Yakub Anuyuta Zebua, Daniel Ryan Hamonangan Sitompul, Stiven Hamonangan Sinurat, A. Situmorang, Ruben Ruben, Dennis Jusuf Ziegel, Evta Indra
{"title":"PREDIKSI PENETAPAN TARIF PENERBANGAN MENGGUNAKAN AUTO-ML DENGAN ALGORITMA RANDOM FOREST","authors":"Yakub Anuyuta Zebua, Daniel Ryan Hamonangan Sitompul, Stiven Hamonangan Sinurat, A. Situmorang, Ruben Ruben, Dennis Jusuf Ziegel, Evta Indra","doi":"10.37600/tekinkom.v5i1.508","DOIUrl":"https://doi.org/10.37600/tekinkom.v5i1.508","url":null,"abstract":"With so many airlines competing with each other, airlines are competing to become the consumer/market's main choice, but to achieve this, there is no airline strategy that can predict the price of airline tickets according to market needs. To meet the needs of airlines, we need a way to determine the price of airline tickets according to market needs with the help of the influence of technology and information. This research method was carried out using Google Collaboratory as a media to create a data model automated machine learning (AutoML) with the Random Forest, Logistic Regression and Gradient Boosting Regressor algorithms. In this study, the model that produced the highest R2 value and the lowest RMSE was a random forest with an R2 value of 83.91% and an RMSE of $175.9. However, from the three models, Random Forest got a change in accuracy of 1.96% to 85.87. To assist in predicting the determination of flight fares, airline companies can more easily and be alert to determine flight fares that are in accordance with the market. Therefore, Random Forest can be declared better than Logistic Regression and Gradient Boosting models. The Random Forest model that has been created can be used to predict in real-time using Machine Learning.","PeriodicalId":365934,"journal":{"name":"Jurnal Teknik Informasi dan Komputer (Tekinkom)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134615155","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}
{"title":"ASOSIASI RULE MINING UNTUK REKOMENDASI PADA TRANSAKSI PEMINJAMAN BUKU MENGGUNAKAN FREQUENT PATTERN","authors":"I. Melati, R. Rahardian, I. M. L. P. Pringgadhan","doi":"10.37600/tekinkom.v5i1.497","DOIUrl":"https://doi.org/10.37600/tekinkom.v5i1.497","url":null,"abstract":"The purpose of this study is to provide recommendations for grouping books at the ITB STIKOM Bali library, Jimbaran Campus. Currently, the placement of books in the ITB STIKOM Bali library, Jimbaran Campus, is still using a manual catalog. To make it easier for staff to manage books in the library, especially in terms of book data that can be borrowed, recommendations for grouping and placing books in the library are made based on the data on books that are most often borrowed together by library visitors obtained from previous borrowing data. This is done by data mining using the frequent pattern method. The use of this frequent pattern method is applied to the borrowing data of the ITB STIKOM Bali library at Jimbaran campus so that information or knowledge is obtained about recommendations for placing books that will be loaned to library members. This data mining processing is done using Weka software. The results of processing from the Association Rule data mining obtained 5 itemset combinations with confidence values of 0.97, 0.96, 0.95. With the results of this data mining, the librarian obtains recommendations for grouping and placing books in the library through knowledge of the types of books that are most often borrowed.","PeriodicalId":365934,"journal":{"name":"Jurnal Teknik Informasi dan Komputer (Tekinkom)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131030875","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}
{"title":"PENERAPAN DATA MINING UNTUK REKOMENDASI PAKET PERNIKAHAN MENGGUNAKAN METODE ALGORITMA APRIORI","authors":"Delima Sitanggang, Nanchy Adeliana Br S. Muham, Saljuna Hayu Rangkuti, Sion Putri Zalukhu, Evta Indra","doi":"10.37600/tekinkom.v5i1.509","DOIUrl":"https://doi.org/10.37600/tekinkom.v5i1.509","url":null,"abstract":"SM Wedding Decoration is a place that provides services to take care of everything related to weddings. For example, wedding decorations, wedding organizers, and wedding planners. SM Wedding Decoration has several wedding packages that can be offered to customers. The many packages available make the bride and groom or customers confused to determine which wedding package is suitable for their wedding. The a priori algorithm method is used in this study to find recommendations for wedding packages based on existing transaction data and to improve the company's strategy and sales of other wedding packages. The Apriori algorithm is used to help computers learn patterns of association rules. This algorithm looks for a set of things that match the given criteria or sequence and has a certain frequency value. From this research, customers tend to order Photographer & Documentation and MUA → Deluxe packages more often, and these orders account for 44% of all package order transaction data. Package order transaction data for MUA→Deluxe package is 41.3%. Transaction data for the Photographer & Documentation package → Deluxe Package is 41.2%. And the transaction data for ordering the MUA → Premium Deluxe Package package is 41.3%.","PeriodicalId":365934,"journal":{"name":"Jurnal Teknik Informasi dan Komputer (Tekinkom)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124913097","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}
{"title":"IDENTIFIKASI LEVEL KAPABILITAS IT GOVERNANCE MENGGUNAKAN FRAMEWORK COBIT 2019 PADA PT XYZ","authors":"Cherry Lumingkewas, Maestro Phytagoras, Virjin Fanesa, Michelle Walangitan, Joe Yuan Mambu, Erienika Lompoliu","doi":"10.37600/tekinkom.v5i1.465","DOIUrl":"https://doi.org/10.37600/tekinkom.v5i1.465","url":null,"abstract":"There are numerous frameworks that can be utilized to develop information technology governance when examining corporate governance. COBIT is an auditing framework that auditors use to control and manage IT governance. PT. XYZ is a newcomer in the paint and coating production industry in Indonesia, and to compete with competitors and accommodate corporate goals, a design in IT Governance is required to determine what must be changed. The research aimed to provide an IT governance design that tailored based on what the company needs. The governance design is compiled by using the latest COBIT 2019 framework, which involved interview and quantification of each Design Factor values from the interview. We conducted interviews with prominent IT personnel within the company using the COBIT 2019 framework Design Factor (DF), which includes: enterprise strategy, enterprise goals, risk profile, and I&T related issues, threat landscape, compliance requirement, role of IT, model of IT, and finally IT implementation methods. The results suggest that five core models, including EDM05, APO06, APO14, MEA03, and MEA04, are advised to have a competency level of 2. There is one core model for which a skill level of 3 is indicated, which is BAI09. This study is only concerned with developing an IT governance design; there is no evaluation of the core model or methodology.","PeriodicalId":365934,"journal":{"name":"Jurnal Teknik Informasi dan Komputer (Tekinkom)","volume":"88 22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126314934","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}
{"title":"PERANCANGAN MEDIA BELAJAR INSTRUCTIONAL GAMES UNTUK PENINGKATAN MINAT BELAJAR SISWA SMA","authors":"Fauzi Faisal Nugraha, Eryan Ahmad Firdaus","doi":"10.37600/tekinkom.v5i1.431","DOIUrl":"https://doi.org/10.37600/tekinkom.v5i1.431","url":null,"abstract":"than studying. Submission of teaching materials in a conventional way will be boring to be followed by students in class. It is necessary to improve teaching methods that are able to attract students' interest in learning to be motivated in participating in teaching and learning activities. The design of interactive learning media with the instructional games model aims to increase the interest of students so that they can receive teaching materials in a good and fun way. The method used in this research is Research and Development (R&D). To analyze students' learning motivation, a field survey questionnaire was used which was given to 33 students of Class XI SMA Negeri 1 Plered. There has been an increase of 8.22%, where the initial motivation of students is at the percentage of 62.88% increasing to a percentage of 71.10%, which can also be interpreted that the use of interactive instructional games learning media is able to increase student learning motivation.","PeriodicalId":365934,"journal":{"name":"Jurnal Teknik Informasi dan Komputer (Tekinkom)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132317972","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}
Tajrin Tajrin, David Ebenezer Frans, Nadia Damayanti Nainggolan, Jose Agustin Fernando Marbun, Sediaman Julianus Gulo
{"title":"PENERAPAN ALGORITMA APRIORI DALAM MENINGKATKAN PRODUKSI BUDIDAYA PERIKANAN MENGGUNAKAN ASSOCIATION RULE","authors":"Tajrin Tajrin, David Ebenezer Frans, Nadia Damayanti Nainggolan, Jose Agustin Fernando Marbun, Sediaman Julianus Gulo","doi":"10.37600/tekinkom.v5i1.510","DOIUrl":"https://doi.org/10.37600/tekinkom.v5i1.510","url":null,"abstract":"Aquaculture production in North Sumatra needs to be increased in order to meet the increasing demand for aquaculture in the area from time to time. In order to optimize aquaculture production, recommendations are made for what types of aquaculture are most in demand by the community so that the North Sumatra Marine and Fisheries Service can prepare fishery supplies optimally. Recommendations for the provision of fish are carried out by utilizing data mining technology with an association rule algorithm. Processed data is fish sales history data. The result of this data processing is the combination of fish data that is most in demand by the community with a minimum amount of support of 40% to 3 itemset. Furthermore, the a priori algorithm is implemented at the marine and fisheries service to determine associations. By utilizing the results of this a priori algorithm analysis, the Department of Marine and Fisheries of North Sumatra can find out what types of aquaculture are the priorities for increasing production so that they can meet the needs of the community.","PeriodicalId":365934,"journal":{"name":"Jurnal Teknik Informasi dan Komputer (Tekinkom)","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115545479","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}
Neni Febiani, Abdullah Fauzan, Muhamat Maariful Huda
{"title":"IMPLEMENTASI ALGORITMA DECISION TREE C4.5 DENGAN IMPROVISASI MEAN DAN MEDIAN PADA DATASET NUMERIK","authors":"Neni Febiani, Abdullah Fauzan, Muhamat Maariful Huda","doi":"10.37600/tekinkom.v5i1.435","DOIUrl":"https://doi.org/10.37600/tekinkom.v5i1.435","url":null,"abstract":"The decision tree is a method of classifying data mining. The decision tree has one type of algorithm model, namely the C4.5 algorithm. The C4.5 decision tree algorithm is easy to understand because it has a tree-like structure in general. The C4.5 algorithm in handling quantitative data is often less efficient and effective. Based on these problems, this study improvised the numerical attribute dataset using the mean and median in the preprocessing of the data. The improvisation is used to obtain a threshold value, thereby minimizing information loss and time complexity when implementing the C4.5 decision tree in predicting training data. Evaluation of the system used in this study using a confusion matrix. The confusion matrix is used as a benchmark in testing the classification method using data testing. In this study, the dataset was partitioned into three scenarios. In scenario 1 with 70% training data and 20% test data, the highest accuracy is 75%. The improvisation of the mean and median on the numerical attributes in the C4.5 algorithm can be used in this scenario.","PeriodicalId":365934,"journal":{"name":"Jurnal Teknik Informasi dan Komputer (Tekinkom)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129831402","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}
Davit Toramli Husni, Daniel Ryan Hamonangan Sitompul, Stiven Hamonangan Sinurat, R. Rubén, Andreas Situmorang, Dennis Jusuf Ziegel, Julfikar Rahmad, Evta Indra
{"title":"ANALISIS BIG DATA PENJUALAN VIDEO GAMES MENGUNAKAN EDA","authors":"Davit Toramli Husni, Daniel Ryan Hamonangan Sitompul, Stiven Hamonangan Sinurat, R. Rubén, Andreas Situmorang, Dennis Jusuf Ziegel, Julfikar Rahmad, Evta Indra","doi":"10.37600/tekinkom.v5i1.517","DOIUrl":"https://doi.org/10.37600/tekinkom.v5i1.517","url":null,"abstract":"Advertising is a very effective way for product marketing, this method is often used to disseminate product information to be marketed. Errors in the analysis of products to be marketed resulted in significant losses to the company due to errors in the exploration of Big Data processing. Big data is described as large-scale data that can be presented, processed and analyzed using existing technologies, methods and theories. Therefore, an assessment of the big data of video game operators that is in demand by the market is carried out to determine the highest and lowest sales of video games using the Exploratory Data Analysis method so that a company can determine the games to be promoted and produced. The results obtained in this study that have the highest and lowest sales of video games in the global market by genre are action at 1745.27 and strategy at 174.5. And for sales by platform, PS2 is 1255.64 and PCFX is 0.03. With this method, video game sales can be presented graphically, making it easier for companies to determine which games to market and promote small game sales.","PeriodicalId":365934,"journal":{"name":"Jurnal Teknik Informasi dan Komputer (Tekinkom)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121129773","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}
{"title":"SISTEM INFORMASI ABSENSI KARYAWAN PADA CV. MANHA DIGITAL BERBASIS ANDROID","authors":"Tabrani Muhamad, S. Suhardi, Hananda Priyandaru","doi":"10.37600/tekinkom.v5i1.378","DOIUrl":"https://doi.org/10.37600/tekinkom.v5i1.378","url":null,"abstract":"Technology is currently developing very rapidly, especially in the field of information system development, forcing companies or agencies to adapt, and must take advantage of existing opportunities to facilitate the performance of all employees. During the COVID-19 pandemic, all companies were forced to employ all employees from home. CV Manha Digital updated the employee attendance policy which was previously done manually by taking daily attendance at the company. During the pandemic, in support of government policies that require working from home to avoid physical contact between employees and reduce the spread of the corona virus, an Android-based attendance information system is needed that allows employees to take attendance using cellphones from home. The software development method uses the waterfall method starting from needs analysis, design, and implementation. testing the application using a black box shows the results are 100% running as expected. The results of the questionnaire test using the System Usability Scale method on a presence information system that is easy to use, user friendly and effective is stated by employees by 92%. It can be concluded that the application of an android-based information system during the COVID-19 pandemic is the most appropriate solution in solving problems in CV. Manha Digital","PeriodicalId":365934,"journal":{"name":"Jurnal Teknik Informasi dan Komputer (Tekinkom)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120946045","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}
{"title":"APLIKASI E-TICKET BERBASIS ANDROID PADA BUMDES DESA SUMBERMULYO","authors":"A. R. Faqih, Moh. Anshori Aris Widya","doi":"10.37600/tekinkom.v4i2.306","DOIUrl":"https://doi.org/10.37600/tekinkom.v4i2.306","url":null,"abstract":"The development of technology is growing rapidly nowadays, one of them is an mobile system that widely used to facilitate all affairs from all fields that can change people's behavior towards the digital era, so that society is greatly facilitated in all aspects, e-tickets are one of the system developments. information that is currently widely used on various platforms such as smartphones and computers, android is an OS that has many advantages and lots of features to make it easier for us to do various jobs, one of which is selling tickets using android for ticket sales so that ticket sales work more efficiently. today's smartphone is not only a means of communication, but smart phones have many uses, including for business, games, payments, etc. With the development of science and technology, people's lifestyles have been like culture, economy, society, and education, So this research we use android to be able to run the e-ticket application using a Bluetooth printer to make it more efficient place and time for data management which later this application is made with a hybrid mobile application with fremwork7 to connect to our database using API and MySQL.","PeriodicalId":365934,"journal":{"name":"Jurnal Teknik Informasi dan Komputer (Tekinkom)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-02-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116431690","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}