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Classification of Drug Types using Decision Tree Algorithm Alissiyah Putri; Dani Azka Faz; Felis Tigris Hafizhulloh
Indonesian Journal of Data Science, IoT, Machine Learning and Informatics Vol 3 No 2 (2023): August
Publisher : Research Group of Data Engineering, Faculty of Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/dinda.v3i2.1203

Abstract

The accurate classification of drugs plays a crucial role in various areas of pharmaceutical research and development. In recent years, machine learning techniques have emerged as powerful tools for drug classification tasks. This paper presents a study on drug classification using machine learning techniques implemented in Python. The objective of this research is to explore the effectiveness of different machine learning algorithms in accurately classifying drugs based on their molecular properties and characteristics. The dataset used in this study consists of a diverse collection of drug compounds with annotated class labels. Several popular machine learning algorithms, including decision trees are implemented and evaluated using Python's extensive libraries such as scikit-learn. The dataset is pre-processed to handle missing values, normalize features, and reduce dimensionality using appropriate techniques. Experimental results demonstrate the performance of each algorithm in terms of accuracy, precision, recall, and F1-score. The findings of this study highlight the potential of machine learning techniques in accurately classifying drugs and provide valuable insights into the selection and optimization of algorithms for drug classification tasks. The Python implementation serves as a practical guide for researchers and practitioners interested in applying machine learning for drug classification purposes.
Jurnal Pencegahan dan Penanganan Kekerasan Seksual menggunakan Natural Languange Process dan Data Science Alissyah Putri; Dani Azka Faz; Anshari Rusmeniar R.A; Yuni nur fari'ah; Falah Arfani; Faisal Dharma Adhinata
El-Mujtama: Jurnal Pengabdian Masyarakat  Vol. 4 No. 3 (2024): El-Mujtama: Jurnal Pengabdian Masyarakat (In Press)
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmujtama.v4i3.2428

Abstract

Violence against women is something that is often heard and discussed in society. Women are often victims of discrimination, harassment and violence. Sexual harassment and violence in Indonesia is certainly not only experienced by adult women, but can also be experienced by children and adult men. Although in many cases it is more experienced by women. Of all respondents who were victims of sexual violence, almost all preferred or decided not to report the sexual violence and harassment they experienced. The cause is a psychological problem because of what happened to him, which makes him confused, embarrassed, afraid and even feels self-blame for what he experienced. This is the basis for the author to build a Chatbot and Recommendation System as a form of care and also a solution for victims of sexual violence by presenting a website "preventing and handling sexual violence". Chatbots serve as a forum for information related to sexual violence such as definitions, boundaries of sexual violence categories, complaint reporting services, and as a legal umbrella that can be used to protect themselves and criminals who commit sexual violence. The data source was obtained from the Law on the Elimination of Sexual Violence. By having easily accessible legal information and official data sources, the author hopes that this can help victims to have the courage to take steps to report the acts of violence they have experienced. The recommender system provides recommendation results in the form of information on legal services and psychological consultations. Not a few victims of sexual violence certainly experience psychological problems such as feelings of confusion, shame towards other people, fear of the perpetrator, not to mention feelings of guilt that seem to blame themselves for what they have experienced. Information on psychological services is available for victims who need psychological recovery.
Implementasi Gamifikasi pada Learning Management System Linsafe LPK Adiputra Purwokerto Berbasis Website Dani Azka Faz; Rifki Adhitama
El-Mujtama: Jurnal Pengabdian Masyarakat  Vol. 4 No. 3 (2024): El-Mujtama: Jurnal Pengabdian Masyarakat (In Press)
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmujtama.v4i3.2440

Abstract

This study aims to apply gamification to the LPK Adiputra Purwokerto website-based learning management system (LMS) to increase participant motivation and involvement in the learning process. Gamification is a method of using game elements to influence the behavior of LPK Adiputra Purwokerto participants to achieve learning objectives. The research method used was a case study with participants consisting of LPK Adiputra students in Purwokerto using a quasi-experimental design and divided into two groups, The control group, and The experimental group. The control group took part in learning with an LMS without gamification elements, while the experimental group took part in learning with the application of gamification to an LMS. The number of research participants was 47 participants who took the LPK Adiputra Purwokerto driving course. During the research, the experimental group had access to an LMS that implemented gamification elements such as points, levels, rewards, challenges, and a ranking system. Experiment group participants are given the freedom to compete with themselves or other participants through the scoreboard and reach a certain level of learning. The results of the data analysis will later show that the experimental group that took part in gamification learning experienced a significant increase in motivation and engagement compared to the control group. It is hoped that this research can make an important contribution to the development of technology-based education and the use of LMS as an effective tool for increasing participant motivation and engagement. This study concludes that the implementation of gamification at the website-based LMS Linsafe LPK Adiputra Purwokerto will be effective in enhancing the learning experience of participants by incorporating game elements. LPK Adiputra Purwokerto participants should tend to be more motivated and actively involved in the learning process so that later they can improve the quality and overall learning outcomes.