cover
Contact Name
Desi Puspitasari,
Contact Email
cvkeranjangteknologimedia@gmail.com
Phone
+6288269134230
Journal Mail Official
jurnalmediaborneo.kertekmedia@gmail.com
Editorial Address
Jalan Bakau Gang Cempaka Nomor 3, Desa/Kelurahan Tanjunggading, Kec. Kedamaian, Kota Bandar Lampung, Provinsi Lampung, Indonesia
Location
Kota bandar lampung,
Lampung
INDONESIA
Jurnal Media Borneo
ISSN : 29882974     EISSN : 29882966     DOI : https://doi.org/10.58602/mediaborneo
Jurnal Media Borneo is a peer-reviewed journal focusing on Informatics, Computer Engineering, and Computer Networks. Jurnal Media Borneo invites academics and researchers who do original research in computer technology, computer engineering, and informatics. Jurnal Media Borneo are published by CV. Keranjang Teknologi Media in August, December, and April every year. Jurnal Media Borneo accepts articles in Bahasa Indonesia and English.
Articles 5 Documents
Search results for , issue "Vol. 1 No. 1 (2023): Volume 1 Number 1 Agustus 2023" : 5 Documents clear
Implementasi Recurrent Neural Network Pada Multiclass Text Classification Judul Berita Bagus Bramantyo; Muhammad Pajar Kharisma Putra; Nirwana Hendrastuty
Jurnal Media Borneo Vol. 1 No. 1 (2023): Volume 1 Number 1 Agustus 2023
Publisher : CV. Keranjang Teknologi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/mediaborneo.v1i1.6

Abstract

Currently, obtaining information has become easier with the advent of internet technology. Online news portals provide on-demand access to desired information. However, the abundance of news content can make it difficult to find specific articles due to manual categorization errors. This research focuses on evaluating the performance of the Deep Learning method using a Recurrent Neural Network (RNN) for multi-classification tasks on news headlines related to Economics, Health, Sports, and Politics. Training and testing data were collected from news portals using Web Scraping, followed by Text Preprocessing stages such as case folding, tokenization, stopwords removal, and stemming. TF-IDF was then used for feature extraction to assign weights to each word. Testing the model's performance using the Confusion Matrix showed an accuracy of 97%, indicating that the RNN method effectively handles news headline classification and can be applied in news classification systems.
Game Edukasi Berbasis Android Sebagai Media Pembelajaran Pengenalan Huruf Dan Angka Untuk Anak Usia Dini Kadek Tame Jaya; M. Ghufroni An’Ars; Ade Surahman; Sanriomi Sintaro
Jurnal Media Borneo Vol. 1 No. 1 (2023): Volume 1 Number 1 Agustus 2023
Publisher : CV. Keranjang Teknologi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/mediaborneo.v1i1.7

Abstract

The problem in this study is that there are many learning media that can be used in the learning process, but not all can understand the learning because basically students still like to play so learning media in the form of educational games are needed which can later be used as learning media. Therefore, the learning media presented in this study is in the form of Android-based educational games that are expected to attract the interest and enthusiasm of students in carrying out learning activities. By using the development method, namely Game Development Life Cycle (GDLC) which consists of 6 development phases, starting from the initialization / concept creation phase, preproduction, production, testing, Beta and release. In the design and implementation process, Figma is used for the design process and for the implementation process using the Android Studio application. The result of this study is an educational game as a learning medium for letter and number recognition for early childhood. With test results that have a percentage of 100% in the Functionality aspect and value test results from TK Kartika Jaya 95.33% and TK Miftahul Anwar 95.33% in the Usability aspect, so it can be concluded that students can adapt to the game and students can play the game
Sistem Informasi Pembayaran Iuran Berbasis Mobile pada Kompleks Barokah Mita Sari Sihaloho; Temi Ardiansah
Jurnal Media Borneo Vol. 1 No. 1 (2023): Volume 1 Number 1 Agustus 2023
Publisher : CV. Keranjang Teknologi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/mediaborneo.v1i1.8

Abstract

The process of paying housing dues is still recorded manually using paper, where officers come to residents' homes to collect dues and there are often errors in recording contributions made by residents. This research aims to overcome the problem of building a mobile-based contribution payment information system that can facilitate the process of recording contributions. The results of black box testing to determine the suitability of functions in the decision support system for the determination of healthy cooperatives have a value of 100% in accordance with system functionality testing using black box testing. The results of system testing using ISO 25010 aspects of performance efficiency, aspects of operability, and aspects of functional efficiency obtained a total score of 85.47%. Based on this, ISO 25010 prototype is very good for the application of mobile-based contribution payment information system in the Barokah complex.
Rancang Bangun Aplikasi Penjualan Genteng Berbasis Web Pada Genteng Akur Jaya Desa Pandan Sari Rega Prastiya; Fikri Hamidy; Ajeng Savitri Puspaningrum
Jurnal Media Borneo Vol. 1 No. 1 (2023): Volume 1 Number 1 Agustus 2023
Publisher : CV. Keranjang Teknologi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/mediaborneo.v1i1.9

Abstract

Currently, the development of information technology is progressing very rapidly. It directly or indirectly affects various aspects of life, including business. Akur jaya tile is an industry engaged in clay tile located in Pandan Sari Village, Sukoharjo District, Pringsewu District, The sales process of Akur Jaya Tile in Pandan Sari village in marketing management still uses conventional methods, namely Customers must come directly to the place of the tile seller to find out the stock and price of tiles because of the lack of information obtained by the Customers often go home empty-handed because the goods are not available and have to wait a week to come back. Therefore, a web-based tile sales application is designed that aims to provide up-to-date stock and price information to customers. By using the Extreme Programming method which is divided into 4 stages, namely planning, design, coding, and testing. The system is developed using PHP and MySQL programming languages as databases to store data on the system. The system was built using Sublime text and tested using Black boxes. The system that been developed produces a website-based tile sales system that can help customers target stock and item details better than before, and produce black box testing with functional testing to the system obtained a percentage of 99% and the system is feasible to use.
Sistem Informasi Pemberian Bonus Karyawan Operasional Menggunakan Metode Simple Additive Weghting (SAW) Devi Utari; Permata; Agus Wantoro
Jurnal Media Borneo Vol. 1 No. 1 (2023): Volume 1 Number 1 Agustus 2023
Publisher : CV. Keranjang Teknologi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/mediaborneo.v1i1.10

Abstract

PT Pinus Merah Abadi Branch of Liwa West Lampung has bonuses given to employees in the operational section but so the evaluation of employee bonuses has only been based on the subjective assessment of superiors not based on other components, resulting in the evaluation of employee bonuses being constrained. Lack of transparency in assessment. The system development method uses the Extreme Programming method and system design uses UML. The implementation of this system uses PHP and MySQL as databases, and system testing uses ISO25010. The result achieved is a decision support system for determining employee bonuses using the Simple Additive Weighting method. The results of ISO 25010 testing which was carried out involving 27 respondents concluded that the quality of the feasibility of the resulting software has a percentage of success with a total average of 90.88%.

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