The intense competition in the sale of goods and services in the digital era of e-commerce requires to manage customers optimally. Some online shops try to improve their marketing strategies by classifying their customers. This study aims to determine potential customers, namely loyal customers. Potential customers can be determined by customer segmentation. Sampling from several online shops in Indonesia. The model used for segmentation is RFM (Recency, Frequency, and Monetary) and data mining techniques, namely clustering method with the K-Means algorithm. The results of this segmentation research divide the customer into 2 clusters. The best number of clusters is determined based on the Davies Bouldin index. The first cluster is cluster 0 consisting of 261 customers with RFM Score between 111–543. The first cluster includes the Everyday Shopper group. The second cluster, cluster 1 consists of 102 customers with RFM Score 443–555. The second cluster includes the Golden Customer group. With the existence of research on customer segmentation, it is expected to help in grouping customers so that companies can determine the right strategy for each group of customers.
Sebagian besar Muslim mengalami kesulitan menghafal berbagai jenis pengetahuan Tajwid. Salah satu solusinya adalah di TPQ ( Taman Pendidikan Quran) Assa'adah. Namun, pembelajaran yang terbatas menyebabkan anak menjadi bosan, terutama, hal itu mengurangi minat anak untuk belajar. Saat ini, dengan adanya inovasi dan perkembangan teknologi, game edukasi interaktif dibuat, tentu saja berisi teks, grafik atau gambar, gambar animasi pendukung, audio, musik. Hal ini mampu menimbulkan kegembiraan dan antusiasme dalam proses pembelajaran. Sehingga, motivasi anak untuk belajar akan meningkat secara otomatis dan itu tidak akan menunjukkan rasa bosan. Tentunya diharapkan tujuan pembelajaran akan lebih optimal. Dalam membuat game edukasi ini, penulis menggunakan metode Waterfall. Sehingga, tahapan-tahapannya lebih mudah dipahami dan model pengembangan logika dapat dipahami oleh sistem aliran. Game edukasi ini bertujuan untuk membantu proses belajar membaca Alquran yang baik dan benar (Tartil). Perangkat lunak yang digunakan untuk implementasi adalah Construct 2, untuk mengekspor file HTML 5 ke APK, dengan menggunakan Phonegap. Sedangkan untuk desain, ia menggunakan aplikasi Corel Draw. Hasilnya dengan mengaplikasikan media pembelajaran animasi resitasi interaktif ini menjadi mudah dan menyenangkan, karena dirancang dengan tampilan penuh warna.
The development of technology in the industrial revolution 4.0 is very rapid in various sectors in trade, communication and other sectors; both nationally and internationally. One of the fields, it is the telecommunications sector. Becoming one of the digital based providers of ‘by.u’ from Telkomsel which is the first digital operator in Indonesia. The algorithm testing uses Support Vector Machine (SVM) from 300 user review data applications. The ‘by.u’ review consists of 150 negative reviews; which refers to dislike or bad expressions. Next, 150 positive reviews; which refers the constructive suggestion or support the text in using Indonesian. The resulting model gets the results of testing accuracy by using Support Vector Machine with accuracy value shows that: 87.24
Abstrak - Permasalahan dalam proses pembuatan kartu tanda penduduk saat ini banyak menemui masalah diantaranya ketersediaan blanko ktp, birokrasi pemerintah hingga pelayanan di dinas terkait yang berimbas pada penumpukan data dan antrian pendafataran yang panjang. Tujuan penelitian adalah untuk memberikan solusi alternatif terhadap layanan pendaftaran pembuatan e-ktp sehingga proses pendaftaran lebih dipermudah dengan mendaftar melalui web . Metode yang dilakukan dalam pengumpulan data menggunakan teknik observasi dan studi pustaka serta menggunakan metode waterfall model dalam pengembangan perangkat lunak. Website yang telah di rancang diharapkan mampu menjadi solusi bagi permasalahan terhadap proses pendafataran pembuatan e-ktp. Kata Kunci : e-Government, sistem informasi Abstracts - Problem Currently, in the process of making identity cards, there are many problems, including the availability of ID cards, government bureaucracy to services at related offices which have an impact on data accumulation and long registration queues. The purpose of the study is to provide an alternative solution to the registration service for making e-ID cards so that the registration process is made easier by registering via the web. The method used in data collection uses observation techniques and literature study and uses the waterfall model method in software development. The website that has been designed is expected to be able to be a solution to problems with the registration process for making e-ID cards. Keywords : e-Government, information system
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