Pub Date : 2024-02-07DOI: 10.33480/inti.v18i2.5065
Siti Masripah, Lestari Yusuf
In the Presidential election, gen z as a new voter, must know in advance who the presidential candidate will be in the 2024 election as well as the election process, because if voters do not know and do not understand, it will cause the wrong choice will result in their votes cannot be used even to abstain. What factors cause milennials and gen z generations to not know about elections can be determined using a decision tree. Therefore, in this study, a questionnaire was given to millennials and gen z generation to find out whether voters know the presidential candidate to be elected. The data from the questionnaire is processed to become training data and testing data with a ratio of 70:30. Then measure the accuracy level using the C4.5 algorithm with a comparison of splitting criteria, namely gain ratio, information gain and gini index. By knowing the right splitting criteria, the decision tree model can help overcome the problem of overfitting in the data. Overfitting occurs when the model is too complex in memorizing training data, thus failing to generalize well to read new data. The calculation results show the difference in accuracy values between Gain ratio, Information gain and Gini index, namely 81.67%, 83.33% and 83.33%. It can be concluded that for the use of Algorithm C4.5 splitting criteria Gain ratio and Gini index have the same accuracy value for accuracy measurement in this study.
在总统大选中,z 世代作为新选民,必须提前了解 2024 年大选的总统候选人是谁以及选举过程,因为如果选民不知道、不了解,就会造成错误的选择,导致自己的选票无法使用甚至弃权。导致千禧一代和 Z 世代不了解选举的因素可以通过决策树来确定。因此,本研究向千禧一代和 z 世代发放了调查问卷,以了解选民是否了解将要选举的总统候选人。问卷中的数据经过处理后成为训练数据和测试数据,两者的比例为 70:30。然后使用 C4.5 算法,通过比较拆分标准(即增益比、信息增益和基尼指数)来衡量准确率水平。 通过了解正确的拆分标准,决策树模型可以帮助克服数据中的过拟合问题。当模型在记忆训练数据时过于复杂,从而不能很好地泛化到读取新数据时,就会出现过拟合。计算结果表明,增益比、信息增益和基尼指数的准确度值存在差异,分别为 81.67%、83.33% 和 83.33%。由此可以得出结论,在本研究中,使用 C4.5 算法分割标准时,增益比和基尼指数具有相同的准确度测量值。
{"title":"PERBANDINGAN KRITERIA DECISION TREE PADA PENGETAHUAN MASYARAKAT PADA PEMILIHAN UMUM PRESIDEN INDONESIA","authors":"Siti Masripah, Lestari Yusuf","doi":"10.33480/inti.v18i2.5065","DOIUrl":"https://doi.org/10.33480/inti.v18i2.5065","url":null,"abstract":"In the Presidential election, gen z as a new voter, must know in advance who the presidential candidate will be in the 2024 election as well as the election process, because if voters do not know and do not understand, it will cause the wrong choice will result in their votes cannot be used even to abstain. What factors cause milennials and gen z generations to not know about elections can be determined using a decision tree. Therefore, in this study, a questionnaire was given to millennials and gen z generation to find out whether voters know the presidential candidate to be elected. The data from the questionnaire is processed to become training data and testing data with a ratio of 70:30. Then measure the accuracy level using the C4.5 algorithm with a comparison of splitting criteria, namely gain ratio, information gain and gini index. By knowing the right splitting criteria, the decision tree model can help overcome the problem of overfitting in the data. Overfitting occurs when the model is too complex in memorizing training data, thus failing to generalize well to read new data. The calculation results show the difference in accuracy values between Gain ratio, Information gain and Gini index, namely 81.67%, 83.33% and 83.33%. It can be concluded that for the use of Algorithm C4.5 splitting criteria Gain ratio and Gini index have the same accuracy value for accuracy measurement in this study.","PeriodicalId":197142,"journal":{"name":"INTI Nusa Mandiri","volume":"18 18","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139795960","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-07DOI: 10.33480/inti.v18i2.5065
Siti Masripah, Lestari Yusuf
In the Presidential election, gen z as a new voter, must know in advance who the presidential candidate will be in the 2024 election as well as the election process, because if voters do not know and do not understand, it will cause the wrong choice will result in their votes cannot be used even to abstain. What factors cause milennials and gen z generations to not know about elections can be determined using a decision tree. Therefore, in this study, a questionnaire was given to millennials and gen z generation to find out whether voters know the presidential candidate to be elected. The data from the questionnaire is processed to become training data and testing data with a ratio of 70:30. Then measure the accuracy level using the C4.5 algorithm with a comparison of splitting criteria, namely gain ratio, information gain and gini index. By knowing the right splitting criteria, the decision tree model can help overcome the problem of overfitting in the data. Overfitting occurs when the model is too complex in memorizing training data, thus failing to generalize well to read new data. The calculation results show the difference in accuracy values between Gain ratio, Information gain and Gini index, namely 81.67%, 83.33% and 83.33%. It can be concluded that for the use of Algorithm C4.5 splitting criteria Gain ratio and Gini index have the same accuracy value for accuracy measurement in this study.
在总统大选中,z 世代作为新选民,必须提前了解 2024 年大选的总统候选人是谁以及选举过程,因为如果选民不知道、不了解,就会造成错误的选择,导致自己的选票无法使用甚至弃权。导致千禧一代和 Z 世代不了解选举的因素可以通过决策树来确定。因此,本研究向千禧一代和 z 世代发放了调查问卷,以了解选民是否了解将要选举的总统候选人。问卷中的数据经过处理后成为训练数据和测试数据,两者的比例为 70:30。然后使用 C4.5 算法,通过比较拆分标准(即增益比、信息增益和基尼指数)来衡量准确率水平。 通过了解正确的拆分标准,决策树模型可以帮助克服数据中的过拟合问题。当模型在记忆训练数据时过于复杂,从而不能很好地泛化到读取新数据时,就会出现过拟合。计算结果表明,增益比、信息增益和基尼指数的准确度值存在差异,分别为 81.67%、83.33% 和 83.33%。由此可以得出结论,在本研究中,使用 C4.5 算法分割标准时,增益比和基尼指数具有相同的准确度测量值。
{"title":"PERBANDINGAN KRITERIA DECISION TREE PADA PENGETAHUAN MASYARAKAT PADA PEMILIHAN UMUM PRESIDEN INDONESIA","authors":"Siti Masripah, Lestari Yusuf","doi":"10.33480/inti.v18i2.5065","DOIUrl":"https://doi.org/10.33480/inti.v18i2.5065","url":null,"abstract":"In the Presidential election, gen z as a new voter, must know in advance who the presidential candidate will be in the 2024 election as well as the election process, because if voters do not know and do not understand, it will cause the wrong choice will result in their votes cannot be used even to abstain. What factors cause milennials and gen z generations to not know about elections can be determined using a decision tree. Therefore, in this study, a questionnaire was given to millennials and gen z generation to find out whether voters know the presidential candidate to be elected. The data from the questionnaire is processed to become training data and testing data with a ratio of 70:30. Then measure the accuracy level using the C4.5 algorithm with a comparison of splitting criteria, namely gain ratio, information gain and gini index. By knowing the right splitting criteria, the decision tree model can help overcome the problem of overfitting in the data. Overfitting occurs when the model is too complex in memorizing training data, thus failing to generalize well to read new data. The calculation results show the difference in accuracy values between Gain ratio, Information gain and Gini index, namely 81.67%, 83.33% and 83.33%. It can be concluded that for the use of Algorithm C4.5 splitting criteria Gain ratio and Gini index have the same accuracy value for accuracy measurement in this study.","PeriodicalId":197142,"journal":{"name":"INTI Nusa Mandiri","volume":"25 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139855833","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-06DOI: 10.33480/inti.v18i2.5023
I. D. G. A. Putra, Pande Putu Ode Juiantara. KW, I. Gunawan, G. Indrawan
This research aims to compare elements of usability and user experience on the e-commerce platforms Bukalapak and Tokopedia. Usability quality has important significance because if an application or website has optimal usability, users will be able to use it easily. Users who feel disappointed or have difficulty interacting with a website are likely to leave the platform and look for an alternative that is easier to use. Therefore, usability evaluation becomes crucial for e-commerce websites. Measurements were carried out using the User Experience Questionnaire (UEQ) method which involves several aspects, including attractiveness, perception, efficiency, dependability, stimulation and novelty. The results of evaluating user usage and experience on these two e-commerce websites, using the UEQ method, show that Bukalapak achieved an Attractiveness value of 0.80, Perspicuity of 0.83, Efficiency of 0.63, Dependability of 0.53, Stimulation of 0.74, and Novelty of 0.38. Meanwhile, Tokopedia achieved an Attractiveness score of 1.24, Perspicuity of 1.08, Efficiency of 1.20, Dependability of 1.19, Stimulation of 0.96, and Novelty of 0.70. Therefore, it can be concluded that Tokopedia shows better performance than Bukalapak in terms of usability and user experience on the e-commerce platform.
{"title":"EVALUASI USABILITY WEBSITE BUKALAPAK DAN TOKOPEDIA MENGGUNAKAN METODE USER EXPERIENCE QUESTIONNAIRE (UEQ)","authors":"I. D. G. A. Putra, Pande Putu Ode Juiantara. KW, I. Gunawan, G. Indrawan","doi":"10.33480/inti.v18i2.5023","DOIUrl":"https://doi.org/10.33480/inti.v18i2.5023","url":null,"abstract":"This research aims to compare elements of usability and user experience on the e-commerce platforms Bukalapak and Tokopedia. Usability quality has important significance because if an application or website has optimal usability, users will be able to use it easily. Users who feel disappointed or have difficulty interacting with a website are likely to leave the platform and look for an alternative that is easier to use. Therefore, usability evaluation becomes crucial for e-commerce websites. Measurements were carried out using the User Experience Questionnaire (UEQ) method which involves several aspects, including attractiveness, perception, efficiency, dependability, stimulation and novelty. The results of evaluating user usage and experience on these two e-commerce websites, using the UEQ method, show that Bukalapak achieved an Attractiveness value of 0.80, Perspicuity of 0.83, Efficiency of 0.63, Dependability of 0.53, Stimulation of 0.74, and Novelty of 0.38. Meanwhile, Tokopedia achieved an Attractiveness score of 1.24, Perspicuity of 1.08, Efficiency of 1.20, Dependability of 1.19, Stimulation of 0.96, and Novelty of 0.70. Therefore, it can be concluded that Tokopedia shows better performance than Bukalapak in terms of usability and user experience on the e-commerce platform.","PeriodicalId":197142,"journal":{"name":"INTI Nusa Mandiri","volume":"1 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139862204","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-06DOI: 10.33480/inti.v18i2.5023
I. D. G. A. Putra, Pande Putu Ode Juiantara. KW, I. Gunawan, G. Indrawan
This research aims to compare elements of usability and user experience on the e-commerce platforms Bukalapak and Tokopedia. Usability quality has important significance because if an application or website has optimal usability, users will be able to use it easily. Users who feel disappointed or have difficulty interacting with a website are likely to leave the platform and look for an alternative that is easier to use. Therefore, usability evaluation becomes crucial for e-commerce websites. Measurements were carried out using the User Experience Questionnaire (UEQ) method which involves several aspects, including attractiveness, perception, efficiency, dependability, stimulation and novelty. The results of evaluating user usage and experience on these two e-commerce websites, using the UEQ method, show that Bukalapak achieved an Attractiveness value of 0.80, Perspicuity of 0.83, Efficiency of 0.63, Dependability of 0.53, Stimulation of 0.74, and Novelty of 0.38. Meanwhile, Tokopedia achieved an Attractiveness score of 1.24, Perspicuity of 1.08, Efficiency of 1.20, Dependability of 1.19, Stimulation of 0.96, and Novelty of 0.70. Therefore, it can be concluded that Tokopedia shows better performance than Bukalapak in terms of usability and user experience on the e-commerce platform.
{"title":"EVALUASI USABILITY WEBSITE BUKALAPAK DAN TOKOPEDIA MENGGUNAKAN METODE USER EXPERIENCE QUESTIONNAIRE (UEQ)","authors":"I. D. G. A. Putra, Pande Putu Ode Juiantara. KW, I. Gunawan, G. Indrawan","doi":"10.33480/inti.v18i2.5023","DOIUrl":"https://doi.org/10.33480/inti.v18i2.5023","url":null,"abstract":"This research aims to compare elements of usability and user experience on the e-commerce platforms Bukalapak and Tokopedia. Usability quality has important significance because if an application or website has optimal usability, users will be able to use it easily. Users who feel disappointed or have difficulty interacting with a website are likely to leave the platform and look for an alternative that is easier to use. Therefore, usability evaluation becomes crucial for e-commerce websites. Measurements were carried out using the User Experience Questionnaire (UEQ) method which involves several aspects, including attractiveness, perception, efficiency, dependability, stimulation and novelty. The results of evaluating user usage and experience on these two e-commerce websites, using the UEQ method, show that Bukalapak achieved an Attractiveness value of 0.80, Perspicuity of 0.83, Efficiency of 0.63, Dependability of 0.53, Stimulation of 0.74, and Novelty of 0.38. Meanwhile, Tokopedia achieved an Attractiveness score of 1.24, Perspicuity of 1.08, Efficiency of 1.20, Dependability of 1.19, Stimulation of 0.96, and Novelty of 0.70. Therefore, it can be concluded that Tokopedia shows better performance than Bukalapak in terms of usability and user experience on the e-commerce platform.","PeriodicalId":197142,"journal":{"name":"INTI Nusa Mandiri","volume":"97 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139802181","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-05DOI: 10.33480/inti.v18i2.5036
Shinta Oktaviana R, Rifqi Avriyansyah Prayudha
The online gaming industry generates revenue through the sale of games that customers pay to play. In Indonesia, there are numerous programs that offer online game vouchers at different costs and with various payment options. The objective of this study is to identify the variables that influence user satisfaction on web applications that offer online game coupons. The study used the WebQual 4.0 methodology as a tool for evaluating the caliber of web apps. The research was conducted online via the Google Form application. The data collection period spanned from June 11, 2023 to June 29, 2023, and we got 130 respondents. The data was evaluated using descriptive statistical analysis with the aid of SPSS tools. The findings of this study indicate that the variable of Interaction Quality (X3) has a significant role in determining user satisfaction for online game voucher websites, however the factors of Usability (X1) and Information Quality (X2) do not exert any influence on user satisfaction. Therefore, this research shows that hypotheses H1 and H2 are rejected for all data groups. This research provides recommendations to online game voucher application owners to focus on interaction quality variables in further web application development.
{"title":"ANALISA KEPUASAN PENGGUNA WEBSITE TOP UP VOUCHER GAMES ONLINE MENGGUNAKAN WEBQUAL 4.0","authors":"Shinta Oktaviana R, Rifqi Avriyansyah Prayudha","doi":"10.33480/inti.v18i2.5036","DOIUrl":"https://doi.org/10.33480/inti.v18i2.5036","url":null,"abstract":"The online gaming industry generates revenue through the sale of games that customers pay to play. In Indonesia, there are numerous programs that offer online game vouchers at different costs and with various payment options. The objective of this study is to identify the variables that influence user satisfaction on web applications that offer online game coupons. The study used the WebQual 4.0 methodology as a tool for evaluating the caliber of web apps. The research was conducted online via the Google Form application. The data collection period spanned from June 11, 2023 to June 29, 2023, and we got 130 respondents. The data was evaluated using descriptive statistical analysis with the aid of SPSS tools. The findings of this study indicate that the variable of Interaction Quality (X3) has a significant role in determining user satisfaction for online game voucher websites, however the factors of Usability (X1) and Information Quality (X2) do not exert any influence on user satisfaction. Therefore, this research shows that hypotheses H1 and H2 are rejected for all data groups. This research provides recommendations to online game voucher application owners to focus on interaction quality variables in further web application development.","PeriodicalId":197142,"journal":{"name":"INTI Nusa Mandiri","volume":"57 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139865005","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-05DOI: 10.33480/inti.v18i2.4990
Hari Supriadi, M. Istambul, Parlindungan Parlindungan
Penerapan Enterprise Architecture (EA) telah menjadi keharusan strategis yang penting untuk menjawab tantangan transformasi digital di Desa Digital. Penelitian ini bertujuan untuk mengembangkan Enterprise Architecture Desa Digital di Kabupaten Sumedang. Permasalahan utamanya terletak pada tidak adanya kerangka terstruktur atau tata kelola dalam pengelolaan transformasi digital yang efektif di tingkat desa. Metodologi yang digunakan dalam mengembangan Enterprise Architecture pada Desa Digital menggunakan Enterprise Architecture Planning (EAP), EAP dilakukan secara cermat, dimulai dengan analisis mendalam mengenai tantangan spesifik yang dihadapi desa dalam proses transformasi digital. Tahapan perancangan EAP meliputi inisiasi perencanaan, pemodelan bisnis dan teknologi saat ini, perancangan arsitektur data, arsitektur aplikasi, arsitektur teknologi, dan perencanaan implementasi. Temuan penelitian ini bahwa partisipasi aktif pemerintah daerah, masyarakat, dunia usaha dan pakar teknologi dianggap penting dalam merumuskan rencana EAP yang komprehensif. Penekanannya adalah pada pendekatan inklusif untuk memastikan keselarasan antara tujuan bisnis desa dan infrastruktur teknologi yang direncanakan, sehingga memberikan panduan praktis bagi pengambil keputusan dalam mengarahkan transformasi menuju Desa Digital yang lebih adaptif dan inovatif. Penelitian ini menghasilkan panduan berupa roadmap pengembangan teknologi informasi 5 tahun ke depan yang terdiri dari 14 data kandidat, 7 kandidat aplikasi, dan peta jaringan terkait, yang dapat memberikan wawasan berharga bagi kepala desa dalam merencanakan dan melaksanakan perubahan arsitektur yang ada apakah sudah sesuai dengan kebutuhan, kekhususan dan potensi Desa Digital.
{"title":"ENTERPRISE ARCHITECTURE PLANNING BAGI DESA DIGITAL DI KABUPATEN SUMEDANG","authors":"Hari Supriadi, M. Istambul, Parlindungan Parlindungan","doi":"10.33480/inti.v18i2.4990","DOIUrl":"https://doi.org/10.33480/inti.v18i2.4990","url":null,"abstract":"Penerapan Enterprise Architecture (EA) telah menjadi keharusan strategis yang penting untuk menjawab tantangan transformasi digital di Desa Digital. Penelitian ini bertujuan untuk mengembangkan Enterprise Architecture Desa Digital di Kabupaten Sumedang. Permasalahan utamanya terletak pada tidak adanya kerangka terstruktur atau tata kelola dalam pengelolaan transformasi digital yang efektif di tingkat desa. Metodologi yang digunakan dalam mengembangan Enterprise Architecture pada Desa Digital menggunakan Enterprise Architecture Planning (EAP), EAP dilakukan secara cermat, dimulai dengan analisis mendalam mengenai tantangan spesifik yang dihadapi desa dalam proses transformasi digital. Tahapan perancangan EAP meliputi inisiasi perencanaan, pemodelan bisnis dan teknologi saat ini, perancangan arsitektur data, arsitektur aplikasi, arsitektur teknologi, dan perencanaan implementasi. Temuan penelitian ini bahwa partisipasi aktif pemerintah daerah, masyarakat, dunia usaha dan pakar teknologi dianggap penting dalam merumuskan rencana EAP yang komprehensif. Penekanannya adalah pada pendekatan inklusif untuk memastikan keselarasan antara tujuan bisnis desa dan infrastruktur teknologi yang direncanakan, sehingga memberikan panduan praktis bagi pengambil keputusan dalam mengarahkan transformasi menuju Desa Digital yang lebih adaptif dan inovatif. Penelitian ini menghasilkan panduan berupa roadmap pengembangan teknologi informasi 5 tahun ke depan yang terdiri dari 14 data kandidat, 7 kandidat aplikasi, dan peta jaringan terkait, yang dapat memberikan wawasan berharga bagi kepala desa dalam merencanakan dan melaksanakan perubahan arsitektur yang ada apakah sudah sesuai dengan kebutuhan, kekhususan dan potensi Desa Digital.","PeriodicalId":197142,"journal":{"name":"INTI Nusa Mandiri","volume":"13 7","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139864604","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-05DOI: 10.33480/inti.v18i2.5056
Ririn Restu Aria
The concept of the population is divided into two groups, namely the working age population and the population not working age. Indonesia, which has 34 provinces, has an unequal distribution of labor force due to the level of economic growth that is still not evenly distributed in several sectors. Labor is the most important and influential element in managing and controlling the economic system. In this study the method used in the grouping of provinces was based on the workforce in 34 provinces using the K-Means algorithm. The purpose of grouping data is done to get a province grouping that has a workforce in Indonesia by grouping / clustering into 3 groups based on age groups using the K-Means algorithm. Based on the calculations, the results of cluster 0 were 6 provinces, cluster 1 as many as 3 provinces and cluster 2 were 25 provinces. The K-Means algorithm can be used to understand the workforce problems and make it easier to describe the characteristics or characteristics of each group. Based on these results, the local government can give more attention to the regions with the smallest workforce such as the Province of Central Sulawesi, East Kalimantan, Jambi so that economic growth in various sectors can be increased so that the welfare of the workforce, especially in terms of work in the field of work can be easily obtained.
{"title":"KLASTERISASI ANGKATAN KERJA DI INDONESIA BERDASARKAN USIA MENGGUNAKAN METODE ALGORITMA K-MEANS","authors":"Ririn Restu Aria","doi":"10.33480/inti.v18i2.5056","DOIUrl":"https://doi.org/10.33480/inti.v18i2.5056","url":null,"abstract":"The concept of the population is divided into two groups, namely the working age population and the population not working age. Indonesia, which has 34 provinces, has an unequal distribution of labor force due to the level of economic growth that is still not evenly distributed in several sectors. Labor is the most important and influential element in managing and controlling the economic system. In this study the method used in the grouping of provinces was based on the workforce in 34 provinces using the K-Means algorithm. The purpose of grouping data is done to get a province grouping that has a workforce in Indonesia by grouping / clustering into 3 groups based on age groups using the K-Means algorithm. Based on the calculations, the results of cluster 0 were 6 provinces, cluster 1 as many as 3 provinces and cluster 2 were 25 provinces. The K-Means algorithm can be used to understand the workforce problems and make it easier to describe the characteristics or characteristics of each group. Based on these results, the local government can give more attention to the regions with the smallest workforce such as the Province of Central Sulawesi, East Kalimantan, Jambi so that economic growth in various sectors can be increased so that the welfare of the workforce, especially in terms of work in the field of work can be easily obtained.","PeriodicalId":197142,"journal":{"name":"INTI Nusa Mandiri","volume":"18 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139864840","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-05DOI: 10.33480/inti.v18i2.4990
Hari Supriadi, M. Istambul, Parlindungan Parlindungan
Penerapan Enterprise Architecture (EA) telah menjadi keharusan strategis yang penting untuk menjawab tantangan transformasi digital di Desa Digital. Penelitian ini bertujuan untuk mengembangkan Enterprise Architecture Desa Digital di Kabupaten Sumedang. Permasalahan utamanya terletak pada tidak adanya kerangka terstruktur atau tata kelola dalam pengelolaan transformasi digital yang efektif di tingkat desa. Metodologi yang digunakan dalam mengembangan Enterprise Architecture pada Desa Digital menggunakan Enterprise Architecture Planning (EAP), EAP dilakukan secara cermat, dimulai dengan analisis mendalam mengenai tantangan spesifik yang dihadapi desa dalam proses transformasi digital. Tahapan perancangan EAP meliputi inisiasi perencanaan, pemodelan bisnis dan teknologi saat ini, perancangan arsitektur data, arsitektur aplikasi, arsitektur teknologi, dan perencanaan implementasi. Temuan penelitian ini bahwa partisipasi aktif pemerintah daerah, masyarakat, dunia usaha dan pakar teknologi dianggap penting dalam merumuskan rencana EAP yang komprehensif. Penekanannya adalah pada pendekatan inklusif untuk memastikan keselarasan antara tujuan bisnis desa dan infrastruktur teknologi yang direncanakan, sehingga memberikan panduan praktis bagi pengambil keputusan dalam mengarahkan transformasi menuju Desa Digital yang lebih adaptif dan inovatif. Penelitian ini menghasilkan panduan berupa roadmap pengembangan teknologi informasi 5 tahun ke depan yang terdiri dari 14 data kandidat, 7 kandidat aplikasi, dan peta jaringan terkait, yang dapat memberikan wawasan berharga bagi kepala desa dalam merencanakan dan melaksanakan perubahan arsitektur yang ada apakah sudah sesuai dengan kebutuhan, kekhususan dan potensi Desa Digital.
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PT United Tractors is currently implementing digitalization in its various activities. In its implementation, delivering information and archiving documents in the PSD4 Service Division still have obstacles due to the lack of effective and efficient access to information needed to do work. To overcome these problems, the solution that can be provided is to develop a mobile-based document filing system using the Flutter framework to maximize the development of mobile-based systems. For developers to interact directly with teams related to application capabilities, this system development method uses the Prototype method, which has 5 phases: Communication, Quick Plan, Modelling Quick Design, Construction of Prototype, and Development, Delivery, and feedback phases. The result of this research is an Android-based Scheduler Mobile document archiving application that has been made based on the steps in the prototype method. Testing using Black Box and Flutter DevTools is done to find out the results of the application that has been made. Black Box and Flutter DevTools testing results show that the application can run as expected.
PT United Tractors 目前正在其各种活动中实施数字化。在实施过程中,PSD4 服务部门在传递信息和文件归档方面仍存在障碍,原因是无法切实有效地获取工作所需的信息。为了克服这些问题,可以提供的解决方案是使用 Flutter 框架开发基于移动的文件归档系统,以最大限度地开发基于移动的系统。为了让开发人员直接与团队就应用功能进行互动,这种系统开发方法采用了原型法,其中包括 5 个阶段:沟通、快速计划、建模快速设计、构建原型以及开发、交付和反馈阶段。本研究的成果是基于安卓系统的日程安排移动文档归档应用程序,该应用程序是根据原型法的步骤制作的。使用 Black Box 和 Flutter DevTools 进行了测试,以找出应用程序的结果。Black Box 和 Flutter DevTools 的测试结果表明,应用程序可以按预期运行。
{"title":"PROTOTYPE METHOD PADA APLIKASI SCHEDULER BERBASIS MOBILE","authors":"Nurmalasari Nurmalasari, Nabila Adinda, Siti Masturoh","doi":"10.33480/inti.v18i2.4986","DOIUrl":"https://doi.org/10.33480/inti.v18i2.4986","url":null,"abstract":"PT United Tractors is currently implementing digitalization in its various activities. In its implementation, delivering information and archiving documents in the PSD4 Service Division still have obstacles due to the lack of effective and efficient access to information needed to do work. To overcome these problems, the solution that can be provided is to develop a mobile-based document filing system using the Flutter framework to maximize the development of mobile-based systems. For developers to interact directly with teams related to application capabilities, this system development method uses the Prototype method, which has 5 phases: Communication, Quick Plan, Modelling Quick Design, Construction of Prototype, and Development, Delivery, and feedback phases. The result of this research is an Android-based Scheduler Mobile document archiving application that has been made based on the steps in the prototype method. Testing using Black Box and Flutter DevTools is done to find out the results of the application that has been made. Black Box and Flutter DevTools testing results show that the application can run as expected.","PeriodicalId":197142,"journal":{"name":"INTI Nusa Mandiri","volume":"46 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139864495","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
PT United Tractors is currently implementing digitalization in its various activities. In its implementation, delivering information and archiving documents in the PSD4 Service Division still have obstacles due to the lack of effective and efficient access to information needed to do work. To overcome these problems, the solution that can be provided is to develop a mobile-based document filing system using the Flutter framework to maximize the development of mobile-based systems. For developers to interact directly with teams related to application capabilities, this system development method uses the Prototype method, which has 5 phases: Communication, Quick Plan, Modelling Quick Design, Construction of Prototype, and Development, Delivery, and feedback phases. The result of this research is an Android-based Scheduler Mobile document archiving application that has been made based on the steps in the prototype method. Testing using Black Box and Flutter DevTools is done to find out the results of the application that has been made. Black Box and Flutter DevTools testing results show that the application can run as expected.
PT United Tractors 目前正在其各种活动中实施数字化。在实施过程中,PSD4 服务部门在传递信息和文件归档方面仍存在障碍,原因是无法切实有效地获取工作所需的信息。为了克服这些问题,可以提供的解决方案是使用 Flutter 框架开发基于移动的文件归档系统,以最大限度地开发基于移动的系统。为了让开发人员直接与团队就应用功能进行互动,该系统的开发方法采用了原型法,其中包括 5 个阶段:沟通、快速计划、建模快速设计、构建原型以及开发、交付和反馈阶段。本研究的成果是基于安卓系统的日程安排移动文件归档应用程序,该应用程序是根据原型法的步骤制作的。使用 Black Box 和 Flutter DevTools 进行了测试,以找出应用程序的结果。Black Box 和 Flutter DevTools 的测试结果表明,应用程序可以按预期运行。
{"title":"PROTOTYPE METHOD PADA APLIKASI SCHEDULER BERBASIS MOBILE","authors":"Nurmalasari Nurmalasari, Nabila Adinda, Siti Masturoh","doi":"10.33480/inti.v18i2.4986","DOIUrl":"https://doi.org/10.33480/inti.v18i2.4986","url":null,"abstract":"PT United Tractors is currently implementing digitalization in its various activities. In its implementation, delivering information and archiving documents in the PSD4 Service Division still have obstacles due to the lack of effective and efficient access to information needed to do work. To overcome these problems, the solution that can be provided is to develop a mobile-based document filing system using the Flutter framework to maximize the development of mobile-based systems. For developers to interact directly with teams related to application capabilities, this system development method uses the Prototype method, which has 5 phases: Communication, Quick Plan, Modelling Quick Design, Construction of Prototype, and Development, Delivery, and feedback phases. The result of this research is an Android-based Scheduler Mobile document archiving application that has been made based on the steps in the prototype method. Testing using Black Box and Flutter DevTools is done to find out the results of the application that has been made. Black Box and Flutter DevTools testing results show that the application can run as expected.","PeriodicalId":197142,"journal":{"name":"INTI Nusa Mandiri","volume":"90 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139804400","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}