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    Optimasi Backward Elimination untuk Klasifikasi Kepuasan Pelanggan Menggunakan Algoritme k-nearest neighbor (k-NN) and Naive Bayes

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    Maintaining customer satisfaction is a big challenge for companies. One effort that can be done is to provide the best service to customers based on the most influential aspects. In this study, the optimization of the Backward Elimination feature in the classification of customer satisfaction using the k-NN and Naïve Bayes algorithm. The use of the Backward Elimination feature aims to increase accuracy and reduce the number of less influential attributes. As a result, it can be seen that the best modeling without Backward Elimination is the Naïve Bayes algorithm with an accuracy of 99.04% and an AUC value of 1. While the application of Backward Elimination works more optimally on the k-NN algorithm with an increase of 33.74% to 97.28% with AUC 0.996. This shows that the performance of the Backward Elimination feature is effective in optimizing the classification of customer satisfaction and can reduce the less influential attributes.Mempertahankan kepuasan pelanggan merupakan sebuah tantangan besar bagi perusahaan. Salah satu upaya yang dapat dilakukan adalah memberikan pelayanan terbaik terhadap pelanggan berdasarkan aspek yang paling berpengaruh. Pada penelitian ini dilakukan optimasi fitur Backward Elimination pada klasifikasi kepuasan pelanggan dengan algoritme k-NN dan Naïve Bayes. Penggunaan fitur Backward Elimination bertujuan meningkatkan akurasi dan mengurangi jumlah atribut yang kurang berpengaruh. Hasilnya, dapat diketahui bahwa pemodelan terbaik tanpa Backward Elimination adalah algoritme Naïve Bayes dengan akurasi 99.04% dan nilai AUC mencapai 1. Sedangkan penerapan Backward Elimination bekerja lebih optimal pada algoritme k-NN dengan peningkatan sebesar 33.74% menjadi 97.28% dengan AUC 0.996. Hal ini menunjukkan bahwa kinerja fitur Backward Elimination efektif dalam optimasi klasifikasi kepuasan pelanggan dan dapat mengurangi atribut yang kurang berpengaruh

    Smart Farmer Sebagai Optimalisasi Digital Platform Dalam Pemasaran Produk Pertanian Pada Masa Pandemi Covid-19

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    Agriculture is one of the sectors that can boost the nation\u27s economic condition during the Covid-19 pandemic. However, during the covid-19 pandemic, there are still many farming communities who lack access to marketing their agricultural products. Marketing is one of the factors in increasing the sales of the farming community. Without easy marketing access, farmers \u27products are not known by the wider community so that farmers\u27 sales do not increase which will have an impact on the economy. Of course, this situation really needs to be improved, so that farmer products can be recognized and can be sold outside the region so that it can encourage the level of economic turnover during the Covid-19 pandemic. One of the efforts to improve this is by building a digital platform that can be used by farmers to market their products. The benefits obtained by farmers as well as consumers directly and indirectly, especially from the wider access to marketing agricultural products can increase production demand and accelerate the procurement of production among farmers and also the price offered to consumers according to market prices so that sales agricultural yields can increase and benefit farmers. The purpose of this paper is to provide ideas in product marketing for farmers during the Covid-19 pandemic to be able to sustain the nation\u27s economy. Key words: Covid-19, Digital Platform, Marketing, AgriculturePertanian menjadi salah satu sektor yang dapat mendorong kondisi perekonomian bangsa pada masa pandemi covid-19. Akan tetapi, pada masa pandemi covid-19 saat ini masih banyak masyarakat petani yang kekurangan akses untuk melakukan pemasaran produk pertaniannya. Pemasaran menjadi salah satu faktor dalam meningkatkan penjualan para masyarakat petani. Tanpa adanya akses pemasaran yang mudah akan menyebabkan produk petani tidak dikenal oleh masyarakat luas sehingga penjualan para petani tidak meningkat yang akan berdampak pada perekonomian. Tentunya keadaan tersebut sangat perlu diperbaiki, agar produk petani dapat dikenal dan bisa dijual keluar wilayah agar bisa mendorong tingkat perputaran ekonomi di masa pandemi covid-19. Salah satu usaha memperbaikinya yaitu dengan membangun sebuah digital platform yang dapat digunakan oleh petani untuk memasarkan produknya. Adapun manfaat yang diperoleh oleh para petani dan juga para konsumen secara langsung dan tidak langsung, terutama dari semakin luasnya akses pemasaran hasil pertanian dapat meningkatkan permintaan produksi serta mempercepat pengadaan produksi di kalangan petani dan juga harga yang di tawarkan ke konsumen sesuai dengan harga pasar sehingga penjualan hasil pertanian bisa meningkat dan menguntungkan petani. Adapun tujuan dari penulisan ini adalah memberikan gagasan dalam pemasaran produk bagi petani di masa pandemi covid-19 untuk bisa menopang ekonomi bangsa. Kata Kunci: Covid-19, Digital Platform, Pemasaran, Pertania

    Robot Peraga 12 Gerakan Pengaturan Lalu Lintas Berbasis Arduino Mega 2560

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    Bhayangkara is a work unit for Education to channel interest, develop talent, increase knowledge, abilities, skills and experience of Scouts in various fields. One of the activities of the Saka Bhayangkara member is Traffic Krida which aims to assist the police in traffic including regulating traffic flow. Traffic Management in certain circumstances and the use of roads other than for traffic activities using hand movements, sound signals, light signals and other aids in certain circumstances. The purpose of this study is to design a robot as a learning media for Arduino Mega based traffic control movement with a remote controller which is expected to be a learning medium and is useful as an interesting visual aid and can add interest for members of Saka Bhayangkara to learn regulatory movements traffic. The development method used in this study is the waterfall method. The results of this research are a system in the form of a robot learning movement learning Arduino mega-based traffic control with a remote controller that has gone through the unit testing stage and shows all the features running well.   Keywords: Arduino, Traffic, Saka BhayangkaraSaka Bhayangkara merupakan satuan karya wadah pengembang bakat para anggota pramuka dalam bidang tertentu. Salah satu kegiatan anggota Saka Bhayangkara yaitu Krida Lalu Lintas yang bertujuan untuk membantu polri pengaturan trafik lalu lintas. Pengaturan Lalu Lintas dalam keadaan tertentu dan penggunaan jalan, selain untuk kegiatan lalu lintas dengan menggunakan gerakan tangan, isyarat bunyi, isyarat cahaya dan alat bantu lainya dalam keadaan tertentu. Adapun tujuan dari penelitian ini adalah merancang sebuah robot peraga sebagai media pembelajaran gerakan pengaturan lalu lintas berbasis Arduino Mega dengan pengontrol remote yang diharapkan dapat menjadi media pembelajaran dan berguna sebagai alat peraga yang menarik serta dapat menambah minat bagi anggota saka bhayangkara untuk mempelajari gerakan-gerakan pengaturan lalu lintas. Metode waterfall adalah metode yang dipakai dalam penelitian ini. Hasil penelitia ini yaitu sebuah sistem berupa robot peraga pembelajaran gerakan pengaturan lalu lintas berbasis Arduino mega dengan pengontrol remote yang telah melalui tahap unit testing dan menunjukan semua fitur berjalan dengan baik.   Kata kunci: Arduino, Lalu Lintas, Saka Bhayangkara &nbsp

    Skema Gamifikasi berbasis Kontrak Cerdas untuk Perguruan Tinggi di Pendidikan Tinggi

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    The Financial Scheme that plays an important role in helping students is the Gamification Scholarship Scheme. The Gamification scholarship scheme helps human life in the world of education. Gamification is an approach that uses elements in games or video games with the aim of motivating students in the learning process and maximizing feelings of enjoyment and engagement in the learning process. To encourage higher education, the government has done various things. However, there are several things that make it difficult for students to use it, such as distributing scholarships to students belonging to underprivileged families. The Gamification scholarship scheme is one of the most financially instrumental schemes in helping students, but it has not been verified which results in a lack of transparency between students and their respective Education Offices, then there is still a lack of tracking of application forms in this study, we propose a Smart Contract which addresses the lack of Scheme Scholarships for Colleges and Universities outlined above. It has four entities: Board of Education, Students, College and Bank. This Blockchain based smart contract has been developed to provide a user-friendly and transparent and constant environment between students and the education board. Blockchain platform has developed many applications but none can overcome the government scholarship scheme

    The Effect of Transaction Experience Using Digital Wallets on User Satisfaction in Millennial Generation

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    The purpose of this study to determine the effect after transaction failure and after failure recovery on the transaction experience, the effect after transaction failure and recovery from transaction failure using digital wallets on user satisfaction, especially in the millennial generation. The population of this study is all digital wallet users in the DKI Jakarta province with a total sample of 94 digital wallet users. The sampling method uses purposive sampling with the criteria of digital wallet users who have made transactions for at least 1 year, this is intended so that these respondents already have transaction experience and are at least 17 years old. Meanwhile, the data processing used Structural Equation Modeling analysis software Lisrel. The results showed: (1) Transaction failure affects the transaction experience of digital wallet users; (2) Transaction failure recovery will affect the transaction experience of digital wallet users; (3) Transaction experience affects the satisfaction of digital wallet users; (4) Transaction failure has no effect on digital wallet user satisfaction; (5) Transaction failure recovery affects the satisfaction of digital wallet users. The novelty of this research is transaction failure has no effect on digital wallet user satisfaction. In addition, the benefits that are felt are far greater than the failures that are experienced, especially when recovery from failure is carried out quickly and precisely

    How Theory of Planned Behavior And Perceived Risk Affect Online Shopping Behavior

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    This study aims to analyze the affect of attitude, subjective norm, perceived behavioral control, and perceived risk on intention to shop online and its impact on online shopping behavior. The exogen variables on this study are attitude, subjective norm, perceived behavioral control, and perceived risk. While the endogen variables are intention to shop online and behavior to shop online. Data collection was carried out by distributing 100 questionnaires to users of e-commerce as respondents. By using SEM PLS, this result of this study showed that from 5 initial hypotheses were developed; only 2 hypotheses did not affect to shop online’s behavior; there were subjective norm to intention to shop online; and perceived risk to purchase intentio

    Effect Of Training On Employee Performance With Competence And Commitment As Intervening

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    The higher the level of competition in the steel manufacturing sectors, it is necessary for the company\u27s efforts to survive by carrying out internal strategies in the form of improving employee performance. Training is found to be one of the factors that can affect employee performance. The purpose of this study is to examine the effect of training on employee performance with competence and commitment as intervening variables. The novelty in this research is that no previous research has been found that discusses the effect of training on employee performance with the competence and commitment as intervening employees of the Chemical Recovery Plant (CRP) Coke Oven factory at a steel industry company in in Cilegon. The population in this study were employees of Dinas CRP coke oven factory at a steel industry company in Cilegon. From a total population of 63 people with the characteristics of being organic employees and having gone through two years of service, the number of samples taken is 60 people. Structural Equation Modeling was used to test the statistical significance of the path coefficients. The research findings explain that training has a positive and significant effect on competence. Training has a positive, but not significant, effect on employee performance. Competence has a positive and significant effect on employee performance, while commitment has a positive, but not significant, effect on employee performance

    Pengaruh Kualitas Produk dan Layanan Purna Jual Terhadap Kepuasaan Pelanggan Sepeda Motor Yamaha Pada PT Ramarayo Perdana Karawang

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    The rise of trade in this era makes the market tougher competition to make companies have to take appropriate steps and strategies in order to win competition with competitors in the market. This was also experienced by motorcycles, one of which was a Yamaha motorcycle which experienced a decline in sales in 2019 from month to month. Many factors affect it. In this study the variables used are product quality, after sales service, and customer satisfaction. This research uses a descriptive approach, and verification. Samples obtained were 383 respondents who were consumers of PT Ramarayo Perdana Karawang by using purposive sampling technique, data analysis used in this study was the validity test, reliability test, classic assumption test, and path analysis. The results of this study indicate the quality of products and after-sales services have a strong enough relationship, which is equal to 50.3%. then partially product quality has an effect of 39.3 then partially after sales service has an effect of 15.3% on customer satisfaction. Together the quality of products and after sales service has an effect of 50.3% which is the contribution of other variables not examined. Then it can be seen that product quality is more dominant in influencing customer satisfaction. PT Ramarayo Perdana Karawang is advised to pay more attention to Product Quality and After Sales Service for customer satisfaction.Maraknya perdagangan di era ini membuat persaingan pasar semakin ketat sehingga perusahaan harus mengambil langkah dan strategi yang tepat untuk memenangkan persaingan dengan pesaing di pasar. Ini juga dialami oleh sepeda motor, salah satunya adalah sepeda motor Yamaha yang mengalami penurunan penjualan pada 2019 dari bulan ke bulan. Banyak faktor yang mempengaruhinya. Dalam penelitian ini variabel yang digunakan adalah kualitas produk, layanan purna jual, dan kepuasan pelanggan. Penelitian ini menggunakan pendekatan deskriptif, dan verifikasi. Sampel yang diperoleh adalah 383 responden yang merupakan konsumen PT Ramarayo Perdana Karawang dengan menggunakan teknik purposive sampling, analisis data yang digunakan dalam penelitian ini adalah uji validitas, uji reliabilitas, uji asumsi klasik, dan analisis jalur. Hasil penelitian ini menunjukkan kualitas produk dan layanan purna jual memiliki hubungan yang cukup kuat, yaitu sebesar 50,3%. kemudian sebagian kualitas produk memiliki efek 39,3 kemudian sebagian layanan purna jual memiliki efek 15,3% pada kepuasan pelanggan. Bersama-sama kualitas produk dan layanan purna jual memiliki efek 50,3% yang merupakan kontribusi dari variabel lain yang tidak diperiksa. Maka dapat dilihat bahwa kualitas produk lebih dominan dalam mempengaruhi kepuasan pelanggan. PT Ramarayo Perdana Karawang disarankan untuk lebih memperhatikan Kualitas Produk dan Layanan Purna Jual untuk kepuasan pelanggan. Kata kunci: Kualitas Produk, Layanan Purna Jual, Kepuasan Pelanggan

    Perancangan Sistem Pendaftaran Siswa Baru Secara Online Pada SMK Miftahul Jannah Cikupa

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    The corona virus (COVID-19) has recently shocked the whole world, including Indonesia. even Indonesia is included in the 30 countries with the most spread of the virus in the world. The rapid spread of the corona virus (COVID-19) has made educational institutes stop imposing face-to-face learning, so students have to study online at their respective homes. In the new school year students who have graduated from the previous school must choose the school to go to next. however, many schools are still not ready to deal with the buildup of prospective new students and have not fully implemented the daily COVID-19 protocol. Therefore, a new online student registration system was created at SMK Miftahul Jannah Cikupa to avoid physical contact and the accumulation of prospective new students at the school location. In this study the authors used several research methodologies, namely data collection methods including observation, interviews, and literature studies, analysis methods using SWOT analysis, system design methods using prototypes, and testing methods using blackbox testing. The results obtained in this study are that new prospective students do not need to come directly to the school, simply access them via a smartphone or laptop at their respective homes to register online and fill out the forms that are available on the website, and upload the required files.   Keywords: System, Online Registration, COVID-19Virus korona (COVID-19) belakangan ini menggegerkan seluruh dunia, tak terkecuali indonesia. bahkan indonesia termasuk kedalam 30 negara dengan penyebaran virus terbanyak di dunia. Pesatnya penyebaran virus korona (COVID-19) membaut institut pendidikan berhenti memberlakukan pembelajaran secara tatap muka, sehingga para siswa harus belajar secara daring dirumah masing-masing. Pada tahun ajaran baru para siswa yang telah lulus di sekolah sebelumnya harus memilih sekolah yang akan dituju selanjutnya. akan tetapi banyak sekolahan yang masih belum siap untuk mengatasi penumpukan calon siswa baru dan masih belum sepenuhnya menerapkan protokol keseharan COVID-19. Maka dari itu diciptakanlah sebuah perancarang sistem pendaftaran siswa didik baru secara online pada SMK Miftahul Jannah Cikupa untuk menghindari kontak fisik dan menumpuknya calon siswa baru pada lokasi sekolahan. Pada penelitian ini penulis menggunakan beberapa metodologi penelitian yaitu metode pengumpulan data diantaranya observasi, wawancara, dan studi pustaka, metode analisa menggunakan analisa SWOT, metode perancagan sistem menggunakan prototype, dan metode testing menggunakan blackbox testing. Hasil yang didapat pada penelitian ini yaitu calon siswa baru tidak perlu datang secara langsung ke sekolahan, cukup mengaksesnya lewat smartphone atau laptop dirumah masing-masing untuk melakukan pendaftaran secara online dan mengisi formulir yang telah tersedia di website, serta upload file-file yang di perlukan.   Kata kunci : Sistem, Pendafaratan Online, COVID-1

    Video Profile Balai Latihan Kerja Pada Dinas Ketenagakerjaan Kota Tangerang

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    ABSTRACT Technology now makes the world of work like companies, other agencies looking for new and quality human resources in the world of work. The Manpower Office helps workers who have just graduated or who want to have skills through training organized by the Tangerang City Manpower Office, which is located on Jalan Perintis Kemerdekaan II No.1, Cikokol, Babakan, Tangerang, Kec. Tangerang, Kota Tangerang, Banten. Problems faced Training Center, namely, the lack of media in disseminating information, training seminars given BLK, so the need for the media to convey information in an interactive and engaging. The purpose of this research is to SDM workers who are ready to compete or who are ready to enter the world of work. Benefits that can be tasted Tangerang urban community that is easy to obtain profile information Manpower, Training Center as a training ground. The research methods are: data, SWOT analysis, media design and media concepts, namely: pre-production, production, and post-production. The results of this study are in the form of a video profile media which is expected to help support information for the Tangerang City Manpower Office and improve the ability of Tangerang City Human Resources. Keywords - Video Profiles, Information, Human Resources  ABSTRAK Teknologi sekarang membuat dunia kerja seperti perusahaan, instansi lainnya mencari sumber daya manusia yang baru dan berkualitas dalam dunia kerja. Dinas Ketenagakerjaan membantu para pekerja yang baru lulus ataupun yang ingin mempunyai skill dengan melalui pelatihan yang diselenggarakan oleh Disnaker Kota Tangerang yang terletak di jalan Perintis Kemerdekaan II No.1, Cikokol, Babakan, Tangerang, Kec. Tangerang, Kota Tangerang, Banten. Permasalahan yang dihadapi Balai Latihan Kerja yaitu, kurangnya media dalam penyampaian informasi, seminar pelatihan yang diberikan BLK, sehingga perlunya media yang dapat menyampaikan informasi secara interaktif dan menarik. Tujuan dari penelitian ini menciptakan SDM para pekerja yang siap bersaing atau siap terjun di dunia kerja. Manfaat yang bisa masyarakat Kota Tangerang rasakan yaitu mudahnya mendapatkan informasi profile Disnaker, Balai Latihan Kerja sebagai tempat pelatihan. Metode penelitiannya yaitu: pengumpulan data, analisis SWOT, Perancangan Media dan konsep produksi media yaitu: pre production, production, dan postproduction. Hasil penelitian ini berupa media video profile yang diharapkan dapat membantu sebagai penunjang informasi Disnaker Kota Tangerang dan meningkatkan kemampuan Sumber Daya Manusia Kota Tangerang. Kata Kunci - Video Profile, Sumber Daya Manusi

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