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PENGEMBANGAN GAME 2D PLATFORMER “VIRUS MUST DIE” BERBASIS ANDROID MENGGUNAKAN UNITY Dimas Prayoga; Lili Rusdiana; Fenroy Yedithia
Jurnal SAINTEKOM Vol. 12 No. 2 (2022): September 2022
Publisher : STMIK Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v12i2.340

Abstract

The development of an Android-based 2d platformer game with elements of Artificial Intelligence (AI) on certain objects makes users get entertainment. However, with the addition of educational elements simultaneously when playing games, it will directly increase user knowledge. The purpose of this study is to present games in the form of education about mathematics to users. The methods used include literature study, observation, and experiment. The software development method uses the System Development Life Cycle (SDLC) with a waterfall development approach. The software used in making this game is unity version 2020.3.1f1 Long Term Support (LTS). Testing using black box testing with good results. Based on the results of the questionnaire, this game is said to be suitable for use with a percentage value of 82.4%.
PERBANDINGAN METODE ALGORITMA C4.5 DAN NAÏVE BAYES UNTUK MEMPREDIKSI KELULUSAN MAHASISWA Aulia Rahmayanti; Lili Rusdiana; Suratno Suratno
Walisongo Journal of Information Technology Vol 4, No 1 (2022): Walisongo Journal of Information Technology
Publisher : Universitas Islam Negeri Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/wjit.2022.4.1.9654

Abstract

This study was conducted to compare the accuracy of two algorithm methods, namely the C4.5 algorithm and Naïve Bayes algorithm on a number of datasets. The sources of datasets used are student data of the Informatics Engineering Study Program (STMIK Palangkaraya) where each dataset has a different amount of data (instances) and number of attributes. Based on the results of the comparison study of the C4.5 and Naïve Bayes Algorithm for Predicting the On-time Graduation of STMIK Palangkaraya Students, the results obtained from the accuracy of the two algorithms show that the accuracy of the C4.5 Algorithm is 90% better than the Naïve Bayes algorithm, which is only 85%.  The C4.5 algorithm also gives values on recall and precision of 92% and 94% better than the Naïve Bayes algorithm with values of 86% and 93%, respectively.
Arduino-based Reverse Vending Machine Metal Medicine Packaging Exchange Rebeka Firsly Stephanie Harianja; Lili Rusdiana; Catharina Elmayantie
Sistemasi: Jurnal Sistem Informasi Vol 12, No 1 (2023): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v12i1.2185

Abstract

As technology develops, the use of vending machines also develops. In addition to purchasing food and drinks, it can also be used to exchange medicine packaging for coins. To simplify the exchange process to make it more practical and not to spend a lot of time, a reverse vending machine was built for drug packaging containing metal as input. Collecting data using the method of observation and literature study. This type of research is prototyping because the results obtained are in the form of a prototype. This prototype used 3 buttons in main  process. The first stage is pressing button 1 to detect metal, then pressing button 2 to weigh, and button 3 to release coins. The test results obtained from the Arduino-Based Reverse Vending Machine Metal Medicine Packaging Exchange indicate that the prototype is able to be used as a medium of exchange for drug packaging trash containing metal into a medium of exchange in  money form. The prototype is able to provide a solution for reducing or managing medical trash which contains metal.