan Ruas Kabupaten Sorong Aimas – Klamono) Lexi Saud, Marthen; Safari, Athiah; Rahmat, Andi
BULLET : Jurnal Multidisiplin Ilmu Vol. 4 No. 2 (2025): BULLET : Jurnal Multidisiplin Ilmu
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Kabupaten Sorong memiliki luas wilayah 13.075,28 km², daerah ini berbatasan langsung dengan Kabupaten Raja Ampat di sebelah Utara dan Barat, Kabupaten Sorong Selatan di sebelah Selatan, KaBUPATEN Manokwari di sebelah Timur. Populasi penduduk kabupaten Sorong pada tahun 2022 berjumlah 125.949 jiwa, dan kabupaten ini memiliki 30 distrik, dengan 26 kelurahan dan 226 desa ataukampung Dapat disimpulkan bahwa jumlah penduduk di kabupaten Sorong dalam rentang waktu 1 tahun mengalami peningkatan jumlah penduduk hingga 10%. Dalam perkembangannya, jumlah penduduk dikabupaten Sorong tiap tahunnya mengalami peningkatan yang cukup defisikan. Wilayah cakupan Kabupaten Sorong dahulu mencakup seluruh wilayah Papua Barat Daya. Artinya, Kabupaten Sorong melahirkan kabupaten dan kota yang menyusun Papua Barat Daya sekarang yang terdiri dari Kabupaten Sorong, Sorong Selatan, Maybrat, Tambrauw, Raja Ampat, dan Kota Sorong. Jalan Raya merupakan prasarana yang sangat dibutuhkan dalam sistem transportasi untuk menghubungkan suatu tempat ke tempat lain dalam rangka pemenuhan kebutuhan ekonomi, sosial, dan budaya. Kondisi jalan yang baik diperlukan untuk kelancaran kegiatan transportasi yaitu untuk mempercepat kelancaran mobilisasi barang atau jasa secara aman dan nyaman. pada tahun 2023 ini merealisasikan peningkatan jalan sebagai prasarana transportasi darat yang menggunakan sumber dana anggaran APBD TA 2023, khususnya Peningkatan Jalan Di Aimas Klamono Kabupaten Sorong. Dilihat dari status kondisi geometrik jalan (existing) pada ruas jalan ini akan tetap ditingkatkan untuk memperlancar ruas Jalan kondisi lalu lintas. Pada lokasi yang akan dilaksanakan Rigid Jalan Aimas Klamono Kabupaten Sorong papua barat daya. Objek studi penelitian ini adalah pelaksanaan pekerjaan proyek konstruksi preservasi jalan. Dimana preservasi jalan adalah kegiatan penanganan jalan yang meliputi pencegahan, perawatan, dan perbaikan untuk mempertahankan kondisi jalan agar tetap berfungsi optimal dan mencapai umur rencana yang telah ditetapkan.Lokasi penelitaan berada pada sepanjang ruas jalan Aimas- Klamono, Kabupaten Sorong, Papua Barat Daya dan menjadi jalur transportasi penghubung antar wilayah / daearh di sekitaran Sorong Raya. Pada ruas jalan ini terdapat 1 jalur jalan dengan 2 lajur sebagai penghubung antar lajur di setiap jalan pada lokasi penelitian dengan lebar lajur jalan rata-rata yaitu 3,5 meter dan lebar jalur rata-rata yaitu 7 meter, Struktur Breakdown Kerja (WBS) adalah metode manajemen proyek yang membagi proyek besar menjadi tugas yang lebih kecil dan dapat dikelola dan mendukung perencanaan proyek, penganggaran, dan pelaksanaan yang efisien. Pelaksanaan pekerjaan konstruksi pada penelitian ini dibagi sampai pada level dua, WBS pada penelitian ini akan dapat ditinjau jumblah harga 53.961.387.612.46 dan bobo 100.00. Durasi waktu yang dijadwalkan pada pelaksanaan proyek preservasi jalan adalah Sembilan bulan atau tiga puluh enam minggu, dari bulan April sampai desember. Untuk lebih jelas terkait jadwal pelaksanaan proyek, dapat dilihat pada M1-M36. Seperti terlihat pada grafik diatas, kemajuan pekerjaan dari segi waktu mencapai percepatan yang signifikan dari minggu 1 sampai ke minggu 10, tetapi pada minggu 11 hingga minggu 20 terjadi keterlambatan dari jadwal rencana, dan pada minggu 21 hingga pekerjaan selesai di minggu 36 terjadi percepatan hingga proyek dapat selesai sesuai dengan jadwal waktu yang telah direncakan. Sedangkan dari segi biaya, hampir sama dengan penilaian berdasarkan waktu, dimana diawal pelaksanaan proyek minggu 1 hingga minggu 10 biaya yang dikeluarkan dapat di jaga dibawah anggaran agar didapatkan keuntungan, sedangkan pada minggu 11 hingga minggu 20 terjadi pembengkakan biaya yang disebabkan ada nya keterlambatan waktu penyelesaian hingga biaya operasional pun meningkat, dan pada minggu 21 hingga minggu 36 biaya pelaksanaan dapat dijaga dibawah anggaran rencana agar ada margin keuntungan. Untuk perhitungan efektifitas waktu (SPI) dapat dilihat sebagai berikut Nilai < 1 = 09 Minggu Nilai > 1 = 27 Minggu Skor yang diharapkan = 1,00 Skor Efektifitas waktu = 27 x 1,00 = 3,00. Dari 36 minggu waktu pelaksanaan proyek, hampir sebagian 09 besar nilai SV dan CV mendapatkan angka positif atau sebanyak 26 minggu, sedangkan 10 minggu mendapatkan nilai negatif. Dimana, angka negatif menandakan pekerjaan mengalami keterlambatan dan biaya yang dikeluarkan lebih dari anggaran yang direncanakan, sebaliknya jika mendapatkan angka positif maka dapat dikatakan pekerjaan proyek lebih cepat dari jadwal rencana dan biaya yang di gunakan dibawah anggaran rencana. Nilai SV terendah sebesar Rp. -1.597.428.965,52 pada minggu ke-18, sedangkan nilai tertinggi sebesar Rp. 3.605.723.351,97 pada minggu ke- 26. Untuk nilai CV terendah sebesar Rp. -276.497.332,81 pada minggu ke-17, sedangkan nilai tertinggi sebesar Rp. 5.363.643.842,85 pada minggu ke- 35.
Identifikasi Lapisan Bawah Permukaan Untuk Analisis Potensi Longsor Di Daerah Cikidang, Kabupaten Majalengka Afina Aliyan, Silmi; Doyo Pamungkas, Totok; Trianawati Sugito, Nanin; Rohmat, Dede; Muhammad Ihsan, Haikal; Namira Adzanah, Vasha; Mahfud, Zaenal; Ayu Pertiwi, Sekar; Razan Fulvian, Raffi; Surya Erlangga, Aditya
BULLET : Jurnal Multidisiplin Ilmu Vol. 4 No. 2 (2025): BULLET : Jurnal Multidisiplin Ilmu
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The geological conditions around Bantarujeg District exhibit diverse and intriguing features, especially in the area north to northwest of Cikidang village, characterized by elongated hills and steep slopes bordering the Ciwaru River to the east. Landslide potential in this region is influenced by various factors such as soil types, rock formations, subsurface materials, water saturation, slip planes, and gravity. This research aimed to mitigate landslide risks by analyzing subsurface geological conditions and structures to identify slope slip areas and predict the depth and type of layers beneath the northwest slope of Cikidang village using the Wenner-Schlumberger 2D geoelectric method. Measurements were taken along two lines: the mainline trending NW-SE and the crossline trending NE-SW. On the mainline, the topsoil layer (5.54 - 237 Ωm) is predicted to be less than 7 meters deep, with volcanic fragments (237 - 2,893 Ωm) at depths of 7 – 9.5 meters. Layers deeper than 9.5 meters exhibit resistivity values exceeding 2,893 Ωm. On the crossline, the topsoil layer (6.40 - 261 Ωm) is also less than 7 meters deep, with volcanic breccia (261 - 1,152 Ωm) at depths of 7 – 9.5 meters. Layers deeper than 9.5 meters have resistivity values exceeding 1,152 Ωm, indicating the presence of basaltic breccia in the lower layers.