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    1504 research outputs found

    IMPLEMENTATION OF THE SIMPLE MULTI-ATTRIBUTE RATING TECHNIQUE METHOD IN DSS SELECTION OF EXTRACURRICULAR ACTIVITIES

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    Extracurricular activities at SMAN 1 Cibungbulang are a means of exploring student competencies. Currently, students can choose extracurriculars without considering their interests and talents. It creates problems for extracurricular coaches because it is challenging to explore student competencies. In this study, the Simple Multi-Attribute Rating Technique (SMART) method was implemented and implemented in a decision support system to overcome this problem. This study used four alternatives: Basketball, Volly, Aikido, and Futsal. At the same time, the criteria are interests, talents, schedules, and achievements. The type of criteria used is benefit criteria. The decision support system is designed using object-oriented design and built on a web-based basis. The decision support system is access by every user registered on the system

    PENERAPAN K-MEANS DALAM PENGELOMPOKKAN PEMANTAUAN KASUS TERKONFIRMASI COVID-19

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    Covid-19 adalah sekelompok besar virus yang dapat menyebabkan penyakit pada manusia dan hewan. Virus corona jenis baru yang ditemukan pada manusia sejak kejadian luar biasa pada Desember 2019 di Wuhan, China kemudian diberi nama Severe Acute Respiratory Syndrome coronavirus 2 (SARS-COV2) dan menyebabkan penyakit Coronavirus 2019 (COVID-19). Kasus penyebaran Covid-19 di Indonesia terus meningkat, sehingga masyarakat diminta menjaga jarak untuk memutus mata rantai penyebaran virus tersebut. Dalam penelitian ini akan dilakukan perhitungan menggunakan Rapidminer dengan algoritma K-Means, dalam memantau kasus terkonfirmasi positif Covid-19 pada lima Kelurahan yaitu; Kel. Cipinang Melayu, Kel. Halim Perdana. Kel. Kebon Pala, Kel. Makasar, dan Kel. Pinang Ranti di Kecamatan Makasar. Dengan melihat data tersebut akan diketahui kelompok mana yang harus mendapatkan perhatian khusus seperti; isolasi mandiri, dirawat, sembuh, dan meninggal. Pengelompokkan dibagi menjadi 4 Cluster berdasarkan kriteria data kasus yang terkonfirmasi Covid-19 sebanyak 265 kasus. Penelitian ini menghasilkan pengelompokkan data pemantauan pasien Covid-19 dengan Kelurahan Makasar yang memerlukan pemantauan khusus

    REVIEW OF MANAGEMENT INFORMATION SYSTEMS USING EXPERT SYSTEMS IN INTERNAL CONTROL FOR INDONESIA'S BUREAUCRATIC REFORM

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    Technological developments are driving changes in bureaucratic reform, through Presidential Regulation No. 81 of 2020 which targets that by 2025 a system of oversight and accountability will be created to create a government with high integrity. Increasing SPBE (Electronic Based Government System) by implementing MIS (Management Information System) is one of the keys to achieving this target. This study aims to examine the use of MIS for internal control (SIMWAS) using an expert system, especially for internal audits associated with bureaucratic reform in Indonesia. This research method uses a Systematic Literature Review (SLR) to find suitable articles from various sources from 2015 to 2021 and conducts a Trend Analysis of the SLR results and a total of 31 articles to find research trends. The results of this study indicate that there is still no research related to supervision and internal auditors associated with bureaucratic reform and performance. Research on internal audits to improve performance using SIMWAS using an expert system has also not been done yet. This research can be developed using artificial intelligence to evaluate, predict and improve the performance of internal auditors that impact organizational performance. This study shows that the use of MIS for internal control using an expert system for internal audit still needs to be improved to support bureaucratic reform, especially the increase in SPBE

    ERFORMANCE ANALYSIS OF ALEXNET CONVOLUTIONAL NEURAL NETWORK (CNN) ARCHITECTURE WITH IMAGE OBJECTS OF RICE PLANT LEAVES

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    Rice is a staple food consumed by Indonesian people, even 75% of the world's population consumes rice and it is mostly found in Asia. Rice derived from pounded rice is a staple food so it can be consumed. In the process of planting rice, pests and diseases are not spared so that it can affect crop yields. Pest and disease attacks need fast, accurate and precise handling so that crop failures. In this paper, we will discuss the classification of leaf diseases of rice plants using the Convolutional Neural Network (CNNN) algorithm, especially the Alexnet architecture. There are 4 types of disease, namely Brown spot, Leafblast, Hispa and Healthy. Models built based on the Alexnet architecture may have differences in the level of accuracy and loss compared to other architectures due to the different stages in the sequential model formation. The dataset used is public data from Kaggle consisting of 4 classes with a total of 1,600 images. In each class the dataset is divided for training, testing and validation datasets with a ratio of 70:20:10. As for tools in the process of training datasets using Google Colab from Google. After going through the stages of the research, the research results obtained are accuracy worth 99,22%, mean average precision worth 0,24 and loss worth 0,05

    PENGARUH KOMPENSASI DAN MOTIVASI TERHADAP KINERJA KARYAWAN PADA PT. STARVI NUSA GEMILANG JAKARTA UTARA

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    In the business world, company progress is the main thing amidst many competitors. The important role of employees as a strong foundation for the company's progress is an important point for related businesses. This research aims to determine the effect of compensation and motivation on employee performance at PT Starvi Nusa Gemilang, North Jakarta. The method used in this research is a quantitative approach. Primary data comes from companies with sample determination using saturated samples. The objects of this research are employees of PT. Starvi Nusa Gemilang, North Jakarta with a total of 33 respondents. The results of the research reveal that compensation and motivation variables have a positive and significant effect on employee performance. Apart from that, the F test results show that compensation and motivation simultaneously have a positive effect on employee performance at PT. Starvi Nusa Gemilang, North Jakarta. Through the results of the multiple linear regression equation, it is proven that compensation and motivation each have an influence on employee performance.Pada dunia bisnis kemajuan perusahaan menjadi hal yang utama di tengah banyaknya pesaing. Peran penting karyawan sebagai pondasi yang kuat demi kemajuan perusahaan merupakan poin penting bagi usaha terkait. Penelitian ini memiliki tujuan agar mengetahui pengaruh kompensasi dan motivasi terhadap kinerja karyawan PT Starvi Nusa Gemilang Jakarta Utara. Metode yang dipergunakan pada penelitian ini merupakan pendekatan kuantitatif. Data primer berasal dari perusahaan dengan penentuan sampel menggunakan sampel jenuh. Objek penelitian ini merupakan karyawan PT. Starvi Nusa Gemilang Jakarta Utara dengan total responden 33 orang. Hasil dari penelitian mengungkapkan bahwa variabel kompensasi dan motivasi berpengaruh positif dan signifikan terhadap kinerja karyawan. Selain itu hasil uji F menunjukkan bahwa kompensasi dan motivasi secara simultan berpengaruh positif terhadap kinerja karyawan pada PT. Starvi Nusa Gemilang Jakarta Utara. Melalui hasil persamaan regresi linier berganda terbukti jika kompensasi dan motivasi masing - masing berpengaruh  terhadap kinerja karyawan

    PENGARUH FINANCIAL LITERACY DAN HARGA TERHADAP KEPUTUSAN PEMBELIAN VIRTUAL GOODS GAME ONLINE MOBILE LEGENDS

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    Consumer behavior in purchasing virtual items in online games excessively will result in a decrease in personal financial stability. The problem is caused by a lack of knowledge about financial literacy. The quantitative statistical method was used as a data collection method in this study. The population of this study were Mobile Legends online game users in Pacitan City, with 97 respondents selected as samples using the Chocran formula through purposive sampling techniques. Primary data was collected through questionnaires, while secondary data was obtained through literature studies. Multiple linear regression analysis was used to analyze the research data. The results of multiple linear regression testing show the regression coefficient for each variable, with an α (constant) value of -3.191, a financial literacy regression coefficient (X1) of 0.297, and a price regression coefficient (X2) of 0.719. Partially, the results showed that financial literacy and price have a positive and significant influence on purchasing decisions for virtual goods in the Mobile Legends online game in Pacitan City. While the simultaneous test results show f-count 170.508> 3.09 f-table with a significance value of 0.000 <0.05.Perilaku konsumen dalam pembelian virtual item dalam game online secara berlebihan akan mengakibatkan penurunan stabilitas keuangan pribadi. Permasalahan tersebut disebabkan karena kurangnya pengetahuan tentang financial literacy. Metode kuantitatif statistik digunakan sebagai metode pengumpulan data pada penelitian ini. Populasi penelitian ini adalah pengguna game online Mobile Legends di Kota Pacitan, dengan 97 responden dipilih sebagai sampel menggunakan rumus Chocran melalui teknik purposive sampling. Data primer dikumpulkan melalui kuesioner, sedangkan data sekunder diperoleh melalui studi kepustakaan. Analisis regresi linear berganda digunakan untuk menganalisis data penelitian. Hasil pengujian regresi linear berganda menunjukkan koefisien regresi untuk setiap variabel, dengan nilai α (constant) sebesar -3.191, koefisien regresi literasi keuangan (X1) sebesar 0.297, dan koefisien regresi harga (X2) sebesar 0.719. Secara parsial hasil penelitian menunjukkan bahwa literasi keuangan dan harga memiliki pengaruh positif dan signifikan terhadap keputusan pembelian virtual goods dalam permainan game online Mobile Legends di Kota Pacitan. Sedangkan hasil uji simultan menunjukkan f-hitung 170.508 > 3.09 f-tabel dengan nilai signifikansi 0,000 < 0,05

    PEMBERDAYAAN KELOMPOK USAHA SAUNG BATIK BASWET MELALUI INOVASI VARIASI MODEL DESAIN DAN TEKNOLOGI DIGITAL

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    Saung Baswet's batik group business is categorized as a small and medium-sized enterprise. It is, therefore, very vulnerable to business continuity because it has several areas for improvement: weak capital, weak marketing, weak management skills, and weak innovation. Its produces and sells both written and printed batik. The objectives and benefits of this service activity are to create product design innovations with new patterns, namely Nagasari Flowers. They were creating direct marketing and expanding Saung Batik's marketing area at a lower cost, bringing Saung Batik closer to its customers by promoting products to be sold and creating two-way communication through the web and e-mail. Facilitate stock management and make displaying the latest products from Saung Batik easier. The results of service activities are that problems of its partners in field of batik innovation have been resolved. Design of this batik group has increased and is expected to characterize group's style. Marketing Batik products of the group becomes effective and efficient because the market reach is not limited. The solution offered is to provide Android-based online marketing and sales facilities. The batik marketing and sales application is named "E-Saung Baswet," which can reach the entire archipelago and global market as a new market share with one tool, namely a smartphone. The application is registered in Playstore, so all internet users can access it. Increased partner empowerment was achieved 100% through training on Android-based marketing and sales computer application programs and training on innovative batik designs

    EVALUATION OF USER SATISFACTION USING THE PIECES FRAMEWORK IN THE TEMAN BUS APPLICATION

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    The TEMAN BUS program employs technology to improve road-based public transportation in urban areas. The Ministry of Transportation of the Republic of Indonesia implements digital transformation by developing the TEMAN BUS application to support TEMAN BUS transportation services. Passengers will find it more straightforward with this application to access the TEMAN BUS travel route, view information about the departure timetable, and observe bus arrivals in real time. To evaluate an application's effectiveness, it is necessary to assess the user's impression when the program is launched. This study uses the PIECES Framework, which has six variables Performance, Information, Economics, Control and Security, Efficiency, and Service, to assess how users perceive the TEMAN BUS application. The findings of this study were derived from the perceptions of respondents, who felt that information and data performance, control and security, service, and user satisfaction were not good, and from the findings of hypothesis testing, which suggested that information and data performance and user satisfaction were unrelated

    SENTIMENT ANALYSIS ON LGBT ISSUES IN INDONESIA WITH LEXICON-BASED AND SUPPORT VECTOR MACHINE ALGORITHMS

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    Non-heterosexual sexual orientation (LGBT) behavior today is one of the most pervasive issues in Indonesian culture. Because of its domino effect on social stability and physical and mental health, the phenomenon known as lesbian, gay, bisexual, and transgender (LGBT) has always been under scrutiny. The development of LGBT people in Indonesia reflects cultural changes that concern many people. Freedom of speech for LGBT people on social media has many public implications. Observation of this phenomenon gives rise to views of anomalies and discrepancies that have drawn criticism. Various attempts have been made to prevent the movement of LGBT people. However, until now, many still debate the pros and cons of this LGBT movement. The lexicon-based method uses a support vector machine to classify public opinion in TikTok video comments about LGBT issues. The lexicon-based method is used as a weighting method, and the support vector machine method is used as a classification method. The results show that the highest gain in sentiment is neutral, with percentage values of 61%, 56%, 68%, 69%, and 63%. The second is positive sentiment, with percentage values of 27%, 27%, 20%, 20%, and 29%. The rest have negative sentiments. With a relatively high accuracy of the five data sets sequentially at 93%, 89%, 95%, 97%, and 91%. This shows that the majority of Indonesians prefer to ignore the issue

    LEARNING ACTIVITY MANAGEMENT SYSTEM (LAMS) SEBAGAI MEDIA PEMBELAJARAN OPEN SOURCE ONLINE

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    Teknologi komputer saat ini telah banyak dimanfaatkan di berbagai sektor kehidupan termasuk sektor pendidikan. Bahkan, demi mengikuti perkembangan jaman, Pemerintah telah menerapkan ujian akhir sekolah berbasis komputer. Namun, karena jumlah sekolah yang diujicobakan program pemerintah ini baru sedikit, masih banyak guru dan siswa yang merasakan kuatir karena belum terbiasa menghadapinya. Karenanya, Tim memandang Learning Activity Management System (LAMS) ini dapat dimanfaatkan oleh guru dan siswa sebagai salah satu media pembelajaran, dimana aplikasi ini membuat guru dan siswa lebih percaya diri karena sudah terbiasa dengan ujian berbasis komputer online tersebut. Dengan aplikasi LAMS sebagai pelatihan diharapkan guru dapat memberikan soal ujian kepada siswa secara online sebagai bahan latihan, yang hasilnya dapat dilihat hasilnya secara langsung oleh siswa dan guru. Selain itu, Tim berharap hal ini secara bertahap aplikasi LAMS dapat menggantikan ujian yang sifatnya menggunakan media kertas yang selama ini berjalan sehingga bisa mengurangi pemakaian dan biaya untuk fotocopy soal ujian. Pada kegiatan pelatihan ini menggunakan beberapa metode yang digunakan seperti metode presentasi, ceramah, diskusi dengan metode tersebut tim akan melakukan kombinasi sesuai dengan kebutuhan, untuk mendapatkan hasil evaluasi menggunakan instrumen penelitian berupa angket terhadap tanggapan guru terkait dengan pelatihan LAMS, dimana hasil tanggapan peserta untuk keseluruhan aspek mendapatkan presentase 60% maka dapat disimpulkan pelatihan dengan menggunakan aplikasi LAMS dalam dapat kategori baik, dapat artinya LAMS efektif dalam pembuatan media pembelajaran

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