bluuebunny/crossref_metadata_2025_split huggingface dataset:
Model Aplikasi Animasi Berbasis Android Untuk Pembelajaran Bahasa Isyarat Indonesia Bagi Penyandang Tunarungu
Authors: Imanibillah Shilva , Setiawan Iwan Rizal , Apriandari Winda 
Published: July 2022

Abstrak. Jumlah pengajar yang terbatas dan Kamus Bahasa Isyarat Indonesia (Bisindo) yang tidak tersebar secara merata menyebabkan penyandang tunarungu yang tidak mengikuti pendidikan formal dan masyarakat umum yang ingin mempelajari bahasa isyarat mengalami kesulitan. Makalah ini menyajikan model aplikasi visualisasi untuk pembelajaran Bisindo berbasis Android bagi penyandang Tunarungu. Pengembangan sistem mengikuti tahapan dalam metode <em>Multimedia Development Life Cycle</em> (MDLC), menggunakan <em>software Adobe Flash Profesional</em> CS6 dan <em>CorelDraw X7</em> dalam pembuatan gambar animasi. Fitur dasar aplikasi terdiri atas penyajian bahan ajar berbasis animasi dan Kuis. Ruang lingkup pembelajaran mencakup pembelajaran mendasar 1 yang terdiri atas abjad, angka, dan perkenalan hingga pembelajaran mendasar 5 yang mencakup kata tanya, salam, serta kata benda. Kuis disajikan dengan teknik acak bertingkat dan bersyarat. Hasil pengujian fungsionalitas sistem yang terdiri dari fungsi penyajian materi, penyajian kuis, pengujian animasi, serta pengujian <em>backsound</em> telah valid sesuai hasil analisis kebutuhan sistem. <br /><p><em>Kata kunci: </em><em>Aplikasi Animasi, </em><em>Bahasa Isyarat, </em><em>Berbasis Android, </em><em>Multimedia Develoment Life Cycle </em><em>(MDLC)</em></p><p><em><strong>Abstract. </strong>The limited quantity of teachers and the unequal distribution of the Indonesian Sign Language Dictionary (Bisindo) cause deaf people who do not attend formal education and the general public who want to learn sign language to experience difficulties. This paper presents a visualization application model for Android-based Bisindo learning for people with hearing impairments. System development follows the stages in the Multimedia Development Life Cycle (MDLC) method, using Adobe Flash Professional CS6 and CorelDraw X7 software in making animated images. The basic features of the application consist of presenting animation-based teaching materials and quizzes. The scope of learning includes basic learning 1 which consists of the alphabet, numbers, and introductions to basic learning 5 which includes question words, greetings, and nouns. The quiz is presented with a stratified and conditional randomized technique. The results of the system functionality testing consisting of the function of presenting material, presenting quizzes, testing animations, and testing backsound have been valid according to the results of the analysis of system requirements.</em><em></em></p><p><strong><em>Keywords</em></strong><em>: Animation Application, Sign Language, Android Based, Multimedia Development Life Cycle (MDLC)</em></p>
Rancang Bangun Game Edukasi Bermain Dan Belajar Bahasa Inggris Berbasis Mobile Untuk Anak Usia Dini
Authors: Rosanensi Melati , Kartarina Kartarina , Yunanda Wisnu 
Published: July 2022

<p><strong>Abstrak.</strong> Pembelajaran Bahasa Inggris bagi anak usia dini pada <em>PAUD Semai Harapan Bangsa</em>, selama ini dilakukan secara langsung di kelas dengan metode bermain tebak lagu dan praktik percakapan langsung. Namun dengan adanya kebijakan pembatasan akibat Pandemi <em>Covid-19</em>, metode ini tidak dapat dilakukan, sehingga perlu metode pembelajaran alternatif agar pembelajaran dapat berlangsung secara efektif. Makalah ini mengusulkan model <em>game</em> edukasi bermain dan belajar Bahasa Inggris berbasis <em>mobile</em> bagi anak usia dini untuk mengefektifkan proses belajar di masa Pandemi <em>Covid-19</em>. Aplikasi dikembangkan dengan metode pengembangan perangkat lunak multimedia versi Luther Sutopo. Aplikasi dibuat menggunakan <em>software </em><em>Adobe Ilustrator</em> CS6 untuk mendesai antar muka dan gambar lainnya, sedangkan audio menggunakan fitur <em>Google Voice</em>. MIT App Inventor merupakan <em>platform</em> yang digunakan dalam pembuatan aplikasi. Fitur fungsional dalam aplikasi <em>Game</em> yang diusulkan berupa fitur belajar dan fitur Hiburan berupa Tebak Lagu, Tebak Gambar, dan Ngobrol Santai. Interpretasi hasil uji coba lapangan berada dalam rentang nilai 3,33 – 4,16, yang berarti “Layak” untuk digunakan.</p><p><strong>Kata kunci</strong><strong>:</strong><em> Aplikasi Multimedia; Multimedia Development Life Cycle; Luther Sutopo; </em><em>Adobe Ilustrator</em></p><p align="center"><strong><em> </em></strong></p><p><em><strong>Abstract.</strong> Learning English for early childhood at Early childhood education programs “PAUD Semai Harapan Bangsa”, has so far been carried out directly in the classroom using the guessing song method and direct conversation practice. However, with the policy of restrictions due to the Covid-19 pandemic, this method cannot be carried out, so alternative learning methods are needed so that learning can take place effectively. This paper proposes a mobile-based educational game model for playing and learning English for early childhood to streamline the learning process during the Covid-19 pandemic. The application was developed using the Luther Sutopo version of the multimedia software development method. The application is made using Adobe Illustrator CS6 software to design the interface and other images, while the audio uses the Google Voice feature. MIT App Inventor is a platform used in making applications. Functional features in the proposed Game application are learning features and entertainment features in the form of guessing songs, guessing pictures, and chatting casually. The interpretation of the results of field trials is in the range of values from 3.33 to 4.16, which means "Eligible" to be used.</em></p><p><strong><em>Keywords:</em></strong><em> Multimedia Application; Multimedia Development Life Cycle; Luther Sutopo; Adobe Illustrator</em></p>
Penerapan Enterprise Architecture Pada Industri Kosmetik dengan TOGAF ADM
Authors: Diana Diana , Indrajit Richardus Eko , Dazki Erick 
Published: July 2022

<p><strong>Abstrak</strong>. Industri kosmetik di Indonesia menempati urutan ketiga pasar terbesar Asia, menjadikan peluang besar para pelaku industri kosmetik untuk pasar internasional. Untuk bersaing secara global, perencanaan yang matang terhadap proses bisnis diperlukan. Tulisan ini mengusulkan rancangan dengan memaksimalkan CRM (<em>Customer Relation Management) </em>sistem yang ditujukan untuk menentukan strategi pemasaran efektif. Pengaruh pada penyediaan produk, nilai kualitas, pengalaman yang memuaskan dapat menjangkau segmen pelanggan yang lebih besar. Pengembangan CRM sistem menggunakan kerangka kerja <em>Business Model Canvas</em> yang tepat di industri kosmetik. Adaptasi diperlukan dengan kerangka kerja TOGAF ADM dan bahasa pemodelan <em>Archimate Core Framework</em>, menghasilkan model bisnis proses yang lebih rapi dan mengggambarkan struktur organisasi yang terintegrasi. Dimulai dari penargetan pasar, pengumpulan data, promosi, pemesanan, pembagian informasi, dan layanan konsumen yang saling terhubung. Hasil penelitian ini menambahkan tahapan <em>Migration Planning</em> dan <em>Change Management</em> dimana kedua tahapan ini sangat diperlukan dalam menjalankan kegiatan operasional industri komestik secara baik dan tertata rapi sesuai dengan kebutuhan bisnis.</p><p><strong>Kata kunci</strong><strong>:</strong><em> </em><em>Customer Relation Management;</em><em> B</em><em>usiness </em><em>M</em><em>odel </em><em>C</em><em>a</em><em>nvas; Archimate Core Framework; Migration Planning; Change Management</em></p><p><em> </em></p><p><em><strong>Abstract.</strong> The cosmetic industry in Indonesia is the third largest market in Asia, creating a great opportunity for cosmetic industry players for the international market. To compete globally, careful planning of business processes is required. This paper proposes a design by maximizing the CRM (Customer Relation Management) system aimed at determining an effective marketing strategy. Influence on product provision, quality value, satisfying experience can reach larger customer segments. CRM system development using the Business Model Canvas framework is right in the cosmetics industry. Adaptation is required with the TOGAF ADM framework and the Archimate Core Framework modeling language, resulting in a more streamlined business process model and depicting an integrated organizational structure. Starting from market targeting, data collection, promotion, ordering, information sharing, and connected consumer service. The results of this study add the stages of Migration Planning and Change Management where these two stages are very necessary in carrying out the operational activities of the cosmetic industry well and neatly in accordance with business needs.</em></p><p><strong><em>Keywords:</em></strong><em> Customer Relations Management;Business Model Canvas; Archimate Core Framework; Migration Planning; Change Management</em></p>
Pengenalan Artefak Museum Gedong Arca Berbasis Mobile Virtual Reality
Authors: Pramana Putra I Made Ochlan , Eka Putra I Gede Juliana , Nirmala Bagus Putu Wahyu 
Published: July 2022

<p>Abstrak. Museum seharusnya dapat menjadi pusat pendidikan yang bersinergi antar generasi. Namun pada kenyataanya keberadaan Museum sering hanya dianggap sebatas tempat penyimpanan benda-benda kuno yang sepi pengunjung. Kesulitan memikat pengunjung untuk berkunjung ke museum menjadi masalah secara nasional yang perlu ditangani secara komprehensif. Artikel ini menyajikan model Game Pengenalan Artefak Museum Gedong Arca, yang merupakan game yang mensimulasikan Gedung serta benda bernilai sejarah yang ada di Museum kedalam dunia Virtual atau Virtual reality. Pengembangan game ini dikerjaakan dengan sistematika LutherSutopo atau Multimedia Development Life Cycle (MDLC). Hasil pengembangan game menggunakan metode MDLC didapatkan bahwa game yang dibuat mendapatkan hasil memuaskan berdasarkan poin-poin yang disampaikan dalam pengujian sistem. Uji Penerapan Game untuk Pengenalan Artefak Museum Gedong Arca Berbasis Mobile virtual reality juga mampu meningkatkan minat masyarakat untuk mepelajari tentang Artefak-artefak yang ada di Museum Gedon Arca. Kata kunci: Artefak Museum, Game, Virtual Reality <br /> <br />Abstract. Museums should be able to become a center of education that synergizes between generations. However, in fact, the existence of the museum is often considered only as a storage area for ancient objects which is empty of visitors. The difficulty in attracting visitors to visit the museum is a national problem that needs to be addressed comprehensively. This article presents the Gedong Arca Museum Artifact Recognition Game model, which is a game that simulates buildings and historical objects in the Museum into the virtual world. This game development is done with Luther-Sutopo systematics or Multimedia Development Life Cycle (MDLC). The results of game development using the MDLC method show that the games made get satisfactory results based on the points conveyed in the system testing. Game Application Test for the Introduction of Gedong Arca Museum Artifacts Based on Mobile virtual reality is also able to increase public interest in learning about the artifacts in the Gedon Arca Museum. Keywords: Museum Artifacts, Games, Virtual Reality</p>
Prototype Model Kendali Lampu Rumah Jarak Jauh Dengan Kontrol Telegram
Authors: Fadilah Fadilah , Ansyari Muhammad Rizkan 
Published: July 2022

<p>Abstrak. Dalam aktifitas kita sehari-hari pasti tidak lepas dari penggunaan alat-alat elektronik seperti penerangan lampu pada rumah. Pada umumnya perangkat-perangkat elektronik seperti lampu dikendalikan secara manual oleh penggunanya. Yang masih menggunakan saklar. Dan terkadang ada beberapa perangkat elektronik/lampu yang terhubung kelistrik sering dijumpai masih hidup ketika tidak digunakan atau saat orang tidak ada dirumah, hal ini dapat disebabkan oleh kelalaian pengguna dalam mematikan lampu yang berakibatkan pemborosan penggunaan energi listrik. untuk itu diperlukan sistem pengontrol lampu yang tidak terbatas dengan jarak. dengan begitu akan memudahkan pengguna dalam mengontrol penggunaan energi listrik untuk lampu walaupun sedang tidak berada di rumah. Solusi untuk mengatasi permasalahan yang terjadi adalah dengan pembuatan Kendali Lampu Rumah Jarak Jauh dengan Kontrol telegram yang dikembangkan dengan menggunakan Software Ardunio (IDE). Berdasarkan hasil dari pengujian, prototype model kendali lampu rumah jarak jauh dengan kendali telegram mampu mematikan atau menghidupkan lampu tanpa ada batasan jarak selama terdapat koneksi internet. Kata Kunci: Node MCU, Sistem Kontrol, Lampu, Telegram. <br /> <br />Abstract. In our daily activities, we must not be separated from the use of electronic devices such as lighting at home. In general, electronic devices such as lamps are controlled manually by the user. Who still uses a switch and sometimes there are several electronic devices / lights that are connected to electricity, often found alive when not in use or when people are not at home, this can be caused by user negligence in turning off lights which results in wasteful use of electrical energy for that we need a light control system that is not limited to distance that way it will make it easier for users to control the use of electrical energy for lamps even though they are not at home the solution to overcome the problems that occur is by making Remote Home Light Control with Telegram Control which is developed using the Ardunio Software (IDE). Based on the results of the test, the control model prototype home lamp with telegram control is able to turn off or turn on the lights without any distance restrictions as long as there is an internet connection. Keywords: MCU Node, Control System, Lights, Telegram</p>
Klasifikasi Masa Tunggu Alumni Untuk Mendapatkan Pekerjaan Berdasarkan Kompetensi Menggunakan Algoritma C4.5 (Studi Kasus : Fasilkom Unsika)
Authors: Rezkika Febbyola , Sari Betha Nurina , Irawan Agung Susilo Yuda 
Published: July 2022

<p><em>Abstract</em></p><p><em>Tracking college </em><em>graduates</em><em> needs to be done to find out how their current job status is, especially the waiting time to get a job, as an indicator of the quality of college graduates. Information technology support such as data mining can be used as tools to generate knowledge. This study aims to predict the waiting time for alumni to get a job using a single decision tree algorithm (C4.5) and compare the decision tree algorithm (C4.5) with the forward selection feature. Data processing uses the C4.5 algorithm with the help of RapidMiner Studio software. The results show that the decision tree algorithm (C4.5) with the forward selection feature achieves the best performance with 80.37% accuracy, 79.56% precision, 81.34% recall, 80.40% f-measure and 0.914 AUC which includes into the excellent classification category. Thus, the C4.5 algorithm based on Forward Selection is proven to increase the level of accuracy, compared to a single decision tree (C4.5) algorithm, which is characterized by an increase in the accuracy value of 25.93%.</em></p><p><em>Keywords: Data Mining, Decision Tree, C4.5, Classification, </em><em>Graduates </em><em>Waiting Time</em></p><p> </p><p><em>Abstrak</em></p><p><em>P</em><em>elacakan </em><em>alumni perguruan tinggi </em><em>perlu dilakukan untuk mengetahui bagaimana status pekerjaan </em><em>mereka</em><em> saat ini</em><em>, khususnya waktu tunggu dalam mendapatkan pekerjaan, sebagai salah indikator kualitas lulusan perguruan tinggi</em><em>. </em><em>Dukungan teknologi informasi seperti </em><em>data mining </em><em>dapat digunakan sebagai tools </em><em>untuk menghasilkan suatu pengetahuan. Penelitian ini </em><em> </em><em>bertujuan untuk memprediksi waktu tunggu alumni mendapatkan pekerjaannya dengan menggunakan algoritma decision tree (C4.5) tunggal dan dibandingkan algoritma decision tree (C4.5) dengan fitur forward selection. </em><em>Pengolahan data menggunakan algoritma C4.5 dengan bantuan software RapidMiner Studio. </em><em>Hasilnya menunjukkan bahwa algoritma decision tree (C4.5) dengan fitur forward selection meraih performa terbaik dengan nilai accuracy 80,37%, precision 79,56%, recall 81,34%, f-measure 80,40% dan AUC 0.914 yang termasuk ke dalam kategori excellent classification.</em><em> </em><em>Dengan demikian,</em><em> algoritma C4.5 berbasis Forward Selection terbukti dapat meningkatkan tingkat akurasi, dibandingkan dengan algoritma decision tree (C4.5) tunggal, yang ditandai dengan peningkatan nilai akurasi sebesar 25,93%</em></p><p><strong><em>Kata </em></strong><strong><em>k</em></strong><strong><em>unci: </em></strong><em>Data Mining, Decision Tree, C4.5, Klasifikasi, Waktu Tunggu</em><em> Alumni</em><em> </em></p>
Metode User Center Desain Dalam Pengembangan Media Pembelajaran Arsitektur Nusantara Berbasis QR Code
Authors: Wahyuningsih Yulia 
Published: July 2022

<p><strong>Abstrak</strong>. Antarmuka pengguna komputer dengan perangkat lunak merupakan jendela untuk melihat kemampuan sistem dalam membantu memenuhi kebutuhan pengguna, tidak terkecuali pengguna pada usia kanak-kanak. Penambahan animasi membuat aktivitas tradisional mewarnai menjadi lebih <em>kekinian</em> dan menyenangkan, sebab animasi merupakan hal yang menarik perhatian anak, dan di sisi lain Arsitektur Nusantara adalah salah satu budaya bangsa yang wajib dilestarikan. Penelitian ini mengimplementasikan metode UCD (<em>user center design</em>) sebagai metode untuk membangun aplikasi pembaca QR <em>code</em>. Metode berfokus pada pengguna sebagai pusat pengembangan aplikasi, yaitu: menentukan konteks penggunaan, menentukan persyaratan pengguna, menghasilkan solusi desain, dan mengevaluasi desain. Berdasarkan hasil <em>Usability Testing</em> dengan <em>System Usability Scale</em>, Media pembelajaran ini dapat digunakan untuk memperkenalkan Arsitektur Nusantara dengan respon positif dari 16 orang tua responden.</p><p><em><strong>Kata kunci</strong><strong>:</strong> Media Pembelajaran Informal; Arsitektur Nusantara; Interaksi Manusia dan Komputer; User Center Design.</em></p><p align="center"><em> </em></p><em><strong>Abstract.</strong> The user interface with the software is a window into the system's ability to help meet user needs, not applying the user at an early age. The addition of animation makes traditional activities more fun and enjoyable, because animation is something that attracts children's attention, and on the other hand, Archipelago Architecture is one of the nation's cultures that must be preserved. This study implements the UCD (user center design) method as a method for building a QR code reader application. The method focuses on the user as the center of application development, namely: determining the context of use, determining user requirements, generating design solutions, and selecting designs. Results Based on Usability Testing with System Usability Scale, this learning media can be used to introduce Nusantara Architecture with a positive response from 16 respondents' parents.</em><br /><p><strong><em>Keywords:</em></strong><em> Informal Learning Media; Archipelago Architecture; Human and Computer Interaction; User Center Design.</em></p>
Implementasi Neural Network Untuk Prediksi Penjualan Produk (Studi Kasus Penjualan Siomay)
Authors: Firmansyah Agung , Akbar Mutaqin 
Published: July 2022

<p><strong>Abstrak</strong>. Ketepatan prediksi produksi sangat diperlukan dalam usaha penjualan produk, khususnya produk makanan yang bahan bakunya memiliki umur simpan yang pendek. Tulisan ini bertujuan menyajikan model aplikasi sistem berbasis algoritma <em>N</em><em>eural </em><em>N</em><em>etwork</em> untuk memprediksi jumlah penjualan <em>Siomay</em> di masa datang, sebagai acuan mempersiapkan bahan baku dengan tepat. Prediksi menggunakan data historis sebagai data pelatihan sistem. Uji coba <em>N</em><em>eural </em><em>N</em><em>etwork</em> menggunakan 357 data historis penjualan, 7 data awal digunakan sebagai referensi, 315 data sebagai data latih, dan 35 data terakhir sebagai data uji. Variabel masukan <em>neural network</em> berupa rerata penjualan 7 hari sebelumnya, nilai penjualan 1 hingga 3 hari sebelumnya, akhir bulan, identifikasi hari diskon/benefit, dan akhir pekan. Pelatihan <em>neural network</em> dilakukan dengan model 7-6-1, 7-7-1 dan 7-8-1 dengan laju pelatihan [0.05, 0.1, 0.5, 1, 2 dan 3]. Dari hasil pengujian menggunakan 35 data uji pada ketiga model didapatkan nilai kesalahan terkecil pada model 7-7-1 dengan <em>Mean Square Error </em>(MSE) 1879.8 dan tingkat akurasi prediksi sebesar 90.8%<em>.</em></p><p><strong>Kata kunci:</strong><em> Jaringan saraf tiruan; Data latih; Data uji; Tingkat akurasi; </em><em>Mean Square Error</em></p><p><em> </em></p><p><em><strong>Abstract</strong>. The accuracy of production predictions is very necessary in the business of selling products, especially food products whose raw materials have a short shelf life. This paper aims to present a system application model based on the Neural Network algorithm to predict the number of Siomay sales in the future, as a reference for preparing raw materials appropriately. Prediction uses historical data as system training data. The Neural Network trial uses 357 historical sales data, 7 initial data are used as references, 315 data as training data, and the last 35 data as test data. The input variables for the neural network are the average sales of the previous 7 days, the value of sales from the previous 1 to 3 days, the end of the month, identification of discount/benefit days, and weekends. Neural network training was carried out using 7-6-1, 7-7-1 and 7-8-1 models with training rates [0.05, 0.1, 0.5, 1, 2 and 3]. From the test results using 35 test data on the three models, the smallest error value is obtained in the 7-7-1 model with a Mean Square Error (MSE) of 1879.8 and a prediction accuracy rate of 90.8%.</em></p><p><strong><em>Keywords:</em></strong><em> Artificial neural network; Training data; Test data; Accuracy level; Mean Square Error</em></p>
PENGARUH WORK LIFE BALANCE TERHADAP KINERJA DENGAN KEPUASAN KERJA SEBAGAI VARIABEL MEDIASI (Studi pada Perawat Puskesmas Rawat Inap di Kota Semarang)
Authors: Sari Kartika Dwi Chandra 
Published: July 2022

The medical personnel have a great responsibility in providing optimal health care. One of the medical personnel who is directly related to the service is a nurse. Nurses are required to have a good performance, in practice, the nurse has a challenge related the duration of work hours. Sometimes the work hours didn’t proper with the compensation obtained. In this study examines the effect of work life balance on employee performance by job satisfaction as a mediating variable.
This research was conducted on nurses at Puskesmas inpatient unit on Semarang with a total respondent is 86 people. The sampling method used is Census Sampling. The questionnaire consisted of 6 questions about work life balance, 4 questions about job satisfaction, and 4 questions about employee performance. Data were processed using path analysis with SPSS 22.0 statistical methods for Windows.
The results of the study found that work life balance had a significant effect on employee performance. Job satisfaction does not meet the requirements to become a mediating variable because work life balance on job satisfaction does not have a significant effect, and job satisfaction on performance has no significant effect. Thus, in this study the effect of work life balance with employee performance has a direct effect