Tag: kuliah teknologi informasi

  • Data Mining, Neural Network Algorithm to Predict Student’s Grade Point Average: Backpropagation Algorithm

    Data Mining, Neural Network Algorithm to Predict Student’s Grade Point Average: Backpropagation Algorithm

    Author: Selvia Lorena Br. Ginting ; M. Aditya Fathur Rahman

    Abstract

    The Grade Point Average (GPA) for a tertiary institution is one of the elements used to measure the quality of teaching and learning. In the Department of Computer Systems, Universitas Komputer Indonesia, there are many students who have bachelor’s degrees, but there are still many students who do not graduate on time with unsatisfactory GPA. By utilizing the pile of academic data from students who have graduated, modelling the data mining technique using the Artificial Neural Network (ANN) method with the backpropagation algorithm can be done. The purpose of this study is to test the ANN modelling with backpropagation algorithm in making a student’s Grade Point Average (GPA) prediction information system. The student GPA prediction system is used as a supporting material for the academic advisor to provide evaluation guidance to students who are considered to have academic problems. The parameter attributes used in this study included Grade Point Semester (GPS) one to four as well as several course scores as data input and GPA as an output data. The test was carried out in four scenarios, where the best results of ANN were obtained in scenario-IV with the parameters of the number of input layer neurons 18, the number of hidden layer neurons 24, the number of output layer neurons 1, learning rate (a) 0.15, 2000 iterations (epoch) and 591 data sets. The data is divided into 85% data set for training data as well as 15% data set for test data. The average accuracy obtained from this information system is 97.2%. It is expected that this study can be used as a reference for designing a data mining architecture model using the ANN backpropagation algorithm in creating values prediction information system. © School of Engineering, Taylor’s University.

    Author keywords

    Artificial neural network; Backpropagation; Data mining; Grade point average

    This article can be accessed at: https://www.scopus.com/pages/publications/85109676997

  • Data Visualization for Education Domain at Dinas Pendidikan Jawa Barat

    Data Visualization for Education Domain at Dinas Pendidikan Jawa Barat

    Author: Yusrila Y. Kerlooza ; Dian Dharmayanti ; Adam Mukharil Bachtiar ; Taufiq Nugraha

    Abstract

    The purpose of this research is to make a proper visualization which can be used in West Java Provincial Education Board to look education equity level in the West Java Province. This research is to help the Planning and Reporting Sub Division understand the case of education equity. Based on the results of interviews to one of the employees in the sub division, there were problems such as receiving information from the visualization used today were not as expected. It happened because the information does not support education equity. There are several methods used to produce the right form of information including statistics, data mining, and the application of data visualization rules. After designing and refining the existing visualization, the outcome is implemented in website-based prototypes. The results of prototypes were efficient and effective, it was tested by Usability Testing. The result of usability testing reached 95.45%, which means that the design used has achieved a minimum goal. From these results, prototypes of data visualization can help the sub division to understand information about education equity. © School of Engineering, Taylor’s University.

    Author keywords

    Acceptance testing; Data mining; Data visualization; Education equity; Statistics; Usability testing

    This article can be accessed at: https://www.scopus.com/pages/publications/85117915025

  • The Relationship Between E-Learning and Student Satisfaction

    The Relationship Between E-Learning and Student Satisfaction

    as Marketing Strateg: A Case Study at a Private University

    Authors: Eddy Soeryanto Soegoto ; Senny Luckyardi ; Rizky Jumansyah ; Herry Saputra ; Niël A. Kruger

    DOI: 10.15549/jeecar.v9i5.1052

    Abstract

    Universities have incorporated e-learning into their educational structures because of the unanticipated transition from conventional learning to digital and hybrid learning methods to the closure of educational facilities during the COVID-19 pandemic. This study aims to ascertain how e-learning influences students’ satisfaction at private universities and to develop a marketing strategy to keep institutions of higher learning competitive throughout the COVID-19 or similarly disrupting events. In the study, we utilise a quantitative descriptive method. Collecting data was done by distributing e-questionnaires to students at a private university in Bandung. The sampling technique used random sampling with 245 respondents. The data was subjected to numerous linear regression analyses using SPSS. ICT, ESQ, and EIQ are the study’s dependent variables, and e-learning is the study’s independent variable. The findings indicate that all variables influence and significance of e-learning and students’ satisfaction with 65.9%, which can enhance learning outcomes in private universities. © 2022, Institute of Eastern Europe and Central Asia. All rights reserved.

    Author Keywords

    Digital transition; education; electronic-learning; hybrid education; systemic disruption

    This article can be accessed at https://www.scopus.com/pages/publications/85141141950?

  • Model of Expected Benefit, E-Learning Curriculum,

    Model of Expected Benefit, E-Learning Curriculum,

    and Education Partners on E-Learning

    Authors: Indriana ; Alamsyah, Doni Purnama ; Hikmawati, Nina Kurnia

    DOI: 10.1109/ICIMTech55957.2022.9915129

    Abstract

    Adaptation of new technology in e-learning begins with psychological motivation from students, where this becomes important related to the success of the e-learning concept. Examining the phenomenon, this study aims to investigate the relationship between student psychological motivation and expected benefits, e-learning curriculum, and educational partners. The research was conducted on students in the city of Bandung through a quantitative survey. The data from students was taken through a questionnaire and the tabulated data from the questionnaire was processed using SmartPLS. There is a research model based on the design of the research hypothesis being tested. The results showed that the expected benefit and e-learning curriculum had a positive relationship with psychological motivation. Meanwhile, educational partners do not have a positive relationship with psychological motivation. Furthermore, it is known that the expected benefit has the biggest impact in supporting the psychological motivation of students. Psychological motivation is important related to the adaptation of new technology in e-learning, because it is a factor that can increase the success of using e-learning as a learning medium. The findings of this study can be used as input for universities in reviewing the concept of e-learning so that it can be well received by its users. © 2022 IEEE.

    Author Keywords

    E-Learning Curriculum; Educational Partners; Expected Benefit; Psychological Motivation

    Indexed Keywords

    Engineering controlled terms

    Curricula; E-learning; Education computing; Learning systems; Students; Surveys

    Engineering uncontrolled terms

    E – learning; E-learning concepts; E-learning curriculum; Educational partner; Expected benefit; Learning media; Model-based OPC; Psychological motivation; Research models; Tabulated data

    Engineering main heading

    Motivation

    This article can be accessed at https://www.scopus.com/pages/publications/85141348978?

  • Animation Video Design as Promotion for Nature School

    Animation Video Design as Promotion for Nature School

    as Habituation of Green Lifestyle

    Authors: Yully Ambarsih Ekawardhani ; Didi Subandi ; Bisma Hikmah Kurniadi

    DOI: 10.15549/jeecar.v10i4.1361

    Abstract

    This article explains the creation of an animated video design to promote a nature school. Conducted in two stages, the method used to process data is the promotion mix, in the form of deepening the marketing 7Ps mix model representing: product, price, promotion, place, people, physical evidence, and processes. Need to tell readers what 7 P is about. Meanwhile, the creation of the work uses art-based research for capturing activities in the nature school environment to become an animated video design based on informal education, has a passion for raising students’ awareness of green lifestyles. Currently, it is still constrained by the number of participants registered. Meanwhile, the various activities carried out involve the surrounding nature and are directed to produce works and activities for students. The result is an animated video design that is able to provide an overview of the positive activities in school. In conclusion, this video will attract potential applicants to continue becoming students and reinforce a green lifestyle. © 2023, Institute of Eastern Europe and Central Asia. All rights reserved.

    Author Keywords

    animation; green lifestyle; nature school; promotion; video design

    This article can be accessed at https://www.scopus.com/pages/publications/85164185389?

  • Comparative Analysis of K-Means and K-Medoids Algorithms in Determining Customer Segmentation Using RFM Model

    Comparative Analysis of K-Means and K-Medoids Algorithms in Determining Customer Segmentation Using RFM Model

    Authors: Nita Mirantika ; Estiko Rijanto

    DOI: –

    Abstract

    A poultry farm company has customers across various regions and needs customer segmentation for a more effective marketing strategy. This research aims to perform the company customer segmentation through a comparative analysis using K-Means and K-Medoids algorithms. Customer segmentation was performed using the Cross-Industry Standard Process for Data Mining (CRISP-DM) technique on three distinct sales datasets. We selected the attributes of the datasets based on the Recency-Frequency-Monetary (RFM) model. The number of clusters was established utilizing the Elbow approach, and the assessment of clustering was carried out using the Davies-Bouldin Index (DBI) methodology. Through a comparative examination, it becomes evident that the superiority of the K-Means algorithm is demonstrated in comparison to the K-Medoids algorithm. This outcome is derived from the observation that the DBI value for K-Means is lower than the DBI value for K-Medoids across the three sales datasets. Based on these results, it is recommended to determine customer segmentation using the K-Means algorithm. We obtained four customer segments: superstar, typical, newcomer, and dormant. The superstar segment has the most recent recency value, the highest frequency, and the most significant monetary value. The results of this customer segmentation became a consideration for the company in making marketing strategies that are right on target. This study can be used as a reference for current issue in the poultry farm company for supporting and preparing food, supports current issue in the sustainable development goals (SDGs). © School of Engineering, Taylor’s University.

    Author Keywords

    Customer segmentation; Frequency; K-Means; K-Medoids; Monetary model; Recency

    This article can be accessed at https://www.scopus.com/pages/publications/85176387578?

  • Impact of Knowledge Management, IT, Community Service,

    Impact of Knowledge Management, IT, Community Service,

    and University Branding on Education Quality

    Authors: Umi Narimawati ; Marliana Budhiningtias Winanti ; Syahrul Mauluddin ; Dadang Munandar ; Denok Sunarsi

    DOI: 10.15549/jeecar.v10i6.1505

    Abstract:

    This study aimed to investigate and comprehend the effects of knowledge management adoption, information technology utilization, and community service programs on university branding and their subsequent impact on the overall quality of education in private tertiary institutions (PTS) in the West Java and Banten region. The research design was quantitative, using a survey approach and a simple random sampling method to gather data from 226 lecturers from private tertiary institutions in West Java and Banten. PLS software version 3.0, based on the Partial Least Squares (PLS) approach, was used to analyze the data. The results showed that knowledge management implementation had no discernible impact on university branding, as shown by a t-statistic value of 1.594 and a P-value of 0.112. © 2023, Institute of Eastern Europe and Central Asia. All rights reserved.

    Author Keywords:

    community service program; implementation of knowledge management; quality of education; university branding; utilization of information technology

    This article can be accessed at https://www.scopus.com/pages/publications/85178284931?

  • Interaction Design of Number Counting Operation Learning Media

    Interaction Design of Number Counting Operation Learning Media

    for Mildly Mentally Retarded Children

    Authors: Alif Finandhita ; Giovani Octaviana

    DOI: 10.1109/INCITEST59455.2023.10397032

    Abstract:

    Intellectual Disability is a term for people who have below average intellectual and cognitive abilities. They can be recognized by their slower thinking and learning processes compared to other children of their age. Mildly mentally retarded children only have an IQ score of 50/55 to approximately 70. The most common difficulty faced by them at school is learning mathematics. One of the materials is number counting operations. The learning process for mathematics in the classroom is currently still carried out conventionally, either verbally or using blackboard media. This causes children with special needs to be less interested in learning mathematics because they have difficulty understanding the material provided. Based on these problems, an interaction design is needed to learn mathematics interactively, especially for number counting operation materials. The objective of this research is to facilitate the children to learn number operations through learning media with interactive design. The design process is carried out using the User Centered Design method where the needs of children will be the main focus. The process starts from understanding the context of use which includes problem analysis and the current learning process, up to the evaluation process. The native prototype is the final result of this research. The evaluation results through the qualitative usability test show that the success rate of children’s interaction using the prototype that have been made by completing the tasks given is 92%. © 2023 IEEE.

    Author Keywords:

    human computer interaction; interaction design; learning media; mild mentally retardation; usability

    Indexed Keywords:

    Engineering controlled terms

    Learning systems; User centered design

    Engineering uncontrolled terms

    Cognitive ability; Intellectual ability; Intellectual disability; Interaction design; Learn+; Learning Mathematics; Learning media; Learning process; Mild mentally retardation; Usability

    Engineering main heading

    Human computer interaction

    This article can be accessed at https://www.scopus.com/pages/publications/85185199422?

  • Autonomous Monitoring with Facial Expression Recognition

    Autonomous Monitoring with Facial Expression Recognition

    and Gamification to Support Blended Learning Model

    Authors: Indra Kurniawan ; Yeffry Handoko Putra

    DOI: –

    Abstract:

    Blended learning model is a popular learning model and is trusted by many educational institutions in the world as a more effective model. However, it has several challenges and weaknesses, namely the lack of monitoring and assessment of learning activities during online sessions or asynchronous sessions. This study aims to build an autonomous monitoring system using facial expression recognition and gamification methods to support the learning process with a blended learning model. The result of this research is a design and implementation of an autonomous monitoring system that displays real-time monitoring reports with the concept of gamification. Real-time reports can be used by teachers as one of the assessment points for students. In addition, the applied gamification concept has motivated students to take the distance learning process seriously and quickly because they are competing to get points. © School of Engineering, Taylor’s University.

    Author Keywords:

    Autonomous monitoring; Facial expression recognition; Gamification

    This article can be accessed at https://www.scopus.com/pages/publications/85148345218?

  • The Impact of Learning Effectiveness in Post-Pandemic Architecture Studios

    The Impact of Learning Effectiveness in Post-Pandemic Architecture Studios

    Authors: Seftiyandi Kurniawan ; Syahrul Gunawan ; Tri Widianti Natalia

    DOI: 10.1063/5.0176200

    Abstract:

    This study aims to find out how effective students are in taking post-pandemic architecture courses, by assessing study hours, time, and the weight of the lessons received to be able to follow the architectural learning method which is considered very heavy by some students selected during the pandemic. The existence of pandemic and rapid technological developments makes changes in the learning and teaching process carried out as effectively as possible boldly, this gives rise to new phenomena and phenomena in the learning and teaching process, one of which is the phenomenon of overwork or crowd culture. Consciously or unconsciously, the phenomenon of the cultural bustle can cause students to experience mental health problems. The method used is the method of analyzing data collected through questionnaires to determine the level of effectiveness of learning and teaching architectural education by taking quantitative data on architecture students using a questionnaire method using a Likert scale. The results showed that unconsciously students in the Architecture major adopted a bustling culture which was considered more effective to be able to follow the Architecture learning method, especially during the pandemic. The effectiveness of the application of learning methods to Architecture students can be seen in the student’s abilities, behavior, and student motivation. © 2023 Author(s).

    This article can be accessed at https://www.scopus.com/pages/publications/85177554133?