Asriyanik Asriyanik
Universitas Muhammadiyah Sukabumi, Sukabumi

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Algoritma Naïve Bayes untuk Rekomendasi Seleksi Peserta Paskibraka Berbasis Website Mohamad Nurizki; Winda Apriandari; Asriyanik Asriyanik
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3574

Abstract

In the series of intensive Paskibraka activies, each individual strives to build strong character. Paskibraka serves as a means to cultivate a sense of love for the homeland. Every year, on the commemoration of the raising ceremony is conducted on August 17th. One important part of the ceremony is the hosting of the red and white flag by Paskibraka member. PASKIBRAKA (Flag Raising Troop) represent the selected new generation of Indonesia through a selection process participated by student from various high school. The PASKIBRAKA selection involves several stages, and to facilitate the selection process, a guideline for activities has been formulated in the Minister of Youth and Sports Regulation (Permenpora) No. 0065 of 2015. The classification appiled utilizes the Naïve Bayes algorithm with the Knowladge Discovery in Databases (KDD) method. The naïve bayes algorithm is a data mining and statistical classification algorithm that applies Bayes’theorem under the assumption of independence between variables. The advantages of the naïve bayes algorithm lie in its scability in handing the number of predictors and data points, its ability to make probability prediction, and its capability to handle both continuous and discrate data. The result of this research have achieved the from of automated classification of the eligibility of Paskibraka participant selection, data mining whether the are aligible or not to become members of Paskibraka in Sukabumi Regency.
Penggunaan Metode Game Development Life Cycle (GDLC) Untuk Memudahkan Belajar Bahasa Inggris Dalam Media Game Rijal Agus Rusmana; Asriyanik Asriyanik; Iwan Rizal Setiawan
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3578

Abstract

The development of information and communication technology has developed rapidly in various fields such as in the field of education and the field of play. Technology that is often used in all circles is a smartphone, the use of smartphones in addition to work can also be used to play. Ownership of smartphones according to the survey approximately 81.7% are used to send messages, regarding education, especially English learning according to the EF EPI survey (Englisg Profiency Index) Indonesia is in position 80 in Asia and includes low profiency. It can be concluded that there are still many Indonesian people, especially elementary school children, who still do not know about English. Therefore, a solution is made to introduce English with the theme of writing (writing) on game media, in making this educational game using the GDLC (game development life cycle) method. Educational games need development because many of the mechanics in educational games have passive mechanics, therefore in this game added mechanics, namely endless runner. After making the Tiny Man Genius game, tests were carried out on elementary school children in grades 4 and 6 based on the results of the pre-test and post-test conducted, it looks quite good even though in the pre-test session 81.3% were still below 100 with a maximum score of 200, but in the second experiment, the post-test increased, namely 93.8% increased and 87.5% with scores above 100. After conducting the test, the children stated that 68.8% helped in learning English.