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Journal : JURIKOM (Jurnal Riset Komputer)

Pengenalan Teknologi Android Game Edukasi Belajar Aksara Sunda untuk Meningkatkan Pengetahuan Febriansyah, Feggy; R, Nining; Purnamasari, Ade Irma; Nurdiawan, Odi; Anwar, Saeful
JURIKOM (Jurnal Riset Komputer) Vol 8, No 6 (2021): Desember 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v8i6.3676

Abstract

The rapid development of technology covers many fields that are interconnected with each other, especially in the field of education where when a technology is applied, the learning process is not only limited to between teachers and students but students can access learning through various media. The lack of learning systems still use traditional methods, giving the impression of being bored. From the problems that occur causing a lack of knowledge of children about Sundanese script, due to lack of knowledge in recognizing Sundanese script can result in the loss of regional languages in Indonesia because there are too many elements of language and culture from outside. By making Sundanese script educational games using the ADDIE method, in order to introduce new technology to recognize Sundanese characters. An Android-based educational game that can be used anywhere and anytime and eliminates boredom during the learning process. The results of the research evaluation with the whitebox and blackbox testing process. Whitebox testing is carried out for game use paths, in the blackbox testing process it meets the requirements where tools, buttons can work well. The results of processing the questionnaire data obtained the percentage of attitude toward behavior (X1) of 87%, subjective norms (X2) of 89%, behavioral intention (X3) of 94%, and behavior (Y1) of 91% of the 30 respondents. From this percentage, it can be concluded that this application is able to increase student interest in learning so that it can increase the knowledge of students at SMPN 7 Cirebon City.
Model Klasifikasi Analisis Kepuasan Pengguna Perpustakaan Online Menggunakan K-Means dan Decission Tree Khamim Surya Hadi Kusuma Al Atros; Abdul Robi Padri; Odi Nurdiawan; Ahmad Faqih; Saeful Anwar
JURIKOM (Jurnal Riset Komputer) Vol 8, No 6 (2021): Desember 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v8i6.3680

Abstract

Riyadlul Muta'allimin Elementary School Library is one of the support units in the school's academic activities. During times like these, students are very difficult in accessing the library in school. Therefore, the school applies an Online Library, so those students and teachers who can access the library do not need to flock to school. Online libraries that have been implemented need to do an evaluation of user satisfaction because this is a new thing for Riyadlul Muta'allimin Elementary School. Satisfaction analysis can be done by the K-Means method with a decision tree. K-Means is used to group data that will be converted into labels. It is further classified using a decision tree. Based on the analysis, the prediction of cluster 1 with true cluster 1 of 48 items, true cluster 0 and true cluster 0 there are no items, then the class precision is 100%
Smart School Sebagai Sarana Informasi Sekolah di SDIT Ibnu Khaldun Cirebon Ade Bani Riyan; Dwi Teguh Afandi; Tuti Hartati; Dita Rizki Amalia; Odi Nurdiawan
JURIKOM (Jurnal Riset Komputer) Vol 8, No 6 (2021): Desember 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v8i6.3681

Abstract

The need for information in the world of education in this modern era is very important in determining the progress of an institution. By implementing and utilizing information technology can facilitate school institutions in organizing data and will produce a database file that will make it easier for users to access data. However, the use of information technology at SDIT Ibnu Khaldun Cirebon has not been used optimally. This is where the author's desire to create a Smart School application emerged, which is an application that functions as an academic information application to support daily activities at the school.This study aims to improve the quality of schools and meet the needs of schools and parents in disseminating general school information, and student academic information at SDIT Ibnu Khaldun Cirebon.The method used in this research is the research and development method. Data collection techniques in this study using interviews. This research was conducted at SDIT Ibnu Khaldun by involving teachers, principals, students, and parents of students as research subjects.Based on the results of testing with the black box method on the Smart School application, it can be concluded that functionally it produces results that are in line with expectations
Game Edukasi Mengenal Mata Uang Indonesia “Rupiah” Untuk Pengetahuan Dasar Anak-Anak Berbasis Android Topan Hadi; Nana Suarna; Ade Irma Purnamasari; Odi Nurdiawan; Saeful Anwar
JURIKOM (Jurnal Riset Komputer) Vol 8, No 3 (2021): Juni 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v8i3.3609

Abstract

In the current digital era, technology and science are growing rapidly to penetrate various aspects of life, including in the field of education. By utilizing the provision of applications that contain elements of education, it gives birth to new ways in one's learning process, so that the learning process is more interesting and efficient. However, there is no learning about Indonesian currency, making the children reluctant to learn. They only know about the nominal currency, without knowing in detail the elements that exist in Indonesian currency. From these problems, a conclusion was drawn to get a solution by making an educational game in the form of introducing Indonesian paper currency on Android as a learning medium for children SDN 3 Kasdul Depok Sidapurna Cirebon). Making educational games on Android can be easily, effectively. The development of this game uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) method. The research was conducted using a quantitative concept, where the data were taken based on a questionnaire and processed by statistical figures. The results of this study showed that the interest (0.046) & motivation (0.001) variable was said to be < 0.05 so that it affected the currency recognition game
Sistem Informasi Penjualan Motor Bekas Berbasis Android Untuk Meningkatkan Penjualan di Mokascirebon.Com Agis Maulana Robani; Saepul Hadi; Odi Nurdiawan; Gifthera Dwilestari; Nana Suarna
JURIKOM (Jurnal Riset Komputer) Vol 8, No 6 (2021): Desember 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v8i6.3629

Abstract

Mokascirebon.com is a trusted showroom in Cirebon for buying and selling second hand motorcycle, where in the business of buying and selling second hand motorcycle, it requires a large amount of capital and must be able to turn in and out of the motorcycle quickly considering that the longer the motorcycle is sold, the price will be decreased, and also if the tax of motorcycle stocks are in due date, it will increase the capital costs which is needed. The length of time a motorcycle has been sold has many factors, including tight business competition, where all of them are competing to increase sales of their second hand motorcycle and also have a system that makes working faster and more precise. From those problems, an idea is emerged to increase the motorcycle sales by increasing the reach of promotional media on the Android platform and creating an Android based computerized system that is able to accelerate the internal work of the company. In designing this application using the waterfall method, where the stages are gathering needs, building and evaluating waterfall, coding, testing, evaluating the system until finally the system can be used. The programming language used is Java and also uses the Android Studio application to create the Android application. The database used is MySQL. The supporting tools used are Photoshop, Corel Draw and the Android Emulator. With this android based second hand motorcycle sales information system to Increase Sales at Mokascirebon.com, it is hoped that it will be able to increase sales of second hand motorcycle and to simplify and accelerate the company's internal work
Kinerja Algoritma Convolutional Neural Network dalam Klasifikasi Covid-19 Varian Omicron Berdasarkan Citra Ct-Scan Thoax Odi Nurdiawan; Ruli Herdiana; Irfan Ali; Melia Melia; Mia Fijriani
JURIKOM (Jurnal Riset Komputer) Vol 9, No 5 (2022): Oktober 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i5.4884

Abstract

The second wave of the Covid-19 tsunami in India has broken the record for the highest number of additional cases and deaths in the world. Variant mutations are one of the contributing factors. Infection Crown variant Delta (B.1.617.2) is a mutation of the Covid-19 infection that has been endemic (SARS-CoV.2 B.1.617). The problem in this study is that the level of accuracy is still low in determining the covid-19 variant of the omicron resulting in uncertainty in decision makers by experts so that this research is needed to help with excellent accuracy measurements. The purpose of this study is to find a good model by applying the Convolutional Neural Network algorithm so that it can increase high accuracy and can be used in decision making by medical experts. The results of this study provide important information that the image size and the amount of input data greatly affect the level of accuracy in the Convolutional Neural Network method with the stages of data collection, preprocessing, Image Augmentation, Resize, Split Data, Convolutional Neural Network Architecture, Convolution, Pooling, Flattening, Full Connections, and Evaluations. Accuracy results with 400 input data produce training and testing (validation) on a chest x-ray image dataset using the Convolutional Neural Network architecture that has been created, 30 iterations (epochs) and 30 step_per_epochs showing an accuracy value of 0.88 or 88 % and the loss value is 0.3119 and the accuracy results with input data are 800 data, resulting in training and testing (validation) on the chest x-ray image dataset using the Convolutional Neural Network architecture that has been created, iterations (epochs) 30 times, and step_per_epoch as many as 30 shows an accuracy value of 0.93 or 93% and a loss value of 0.2711
Estimasi Kemampuan Computational Thingking Pemain Game Dota Dua Menggunakan Teknik Machine Learning Arif Rinaldi Dikananda; Odi Nurdiawan; Ahmad Faqih; Agus Surip; Dias Bayu Saputra
JURIKOM (Jurnal Riset Komputer) Vol 9, No 5 (2022): Oktober 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i5.5025

Abstract

Computational thinking is a way of analytic thinking, a general mathematical thinking approach that may be used in solving a problem, a general engineering thinking approach that allows designing and evaluating large and complex systems that exist in the real world, as well as a general scientific thinking approach in understanding computing ability, intelligence, human mind and behavior. With the existence of online games at a time like today, there is a tendency for many students to play online games because it has its own challenges, many of them even spend a lot of money and even forget the time to play online games. there is an urgency to the level of computational thinking of dota two players, so it is necessary to estimate using machine learning techniques to determine the level of computational thinking of dota two game players. The results of this study provide information that in Estimating the Computational Thinking Ability of Dota Dua Game Players Using Machine Learning Techniques using attribute 6 and rapidminer tools version 10 with operators to be used, including retrieval dataset, role set, correlation matrix, selected by weighted, split data, linear regression, apply model and performance. Produces an error accuracy rate in this study, namely, root mean squered error 0.383 +/- 0.000 Squared error 0.146 +/- 0.016 Squared Correlation 1.000, then this value is the best value from several test results. So it can be estimated as follows that the results of the Computational Thinking Ability are good as much as 36 while the Computational Thinking Ability is sufficient as much as 47
Co-Authors Abdul Robi Padri Ade Bani Riyan Ade Irma Purnamasari Ade Irma Purnamasari Ade Irma Purnamasari Ade Irma Purnamasari Ade Rizki Rinaldi Adisty Tri Putra Agis Maulana Robani Agus Surip Ahmad Faqih Ahmad Faqih Ahmad Faqih Ahmad Zam Zami Ananda Rafly Andi Setiawan Anwar Musaddad Aria Pratama Arif Rinaldi Dikananda Bambang Irawan Basysyar, Fadhil Muhammad Cep Lukman Rohmat Cep Lukman Rohmat Dias Bayu Saputra Dikananda, Arif Rinaldi Dilla Eka Lusiana Dita Rizki Amalia Dwi Teguh Afandi Edi Tohidi Edi Wahyudin Eko Wiyandi Fadhil M. Basysyar Fadrin Helmi Febriansyah, Feggy Fidya Arie Pratama Fidya Arie Pratama Gifthera Dwilestari Haidah Putri Haidar Fakhri Heliyanti Susana Hira Wahyuni Azizah Husein Subandi Ibnu Ubaedila Irfan Ali Irfan Ali Irfan Ali, Irfan Irma Purnamasari, Ade Irvandi Jaelani Sidik Julia Eka Yanti Kaslani Khamim Surya Hadi Kusuma Al Atros Kurniawan Fajar Abdulloh Lukmanul Hakim Martanto . Medina Aprilia Putri Melia Melia Melisa Hikari Mia Fijriani Mohammad Rosihin Amar Muchamad Sobri Sungkar, Muchamad Sobri Mulyana Mulyana Mulyawan Mulyawan Nana Suarna Nana Suarna Nana Suarna Nanda Permatasari Nining Rahaningsih Noval Salim Nur Atikah Nurhadiansyah Nurhadiansyah Nurhadiansyah, Nurhadiansyah Pratama, Fidya Arie Pratiwi, Fitriyani Purnamasari, Ade Irma Putriyana Putriyana R, Nining Rifki Nurcholis Rini Astuti Riyan Suryatana Rohmat, Cep Lukman Rudi Hartono Ruli Herdiana Ruli Herdiana Rully Pramudita Saeful Anwar Saeful Anwar Saeful Anwar, Saeful Saepul Hadi Salsa Billa Agistina Siti Aisyah Tio Prasetiya Tio Prasetya TOMAS TOMAS Topan Hadi Tuti Hartati Tuti Hartati Wiyandi, Eko Yudhistira Arie Wijaya