Efektivitas Algoritma Random Forest, XGBoost, dan Logistic Regression dalam Prediksi Penyakit Paru-paru
(Bernardus Septian Cahya Putra, Imam Tahyudin, Bagus Adhi Kusuma, Khairunnisak Nur Isnaini)
DOI : 10.62411/tc.v23i4.11705
- Volume: 23,
Issue: 4,
Sitasi : 0 27-Nov-2024
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| Last.31-Jul-2025
Abstrak:
Penyakit paru-paru, seperti pneumonia dan kanker paru-paru, menjadi masalah kesehatan global dengan tingkat kematian tinggi, terutama dipengaruhi oleh polusi udara, infeksi, dan kebiasaan merokok. Pencegahan dan deteksi dini sangat penting dalam mengurangi dampaknya. Algoritma yang digunakan dalam penelitian ini meliputi Random Forest, XGBoost, dan Logistic Regression. Tujuannya yaitu untuk membandingkan performa tiga algoritma machine learning dalam mengklasifikasikan penyakit paru-paru menggunakan metrik evaluasi seperti, akurasi, presisi, recall, dan F1-score. Setelah hyperparameter tuning, XGBoost menunjukkan hasil terbaik dengan akurasi 94,44%, presisi 94,98%, recall 94,44%, dan F1-score 94,41%, menunjukkan keseimbangan optimal antara presisi dan recall. Random Forest juga memberikan hasil yang sebanding dengan XGBoost dengan akurasi dan presisi yang tinggi. Sementara itu, Logistic Regression menunjukkan keterbatasan dalam menangani data yang kompleks, dengan performa yang lebih rendah pada seluruh metrik evaluasi. Penelitian ini menunjukkan bahwa algoritma berbasis pohon keputusan seperti XGBoost dan Random Forest lebih unggul untuk klasifikasi penyakit paru-paru, menjadikannya metode yang lebih andal untuk mendukung deteksi dini penyakit ini.
Kata kunci: Hyperparameter Tuning, Logistic Regression, Penyakit Paru-paru, Random Forest, XGBoost.
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2024 |
Penerapan Teknologi SDN (Software-Defined Networking) untuk Meningkatkan Keamanan Jaringan Perusahaan
(Puteri Ananda Khairunnisa, Norul Annisa, Jadiaman Parhuship)
DOI : 10.51903/teknik.v4i2.569
- Volume: 4,
Issue: 2,
Sitasi : 0 25-Nov-2024
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| Last.23-Jul-2025
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Software-Defined Networking (SDN) merupakan teknologi inovatif yang menyediakan manajemen jaringan secara terpusat dengan tingkat fleksibilitas dan adaptabilitas yang tinggi. Tujuan penelitian ini adalah untuk menginvestigasi penerapan teknologi SDN dalam meningkatkan keamanan jaringan perusahaan. Penelitian ini menggunakan data sekunder dari jurnal ilmiah yang relevan, menganalisis integrasi teknologi Deep Packet Inspection (DPI), Intrusion Prevention System (IPS), dan otomatisasi konfigurasi jaringan guna mendeteksi serta mencegah ancaman siber. Hasil analisis menunjukkan bahwa penyatuan DPI pada firewall dapat meningkatkan tingkat deteksi ancaman hingga 25% dibandingkan dengan firewall konvensional, sementara IPS memberikan perlindungan efisien terhadap serangan Distributed Denial of Service (DDoS). Selain itu, otomatisasi konfigurasi menggunakan Mikrotik dan Python berhasil mengurangi kesalahan manusia hingga 50% dan meningkatkan efisiensi operasional. Walaupun begitu, beberapa tantangan teknis, seperti penurunan throughput, perlu dioptimalkan. Penelitian ini menyimpulkan bahwa SDN merupakan solusi yang efektif dan fleksibel untuk meningkatkan keamanan jaringan perusahaan, sekaligus mendukung efisiensi biaya dan operasional
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2024 |
Measurement of Digital Literacy Index of High School Students or Equivalent in Bogor Regency
(Magfirawaty Magfirawaty, Mohamad Syahral, Dion Ogi, Andriani Adi Lestari, Fetty Amelia, Rizka Khairunnisa, Arizal Arizal, Agus Reza Aristiadi Nurwa)
DOI : 10.15294/26fmrt40
- Volume: 28,
Issue: 2,
Sitasi : 0 20-Nov-2024
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| Last.10-Jul-2025
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The digitalization era is developing rapidly in Indonesia. The pandemic that occurred accelerated digital transformation in various fields. Various digital platforms were developed to support the continuity of education during the pandemic so that they could develop digital skills and improve the status of digital literacy in Indonesia. In addition to the positive impacts, there are also negative impacts from the development of digital transformation. The National Cyber and Crypto Polytechnic which focuses on information security is committed to encouraging increased digital skills and literacy in the surrounding community. Therefore, this time the National Cyber and Crypto Polytechnic located in Bogor Regency began to focus on developing digital skills and literacy among high school students or equivalent in Bogor Regency. The students' digital literacy status was first measured and then the right program or activity was determined to develop their digital skills and literacy. The digital literacy status was measured based on four pillars, Pillar 1 Digital Skill, Pillar 2 Digital Ethics, Pillar 3 Digital Safety, and Pillar 4 Digital Culture. Data collection was carried out by giving questionnaires to 276 high school students or equivalent who used the internet in Bogor Regency. Students give a score to each statement and then the score will be calculated as an average per pillar. The digital literacy index is obtained from the average score of all pillars. The digital literacy index result is 3.14 which is higher than the West Java digital literacy index of 2.78. In addition, pillar 2 Digital Ethic has the lowest score among the four pillars so that the next program is expected to aim to increase this score.
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2024 |
Analisis Penggunaan Media Pembelajaran Kreatif dalam Pembelajaran Matematika Sekolah Dasar Kelas 1
(Chiara Meliani, Syifa Qonita Khairunnisa, Kowiyah Kowiyah)
DOI : 10.59581/konstanta.v2i4.4179
- Volume: 2,
Issue: 4,
Sitasi : 0 12-Nov-2024
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| Last.02-Aug-2025
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This research aims to analyze the comparison of using contextual learning media (concrete) involving technology in improving the mathematics learning outcomes of first-grade elementary school students. The research method used is a qualitative method with a descriptive approach. Data collection was conducted through observation, interviews, and documentation to understand students' interactions with creative learning media and its impact on their understanding of basic mathematical concepts. The results of this study indicate that the use of learning media, both contextual (concrete) and involving technology, such as visual aids and educational games, can increase students' interest in learning, help them understand the material more easily, and have a positive impact on their mathematics learning outcomes. It is hoped that the use of innovative and creative learning media can continue to be applied in mathematics education to support the cognitive development and interest of students in mathematics from an early age. However, the use of concrete learning media involving counting boards and jumping frogs is hindered by time efficiency.
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2024 |
Design GiggleGate as Desktop Virtual Assistant with Face and Speech Recognition Authentication System
(Jasmine Aulia Mumtaz, Kinaya Khairunnisa Komariansyah, Wildan Holik, Reza Pratama, Muhammad Galuh Gumelar, Endang Purnama Giri, Gema Parasti Mindara)
DOI : 10.62951/ijcts.v1i4.113
- Volume: 1,
Issue: 4,
Sitasi : 0 31-Oct-2024
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| Last.06-Aug-2025
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In recent years, virtual assistants have become an integral part of everyday life, simplifying routine tasks and allowing users to focus on more important matters. This research aiming to design GiggleGate, a virtual desktop assistant integrated with both face and speech recognition technology to enhance authentication security. The objective is to develop an authentication system that not only verifies user identity but also provides a more intuitive experience and seamless interaction. The research employs a development methodology to create and implement the system, which integrates face recognition via OpenCV and speech recognition via a Python library. The findings indicate that the integration of these technologies enhances security and user experience by offering dual-factor authentication. The system is expected to contribute to more secure and accessible virtual assistant applications, offering both a practical and efficient solution for users. The implications of this study suggest that the combination of face and speech recognition can provide an effective means to protect user privacy and improve the overall functionality of desktop assistants.
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2024 |
Hubungan Antara Kontrol Diri dengan Perilaku Phubbing pada Mahasiswa
(Khairunnisa Khairunnisa, Ade Nursanti)
DOI : 10.62383/wissen.v2i4.387
- Volume: 2,
Issue: 4,
Sitasi : 0 12-Oct-2024
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| Last.24-Jul-2025
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Phubbing is a behavior where someone uses their smartphone while interacting with others, engrossed in playing with their phone and avoiding direct communication. There are several factors that cause individuals to perform phubbing behavior. Some of these factors are smartphone addiction, Fear of Missing Out (FoMO), and low self-control. In today's era, smartphones contribute significantly to facilitating various activities in society. However, uncontrolled smartphone use can lead to various negative effects, one of which is phubbing behavior. This study was conducted to examine the correlation between self-control and phubbing behavior among college students. This research is non-experimental quantitative research with a correlational design. The sampling technique that used is accidental sampling with the number of samples obtained as many as 236 samples. The instruments used in this study are the Phubbing Scale (PS) and the Self Control Scale (SCS). Based on the results of this study showed that self-control has a significant and strong negative relationship with phubbing behavior among collage students.
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2024 |
Inovasi Pembelajaran Persebaran Flora dan Fauna Endemik Berbasis Geographical Location Menggunakan ArcGIS StoryMaps: Studi Kasus SMAN 07 Surakarta
(Hasan Adi Nugraha, Urmila Zulfa Khairunnisa, Handika Mukti)
DOI : 10.15294/y7pt6t63
- Volume: 12,
Issue: 1,
Sitasi : 0 27-Aug-2024
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| Last.10-Jul-2025
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Tujuan penelitian ini adalah untuk mengembangkan sebuah platform pembelajaran digital yang berfokus pada pemahaman tentang sebaran flora dan fauna endemik Indonesia bagi siswa SMA Kelas XI, menggunakan teknologi ArcGIS StoryMaps. Metode penelitian yang diterapkan adalah Research and Development dengan menerapkan model pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Pengujian dilakukan di SMAN 07 Surakarta, Jawa Tengah, dengan melibatkan siswa dari kelas 11 G dan 11 F. Data kuantitatif diperoleh melalui validasi dari ahli media dan materi, angket yang diisi oleh siswa dan guru, serta pre-test dan post-test. Hasil penelitian menunjukkan bahwa platform pembelajaran digital ArcGIS StoryMaps dengan fokus pada lokasi geografis memenuhi kriteria keberterimaan yang telah ditetapkan. Penilaian tersebut didukung oleh ahli dalam bidang media dan materi, serta hasil pengujian lapangan oleh guru dan siswa. Platform ini terbukti efektif dalam meningkatkan pemahaman siswa, terbukti dengan adanya peningkatan yang signifikan dalam hasil post-test sebesar 9,22 poin. Selain itu, platform ini juga berhasil memperkuat keterampilan 4C (Communication, Collaboration, Critical thinking, dan Creativity) siswa. Temuan ini menunjukkan bahwa penggunaan platform pembelajaran digital berbasis ArcGIS StoryMaps dapat meningkatkan efektivitas pembelajaran geografi, terutama dalam memahami sebaran flora dan fauna endemik Indonesia. Implikasi dari penelitian ini menekankan pentingnya integrasi teknologi dalam pembelajaran geografi.
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2024 |
IMPELEMENTASI APLIKASI COREL DRAW DALAM MENINGKATKAN KEMAMPUAN DESAIN SISWA SMKN 1 PALIBELO
(Miftahul Jannah, Susi Sulastri, Nur Syari’ah, Faris Azis, Khairunnisa, Khairunnisa)
DOI : 10.51903/community.v4i2.514
- Volume: 4,
Issue: 2,
Sitasi : 0 31-Jul-2024
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| Last.23-Jul-2025
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In the ever-growing digital era, graphic design skills are becoming increasingly important and in demand in various industries. Seeing the importance of building students' design abilities in terms of skills, it is necessary to implement design training using Corel Draw for students at SMKN 1 Palibelo. However, the obstacle currently faced by students at SMKN 1 Palibelo is their lack of interest in using design technology. This can be seen from some students who are still unable to create designs using Corel Draw. One effort to improve the design skills of students at SMKN 1 Palibelo is by implementing design training using the Corel Draw application. Therefore, the PKM Team held activities to implement Corel Draw design training at SMKN 1 Palibelo. This PKM aims to teach how to create a design systematically and structured using this application. The training provided includes an introduction to the basic tasks of Corel Draw and the tools contained in it. Next, how to practice making a simple poster design. Starting from making worksheet sizes, writing text, giving colors, the editing process to the design creation process. Comprehensively, the implementation of this training went smoothly. Indicators of success can be seen from the input given by the students who took part in this activity, which shows that the majority of students were able to understand the training process provided and also that the design making process was easy to put into practice.
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2024 |
Tradisi Berandam pada Pengantin Melayu di Desa Sanglar, Kecamatan Reteh, Kabupaten Indragiri Hilir
(Athaya Khairunnisa, Syefriani Syefriani)
DOI : 10.62383/imajinasi.v1i3.207
- Volume: 1,
Issue: 3,
Sitasi : 0 04-Jul-2024
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| Last.24-Jul-2025
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The purpose of this research is to find out about the process of implementing traditions soak in Sanglar Village, this research uses descriptive analysis methods, with a qualitative approach. Meanwhile, the data collection techniques used are observation, documentation and interview techniques. The research subject consisted of 1 person as the resource person, namely Nisah as mak Andam, the result of this research was the implementation of tradition soak to the bride in Sanglar Village, soak has several requirements that must be completed, the process soak there are several stages. Tradition soak has the aim of beautifying the prospective bride and a sign of the bride's readiness to become a wife. Implementation of traditions soak Malay weddings in Sanglar Village are very important so this tradition has been carried out for a long time and is still maintained today by the Malay community in Sanglar Village.
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2024 |
Exploration of Factors Influencing Early Marriage in Adolescents: A Literature Review
(Cahyaning Auliya Khairunnisa, Sarah Angelique Mutiaraku Sitorus, Vidya Diah Puspita, Ida Maryati)
DOI : 10.33366/jc.v12i2.5694
- Volume: 12,
Issue: 2,
Sitasi : 0 02-Jul-2024
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| Last.07-Oct-2025
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A phenomenon that often occurs in lower middle economic circles is early marriage. Early marriage can threaten the health and well-being of the couples involved. Not only does it affect health aspects, but it also impacts psychological, social and spiritual aspects. Mental instability in running a household can lead to divorce and domestic violence. This research aimed to explore which factors play a major role in early marriage, especially among adolescents. Using a systematic literature review with keyword “Teenagers AND early marriage AND Factor Influencing” which had a limit criteria of 2019-2024, using English and Indonesian Language, qualitative research design, and full txt. There were 2079 articles SAGE, Portal Garuda, Neliti, and Google Scholar databases and were re-screnned to obtain a total of 7 journals based on inclusion and exclusion criteria with PRISMA Flow 2020 guidelines. Early marriage is caused by external and internal factors. External factors include socio-economic factors, cultural norms, low level of education, poor parenting while internal factors include love, the desire to be accepted in society life, and new opportunities in life.
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2024 |