cover
Contact Name
Arie Vatresia
Contact Email
arie.vatresia@unib.ac.id
Phone
+6282179370950
Journal Mail Official
arie.vatresia@unib.ac.id
Editorial Address
Jalan W.R. Supratman gang Cipta Baru no. 12 RT/RW 19/01 Talang Kering
Location
Kota bengkulu,
Bengkulu
INDONESIA
Jurnal Pseudocode
Published by Universitas Bengkulu
ISSN : 23555920     EISSN : 26551845     DOI : https://doi.org/10.33369
Pseudocodeis a scientific journal in the information science family that contains the results of informatics research, scientific literature on informatics, and reviews of the development of theories, methods, and application of informatics engineering science. Pseudocode is published by the Informatics Study Program, Faculty of Engineering, University of Bengkulu. Editors invite researchers, practitioners, and students to submit article manuscripts in the field of informatics engineering. Pseudocode is published 2 (two) times a year in February and September with p-ISSN 2355-5920 e-ISSN 2655-1845. Jurnal Pseudocode is Accredited by the Ministry for Research, Technology and Higher Education (RISTEKDIKTI) in SINTA 4 No. 36/E/KPT/2019 since 13 December 2019.
Articles 5 Documents
Search results for , issue "Vol 12 No 1 (2025): Volume 12 Nomor 1 Februari 2025" : 5 Documents clear
PENGEMBANGAN GAME RHYTHM: DHOL BEAT MENGGUNAKAN ALGORITMA RULE-BASED PADA ANAK-ANAK DI SANGGAR SENI ERFAM Natalio, Jandri; Purwandari, Endina Putri; Renaningtias, Nurul
Jurnal Pseudocode Vol 12 No 1 (2025): Volume 12 Nomor 1 Februari 2025
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.12.1.7-11

Abstract

Dhol is a traditional musical instrument of the Malay Bengkulu used in the Tabut ritual. The learning process for the Dhol musical instrument also takes place at Sanggar Seni Erfam. However, this learning process is not routine. Therefore, a reminder is needed so that they can repeat the beats they have learned at the sanggar. A rhythm game is a type of video game that emphasizes coordination of movements with rhythm or music, making it easier for children to recall the beats they have learned at the sanggar. A Rule-Based algorithm provides clear structure and control in gameplay development. The rule-based algorithm ensures that players start at a low level first, allowing them to understand the basic beats before moving on to more complex ones. With System Usability Scale testing to measure the effectiveness of the rule-based algorithm in the Dhol Beat Rhythm Game, a score of 81.12 was obtained, indicating that it is acceptable or has a good level of usability and can be concluded to be useful. Keywords : Dhol, Rhythm Game, Rule-Based Algorithm, System Usability Scale.
Implementasi Data Mining Dalam Proses Analisa Sentimen Penggunaan Sunan (Sinau Temenanan) E-Learning UMK Sebagai Media Pembelajaran Menggunakan Metode Naïve Bayes Classifier Pramita, Alvina Gusti; Triyanto, Wiwit Agus; Muzid, Syafiul
Jurnal Pseudocode Vol 12 No 1 (2025): Volume 12 Nomor 1 Februari 2025
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.12.1.1-6

Abstract

The advancement of information technology has driven the adoption of e-learning platforms, including Sunan (Sinau Temenanan) at Universitas Muria Kudus (UMK). This study aims to analyze students' perceptions and satisfaction with the Sunan platform through sentiment analysis. A total of 300 questionnaire responses were collected, with sentiments categorized into 151 negative and 148 positive. Data Mining techniques, specifically the Naïve Bayes Classifier algorithm, were utilized for sentiment classification. The research process included data collection, preprocessing (case folding, tokenizing, filtering, and stemming), transformation using the TF-IDF method, and model evaluation. The evaluation results demonstrated an accuracy of 88.24%, with precision, recall, and F1-score of 83.33%, 83.33%, and 85.51%, respectively. These findings highlight the algorithm's effectiveness in sentiment analysis and provide valuable insights for improving the Sunan platform to enhance user experience and better meet student needs. Keywords: Data Mining, Sentiment Analysis, E-Learning, Naïve Bayes.
Implementasi Metode Multi Attribute Utility Theory Untuk Sistem Pendukung Keputusan Pada Pembelian Motor Bekas Ridho Bestariyanto, Ginda Ali; Dasuki, Moh.; Bakti, Budi Satria`
Jurnal Pseudocode Vol 12 No 1 (2025): Volume 12 Nomor 1 Februari 2025
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.12.1.21-27

Abstract

Motorbikes are one of the most widely used means of transportation to support daily activities. Not all individuals are able to buy the latest motorbikes. Some choose to buy used motorbikes. In order to acquire a top-notch pre-owned motorbike, one must possess a keen eye and the ability to select a used motorcycle meticulously, following one's specific requirements. Sometimes, people require the service of an inspector to thoroughly assess the condition of a pre-owned motorbike, ensuring it meets all the required criteria. This research employs the Multi-Attribute Utility Theory (MAUT) technique to assist as a decision support system for prospective buyers of pre-owned motorcycles. Nine criteria are considered as attributes in this approach. The primary objective of this decision support system is to greatly minimize the likelihood of human error when inspecting pre-owned motorcycles. It will ensure that potential buyers are guaranteed the highest quality used motorbikes. The highest recommended used motorcycles were determined through calculations using the Multi Attribute Utility Theory (MAUT) method, based on a selection of several alternatives chosen by the buyer.
Analisis Kualitas Aplikasi E-Court Menggunakan Model ISO/IEC 25010:2011 (Studi Kasus Pengadilan Agama Bekasi) Baros, Cuzaintra; Supono, Riza Adrianti
Jurnal Pseudocode Vol 12 No 1 (2025): Volume 12 Nomor 1 Februari 2025
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.12.1.12-20

Abstract

E-Court is a system designed to digitize and accelerate the process of case administration and trials in court. Given the importance of the quality of this application to support the performance of judicial administration, a comprehensive evaluation of various aspects of quality is crucial. This study aims to assess the quality level of the E-Court application used in the Bekasi Religious Court based on the ISO/IEC 25010:2011 standard with eight characteristics, namely: functional suitability, performance efficiency, compatibility, usability, reliability, security, maintainability, and portability. The study was conducted by collecting data by distributing questionnaires to service users, and the results of the study showed that the quality of the e-court application in the Bekasi Religious Court was considered Very Good, making the E-Court application in the Bekasi Religious Court easy to use and accessible to all levels of society. This study concludes that the E-Court application at the Bekasi Religious Court has met most of the quality criteria according to ISO/IEC 25010:2011, with the highest percentage obtained in the compatibility indicator with a value of 89%, followed by portability 88%, functional suitability 87%, security 87%, maintainability 87%, usability 85%, and performance efficiency 84%. The indicator with the lowest percentage is reliability, which is 83%. Keywords: E-Court Application, ISO/IEC 25010:2011 Method, Bekasi Religious Court
Penerapan Motion Graphics Pada Media Edukasi Parenting Berbasis Android Dengan Pendekatan Material Design Guidelines Untuk Bekal Young Parents Dalam Mendidik Anak
Jurnal Pseudocode Vol 12 No 1 (2025): Volume 12 Nomor 1 Februari 2025
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.12.1.28-38

Abstract

This research focuses on developing Eduparent, an Android-based parenting education app designed to help young parents under 21 educate their children in the digital age. The app incorporates animated motion graphics and follows material design guidelines for an intuitive and engaging user experience. The Research and Development (R&D) method and the Multimedia Development Life Cycle (MDLC) model were used to ensure systematic and effective development. Eduparent offers parenting tutorials through materials, expert videos, and animations. A study conducted with 36 young parents in Lubuk Layang Village showed a significant increase in parenting understanding after using the app. The Wilcoxon signed-rank test revealed a significance value of 0.01, indicating a positive impact on parenting knowledge. Keywords: Material Design Guidelines, Young Parents, Parenting, EduParent, Motion Graphics, Education

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