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Perancangan Dan Pembuatan Game Edukasi Pencegahan Nyamuk Demam Berdarah Berbasis Android Dewi Tresnawati; Iqbal Maulana
Jurnal Algoritma Vol 14 No 2 (2017): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1000.027 KB) | DOI: 10.33364/algoritma/v.14-2.358

Abstract

Penelitian ini dilakukan dengan tujuan untuk membuat game edukasi mengenai pencegahan nyamuk demam berdarah berbasis android yang memanfaatkan kemajuan teknologi informasi berupa smartphone dengan sistem operasi android. Metodologi yang digunakan dalam penelitian ini adalah metode penelitian pengembangan (Research & Development) yang terdiri dari tahapan Analisis, Perancangan Desain, Implementasi Desain, Pengujian, Validasi Ahli, Revisi, Uji Kelayakan, Perbaikan Media dan Produk, namun pada penelitian ini game dikembangkan hanya sampai tahapan pengujian. Game ini dirancang dan dibuat dengan harapan mampu menarik masyarakat dalam mencegah penyakit nyamuk demam berdarah (DBD) yang disebabkan oleh nyamuk Aedes aegypti dan Aedes albopictus melalui pemanfaatan teknologi yang ada berupa smartphone agar informasi yang disampaikan menarik dan bisa diterima oleh para pengguna smartphone khusunya dan oleh masyarakat pada umumnya. Hasil akhir dari penelitian ini adalah sebuah purwarupa game edukasi mengenai pencegahan nyamuk demam berdarah yang dapat dijalankan pada perangkat smartphone dengan sistem operasi android.
PELATIHAN PEMBUATAN PRODUK OLAHAN HASIL PERTANIAN MENTIMUN MENJADI SPRAY MUKA UNTUK KECANTIKAN Iqbal Maulana; Ria Amelia
Jurnal Pengabdian Masyarakat Ilmu Keguruan dan Pendidikan (JPM-IKP) Vol 2, No 02 (2019): Jurnal Pengabdian Masyarakat (JPM-IKP)
Publisher : FKIP Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jmp-ikp.v2i02.441

Abstract

Kegiatan Kuliah Kerja Nyata (KKN) merupakan salah satu bentuk kegiatan pengabdian kepada masyarakat oleh mahasiswa. Khalayak  sasaran  dari  pengabdian  ini  adalah  warga dan pemuda/I Kampung Pasar Senin,Desa Ciasihan, Kecamatan Pamijahan,Bogor Jawa Barat. Kegiatan pelaksanaan ini dilakukan secara 2 kali, yaitu ditempat Musholla Al-Busro dan Aula HPPS. Kegiatan ini bermaksud untuk membantu perekonomian warga didesa tersbut dengan memanfaat hasil petani warga sekitar. Mahasiswa memanfaatkan  mentimun yang nantinya akan diolah menjadi sebuah masker wajah. Metode yang diterapkan adalah pemberian pelatihan dan sosialisasi secara berkala di sekitar Kampung Pasar Senin,Desa Ciasihan, Kecamatan Pamijahan,Bogor Jawa Barat. 
Perancangan Dan Pembuatan Game Edukasi Pencegahan Nyamuk Demam Berdarah Berbasis Android Dewi Tresnawati; Iqbal Maulana
Jurnal Algoritma Vol 14 No 2 (2017): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.14-2.358

Abstract

Penelitian ini dilakukan dengan tujuan untuk membuat game edukasi mengenai pencegahan nyamuk demam berdarah berbasis android yang memanfaatkan kemajuan teknologi informasi berupa smartphone dengan sistem operasi android. Metodologi yang digunakan dalam penelitian ini adalah metode penelitian pengembangan (Research & Development) yang terdiri dari tahapan Analisis, Perancangan Desain, Implementasi Desain, Pengujian, Validasi Ahli, Revisi, Uji Kelayakan, Perbaikan Media dan Produk, namun pada penelitian ini game dikembangkan hanya sampai tahapan pengujian. Game ini dirancang dan dibuat dengan harapan mampu menarik masyarakat dalam mencegah penyakit nyamuk demam berdarah (DBD) yang disebabkan oleh nyamuk Aedes aegypti dan Aedes albopictus melalui pemanfaatan teknologi yang ada berupa smartphone agar informasi yang disampaikan menarik dan bisa diterima oleh para pengguna smartphone khusunya dan oleh masyarakat pada umumnya. Hasil akhir dari penelitian ini adalah sebuah purwarupa game edukasi mengenai pencegahan nyamuk demam berdarah yang dapat dijalankan pada perangkat smartphone dengan sistem operasi android.
Aplikasi Sistem Pakar Untuk Mengidentifikasi Biota Laut Berbasis Website Vebyola Dwi Medianti; Iqbal Maulana
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 7 No. 1 : Tahun 2022
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Indonesia has very wide waters and has a diversity of marine ecosystems. This diversity makes people want to know information about various marine ecosystems and marine biota easily and quickly without having to buy or read books about marine ecosystems. Along with the development of technology and information in everyday life, it can be used to solve these problems by designing an expert system that can contain various information to identify various types of marine biota. To design the expert system, it takes several stages such as needs analysis, knowledge acquisition, system design, coding, and testing the system. In this research, applying the knowledge base of rule based relation with the knowledge representation of decision tree. The marine biota expert system is designed based on a website. This expert system produces an accuracy of 100%
Perancangan Dan Pembuatan Game Edukasi Pencegahan Nyamuk Demam Berdarah Berbasis Android Dewi Tresnawati; Iqbal Maulana
Jurnal Algoritma Vol 14 No 2 (2017): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1189.023 KB) | DOI: 10.33364/algoritma/v.14-2.358

Abstract

Penelitian ini dilakukan dengan tujuan untuk membuat game edukasi mengenai pencegahan nyamuk demam berdarah berbasis android yang memanfaatkan kemajuan teknologi informasi berupa smartphone dengan sistem operasi android. Metodologi yang digunakan dalam penelitian ini adalah metode penelitian pengembangan (Research & Development) yang terdiri dari tahapan Analisis, Perancangan Desain, Implementasi Desain, Pengujian, Validasi Ahli, Revisi, Uji Kelayakan, Perbaikan Media dan Produk, namun pada penelitian ini game dikembangkan hanya sampai tahapan pengujian. Game ini dirancang dan dibuat dengan harapan mampu menarik masyarakat dalam mencegah penyakit nyamuk demam berdarah (DBD) yang disebabkan oleh nyamuk Aedes aegypti dan Aedes albopictus melalui pemanfaatan teknologi yang ada berupa smartphone agar informasi yang disampaikan menarik dan bisa diterima oleh para pengguna smartphone khusunya dan oleh masyarakat pada umumnya. Hasil akhir dari penelitian ini adalah sebuah purwarupa game edukasi mengenai pencegahan nyamuk demam berdarah yang dapat dijalankan pada perangkat smartphone dengan sistem operasi android.
Clustering Daerah Penyumbang Sampah Berdasarkan Provinsi di Indonesia Menggunakan Algoritma K-Means Desi Kristina; Betha Nurina Sari; Iqbal Maulana
Jurnal Ilmiah Wahana Pendidikan Vol 8 No 16 (2022): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (228.233 KB) | DOI: 10.5281/zenodo.7059032

Abstract

The problem of waste is still one of the big problems that occur in Indonesia today. Along with the development of rapid population growth, it directly contributes negatively which results in wider and denser residential areas as well as a sharp increase in waste production. Many people in Indonesia are not able to keep the environment clean, so the current waste problem cannot be handled properly. The losses obtained from this waste problem must be minimized. The step that can be taken is to determine the area of ​​​​waste contributors in Indonesia as an initial effort in dealing with waste problems in Indonesia. In this study, clustering of waste contributor areas based on provinces in Indonesia was carried out using the K-Means algorithm and mapping was carried out using QGIS. Clusters are divided into 2, namely clusters of areas that contribute to high and low levels of waste. The results of grouping waste contributor areas based on provinces in Indonesia using the K-Means algorithm were found that 30 provinces were low clusters, and 4 provinces were high clusters. The modeling results were evaluated using the Davies Bouldin Index to determine the quality of the cluster. The results of the cluster test obtained an index value of 0.329 for k = 2, this is the cluster with the best DBI value. This study is expected to provide a presentation of clustering data on waste contributor areas based on provinces in Indonesia which can then be used to assist the government in improving the quality of the solid waste management system.
Analisis Sentimen Program Migrasi TV Digital Menggunakan Algoritma Naive Bayes dengan Chi Square Virgaria Zuliana; Garno Garno; Iqbal Maulana
Jurnal informasi dan komputer Vol 10 No 2 (2022): Jurnal Sistem Informasi dan Komputer yang terbit pada tahun 2022 pada bulan 10 (
Publisher : STMIK Dian Cipta Cendikia Kotabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35959/jik.v10i2.366

Abstract

Currently, television occupies the number 2 position as a source of information after social media. The analog TV broadcast system will be replaced with digital TV based on a plan issued by the Ministry of Communication and Information in Indonesia. Social media is useful for sharing thoughts and opinions about events, products and more, for example on the ongoing digital TV migration. The advantages of digital TV include superior technology and clear, crisp picture clarity. Some people argue that they are satisfied with the transition to digital TV, while others are the opposite. So that researchers are interested in these two opinions and are interested in analyzing public sentiment regarding the migration program for digital TV broadcasts on Twitter social media because of these two responses. The Naive Bayes method with Chi Square feature selection is used in the research process to examine differences in public opinion about migration to digital TV broadcasts. The results of the classification with 191 positive sentiment data and 185 negative sentiment data resulted in 96% accuracy, 93% precision and 100% recall.
Komparasi Algoritma Regresi Linear Klasik Dan Bayes Dalam Mengestimasi Lahan Tempat Pembuangan Sampah Daris Fauzaan; Betha Nurina Sari; Iqbal Maulana
JURNAL LENTERA : Kajian Keagamaan, Keilmuan dan Teknologi Vol 21 No 2 (2022): September 2022
Publisher : LP2M STAI Miftahul 'Ula (STAIM) Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/lentera.v21i2.787

Abstract

The development of the current population is increasing, over time the production of waste also participates in the increase. In their daily life, Indonesian people are not spared in producing waste due to economic activity factors such as consumption and distribution. In a long time, the production of this waste will increase and result in the reduction of land for final waste disposal (TPA) and can result in overload. Therefore, in this study, we will estimate the availability of land in the Jalupang TPA using the classical simple linear regression and Bayesian methods. For supporting data using population data and waste volume data in the previous year. In this study, we will use Mean Absolute Error (MAE) and Mean Percentage Error (MAPE) to evaluate the performance of classical simple linear regression and Bayesian methods in predicting the amount of waste volume. The results obtained are predictions of the volume of waste in 2030 using the classical simple linear regression method as much as 3302506.262 tons, and by using the Bayes simple linear regression method as many as 3301478.933 tons. As for the Jalupang TPA land that must be available in 2030, it is 39,303 ha. The results of the evaluation using the MAE value of the classical method 3739.425148 and the Bayes method 3739.063339 and the MAPE value of the classical method is 1.142425016% and the Bayes method is 1.142415877%.
Analisis kinerja dan strategi berdasarkan analisis swot dalam upaya meningkatkan kualitas pelayanan Iqbal Maulana; Finisica Dwijayati Patrikha
AKUNTABEL Vol 18, No 4 (2021): Desember
Publisher : Faculty of Economics and Business Mulawarman University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (164.323 KB) | DOI: 10.30872/jakt.v18i4.9966

Abstract

Riset ini dilaksanakan bertujuan guna menganalisis usaha shoes and care berdasarkan  analisis SWOT. Teknik yang dipakai dalam riset ini memakai metode kualitatif. Dalam riset ini, pengumpulan data dilaksanakan dengan cara interview yang dianalisis menggunakan SWOT dengan berbantukan tabel IFE dan EFE usaha. Jenis data yaitu data primer. Hasil riset ini yakni didapatkan nilai 3,28  untuk analisis SWOT. Pencucian serta perawatan sepatu dalam dunia organisasi terjadi peeningkatan dalam sector sales, assets profit dan kombinasi ketiganya. Berdasarkan analisis dalam riset ini didapatkan jika bisnis shoes and care Surabaya menempati posisi di kuadran I (satu) yakni strategi agresif.
Analisis Sentimen Pengguna Twitter Terhadap Grup Musik BTS Menggunakan Algoritma Support Vector Machine Tiara Safitri; Yuyun Umaidah; Iqbal Maulana
Journal of Applied Informatics and Computing Vol 7 No 1 (2023): July 2023
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v7i1.5039

Abstract

Twitter is often used as a source of public opinion and sentiment data for analysis, where the data can be used to understand public opinion about a topic. Sentiment analysis is widely used in various fields, one of which is in the marketing field. a company can carry out a sentiment analysis of the public figures they want to make Brand Ambassadors (BA), which later these sentiments can be taken into consideration for them to be able to determine the BA of their products. Sentiment analysis can also be used to distinguish the attitude of customers, users or followers towards a brand, topic, or product with the help of their reviews. Based on this, this study will analyze the sentiments of Twitter users towards music group BTS, using the Knowledge Discovery Database (KDD) research methodology, with 5 stages namely Data Selection, Data Preprocessing, Data Transformation, Text Mining and Evaluation. By using the Support Vector Machine (SVM) algorithm with a linear kernel, this study will do 3 scenarios with the distribution of training data and testing data 90:10 in scenario 1, 80:20 in scenario 2, and 70:30 in scenario 3. Confusion Matrix is used to evaluate the performance of the algorithm used and the results show that the best performance of the model formed is in scenario 1 and scenario 2.