Abstract:Abstract:In the education world many challenges always faced by the lecturers in delivering the material, this dikarnakan presentation factor in delivering the material is too monotonous and saturated and resulted in the…
students are not able to absorb everything that is delivered by teachers. This is experienced in LKP mekar sari pulo bandring as a course institution that operates as an extracurricular lesson in which most students are saturated in learning to use the old method. Media is one way to overcome both introduce the computer device and application program.
Keywords:Device, Aplication Program, Media
Abstrak:Dalam dunia pendidikan banyak tantangan yang selalu dihadapi oleh para tenaga pengajar dalam menyampaikan materi, ini dikarnakan faktor penyajian dalam menyampaikan materi terlalu monoton dan jenuh dan mengakibatkan siswa tidak mampu menyerap semua yang disampaikan tenaga pengajar. Hal ini lah yang dialami pada LKP mekar sari pulo bandring sebagai lembaga kursus yang beroperasi sebagai pelajaran ekstrakurikuler yang mana kebanyakan siswa jenuh dalam belajar menggunakan metode lama. Media merupakan salah satu cara untuk mengatasinya baik mengenalkan perangkat komputer maupun program aplikasinya.
Kata kunci:Perangkat, Program Aplikasi, Media
Abstract:Abstract: The community of society is one of main activities required by a lecture as part of the tri dharma which aimed to apply and implement the scientific competence a lecturer to contribute positively especially for…
society needs. Vocational High School is a vocational school that is required to be ready to enter the world of work, therefore the SMK graduates are required to have the skills and knowledge that will be used in the workplace. Students of vocation especially in the majors of Software Engineering must have skills in computer science, such as programming skills. In the 2013 curriculum used by SMKN1 Air Joman, there are already programming subjects, but still local content and yet the discovery of mobile programming. Though mobile programming is currently one of the most popular programming, especially Android. This is not separated from the rapid development of the Android operating system, so people are competing to make the application. The advantages of android is its opensource and easy to develop, supported by a lot of android users including SMK students, so students can build and develop an android application and implement it on their respective devices so that it can be used as needed and not close possibly to be commercialized.
Keywords:programming, mobile programming, android
Abstrak: Pengabdian kepada masyarakat merupakan salah satu kegiatan wajib yang harus dilaksanakan oleh seorang dosen sebagai bagian dari tri dharma perguruan tinggi yang bertujuan untuk menerapkan dan mengimplementasikan kompetensi keilmuan yang dimiliki guna memberikan kontribusi positif bagi kebutuhan masyarakat. Sekolah Menengah Kejuruan (SMK) merupakan sekolah kejuruan yang dituntut untuk siap masuk ke dunia kerja, maka dari itu lulusan SMK diharuskan mempunyai Skill dan pengetahuan yang akan dipergunakan dalam dunia kerja. Siswa SMK terutama pada jurusan Rekayasa Perangkat Lunak harus memiliki keterampilan dalam ilmu komputer, seperti keterampilan programming. Pada kurikulum 2013 yang digunakan oleh SMKN1 Air Joman, sudah ada mata pelajaran programming, tapi masihbersifat muatan lokal dan belum ditemukannya pemrograman mobile. Padahal pemrograman mobile saat ini menjadi salah satu pemrograman yang paling diminati, khusunya Android. Hal ini tidak lepas dari pesatnya perkembangan sistem operasi Android tersebut, sehingga orang berlomba – lomba untuk membuat aplikasinya. Kelebihan dari android adalah sifatnya yang opensource dan mudah dikembangkan, didukung dengan pengguna android yang sangat banyak termasuk siswa-siswa SMK, dengan demikian para siswa bisa membangun dan mengembangkan sebuah aplikasi android dan mengimplementasikannya pada perangkat masing-masing sehingga bisa digunakan sesuai kebutuhan dan tidak menutup kemungkinan untuk bisa dikomersilkan.
Kata kunci:pemrograman, pemrograman mobile, android
Abstract:Abstract: The increasing use of the Maxim ride-hailing application in Manokwari highlights the need to understand the factors influencing user acceptance and satisfaction. However, the growing number of users does not necessarily…
cessarily reflect a high level of technology acceptance and user satisfaction. This study aims to examine the effects of performance expectancy, effort expectancy, facilitating conditions, and habit on behavioral intention, as well as the effect of behavioral intention on user satisfaction among Maxim users in Manokwari. A quantitative approach based on the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) was employed. Data were collected through questionnaires using a purposive sampling technique from 156 valid respondents and analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4.0. The results show that performance expectancy (β = 0.343, p < 0.001), effort expectancy (β = 0.191, p = 0.002), facilitating conditions (β = 0.142, p = 0.029), and habit (β = 0.359, p < 0.001) positively and significantly influence behavioral intention. Furthermore, behavioral intention positively and significantly affects user satisfaction (β = 0.771, p < 0.001). These findings confirm the applicability of the UTAUT2 model and provide practical insights for Maxim management and application developers to improve service quality and user satisfaction.
Keywords: behavioral intention; effort expectancy; facilitating conditions; habit; performance expectancy; user satisfaction.
Abstrak: Meningkatnya penggunaan aplikasi transportasi daring Maxim di Manokwari mendorong perlunya memahami faktor-faktor yang memengaruhi penerimaan teknologi dan kepuasan pengguna. Namun, peningkatan jumlah pengguna belum tentu mencerminkan tingginya tingkat penerimaan teknologi dan kepuasan pengguna. Penelitian ini bertujuan menganalisis pengaruh performance expectancy, effort expectancy, facilitating conditions, dan habit terhadap behavioral intention, serta pengaruh behavioral intention terhadap user satisfaction pada pengguna aplikasi Maxim di Manokwari. Penelitian ini menggunakan pendekatan kuantitatif berdasarkan model Unified Theory of Acceptance and Use of Technology 2 (UTAUT2). Data dikumpulkan melalui kuesioner menggunakan teknik purposive sampling terhadap 156 responden dan dianalisis menggunakan Partial Least Squares Structural Equation Modeling (PLS-SEM) dengan SmartPLS 4.0. Hasil penelitian menunjukkan bahwa performance expectancy (β = 0,343; p < 0,001), effort expectancy (β = 0,191; p = 0,002), facilitating conditions (β = 0,142; p = 0,029), dan habit (β = 0,359; p < 0,001) berpengaruh positif dan signifikan terhadap behavioral intention. Selanjutnya, behavioral intention berpengaruh positif dan signifikan terhadap user satisfaction (β = 0,771; p < 0,001). Temuan ini menegaskan penerapan model UTAUT2 serta memberikan masukan bagi manajemen Maxim dan pengembang aplikasi untuk meningkatkan kualitas layanan dan kepuasan pengguna.
Kata kunci: behavioral intention; effort expectancy; facilitating conditions; habit; performance expectancy; user satisfaction.
Abstract:Abstract: Man-in-the-Middle (MITM) attacks are a threat that can occur on public wireless networks, including campus Wi-Fi environments. This study aims to analyze MITM attacks on the Wi-Fi network at Universitas ‘Aisyiyah…
iyah Yogyakarta using the National Institute of Standards and Technology (NIST) digital forensics methodology. The study applied the four NIST phases: collection, examination, analysis, and reporting. The digital evidence analyzed included packet capture (PCAP) files, as well as digital traces such as browser history, cookies, and cache data obtained from the victim’s device. The analysis process utilized Wireshark, the SQLite Database Browser, and ChromeCacheView to identify suspicious activity and correlate the discovered digital traces. The results of the study show that the MITM attack was successfully reconstructed through the correlation of digital traces, leading to the identification of ARP spoofing and DNS spoofing originating from a device with the IP address 192.168.200.12 and the MAC address a0:47:d7:73:ef:fb. The correlation of digital traces in the victim’s network and system traffic revealed communication redirection and web access manipulation. This study concludes that the NIST method is capable of reconstructing MITM attacks and identifying digital evidence from activity traces on both the network and the system.
Keywords: ARP spoofing; digital forensics; DNS spoofing; MITM; NIST
Abstrak: Serangan Man-in-the-Middle (MITM) merupakan ancaman yang dapat terjadi pada jaringan nirkabel publik, termasuk lingkungan WiFi kampus. Penelitian ini bertujuan menganalisis serangan MITM pada jaringan WiFi Universitas ‘Aisyiyah Yogyakarta menggunakan metode forensik digital National Institute of Standards and Technology (NIST). Penelitian menerapkan empat tahapan NIST, yaitu collection, examination, analysis, dan reporting. Bukti digital yang dianalisis meliputi file packet capture (PCAP), jejak digital berupa history browser, cookies, dan cache yang diperoleh dari perangkat korban. Proses analisis menggunakan Wireshark, SQLite Database Browser, dan ChromeCacheView untuk mengidentifikasi aktivitas mencurigakan serta mengorelasikan jejak digital yang ditemukan. Hasil penelitian menunjukkan bahwa serangan MITM berhasil direkonstruksi melalui korelasi jejak digital yang mengarah pada identifikasi ARP spoofing dan DNS spoofing dari perangkat dengan alamat IP 192.168.200.12 dan MAC address a0:47:d7:73:ef:fb. Korelasi jejak digital pada lalu lintas jaringan dan sistem korban menunjukkan adanya pengalihan komunikasi serta manipulasi akses web. Penelitian ini menyimpulkan bahwa metode NIST mampu merekonstruksi serangan MITM dan mengidentifikasi bukti digital dari jejak aktivitas pada jaringan maupun sistem.
Kata kunci: ARP spoofing; DNS spoofing; forensik digital; MITM; NIST
Abstract:Abstract: The advancement of smart agriculture has become a promising solution to increase food productivity and land use efficiency in urban environments. This research aims to develop an Artificial Intelligence (AI)-based…
sed vertical hydroponic farming system integrated with LED grow light technology and catfish aquaponics. The proposed system combines vertical hydroponics and aquaponics to optimize plant growth and water utilization. Internet of Things technology enables real-time environmental monitoring through an Arduino Uno microcontroller integrated with LDR, soil moisture, pH, and NPK sensors. The obtained sensor data is processed using the Mamdani Fuzzy Logic algorithm, which performs fuzzification, rule inference, aggregation, and defuzzification to generate adaptive control decisions for irrigation, nutrient circulation, and LED grow light intensity. This research uses the Research and Development (R&D) method through prototype development and performance evaluation for 30 days using spinach (Amaranthus spp.) and mustard greens (Brassica juncea) as test plants. Experimental results showed that the developed system successfully maintained stable environmental conditions, with soil moisture ranging between 69–72%, a pH value between 6.4 and 6.6, and optimal nutrient availability. Plant growth increased significantly. The integration of IoT, AI and aquaponics improves cultivation efficiency, enabling environmental control as a smart and sustainable solution for urban agriculture.
Keywords: artificial intelligence; aquaponic; hydroponic; LED grow light; vertical farming
Abstract: Kemajuan pertanian cerdas telah menjadi solusi yang menjanjikan untuk meningkatkan produktivitas pangan dan efisiensi penggunaan lahan di lingkungan perkotaan. Penelitian ini bertujuan untuk mengembangkan sistem pertanian hidroponik vertikal berbasis Kecerdasan Buatan (AI) yang terintegrasi dengan teknologi lampu tumbuh LED dan aquaponik ikan lele. Sistem yang diusulkan menggabungkan hidroponik vertikal dan aquaponik untuk mengoptimalkan pertumbuhan tanaman dan pemanfaatan air. Teknologi Internet of Things memungkinkan pemantauan lingkungan secara real-time melalui mikrokontroler arduino uno yang terintegrasi dengan sensor LDR, kelembaban tanah, pH, dan NPK. Data sensor yang diperoleh diproses menggunakan algoritma Logika Fuzzy Mamdani, yang melakukan fuzzifikasi, inferensi aturan, agregasi, dan defuzzifikasi untuk menghasilkan keputusan kontrol adaptif untuk irigasi, sirkulasi nutrisi, dan intensitas lampu tumbuh LED. Penelitian ini menggunakan metode Pengembangan (R&D) melalui pengembangan prototipe dan evaluasi kinerja selama 30 hari menggunakan bayam (Amaranthus spp.) dan sawi hijau (Brassica juncea) sebagai tanaman uji. Hasil eksperimen menunjukkan bahwa sistem yang dikembangkan berhasil mempertahankan kondisi lingkungan yang stabil, dengan kelembaban tanah berkisar antara 69–72%, nilai pH antara 6,4 dan 6,6, dan ketersediaan nutrisi yang optimal. Pertumbuhan tanaman meningkat secara signifikan. Integrasi IoT, AI dan aquaponik meningkatkan efisiensi budidaya, untuk pengendalian lingkungan sebagai solusi cerdas dan berkelanjutan untuk pertanian perkotaan.
Keywords: aquaponik; kecerdasan buatan; hidroponik; lampu tumbuh LED; pertanian vertikal
Abstract:Abstract: The assessment of PKH employees in Batu Bara Regency still requires an objective and measurable evaluation process to support performance decisions. Manual assessment can cause subjectivity and take more time,…
especially when several criteria must be considered. This study aims to apply the Simple Additive Weighting (SAW) method to the PKH employee assessment system in Batu Bara Regency. The criteria used in this assessment are attendance, teamwork, responsibility, communication, and length of service. The SAW method is applied by determining criteria weights, converting employee values, normalizing the decision matrix, and calculating preference values to obtain the final ranking. The results show that alternative A1, Rahmi Rizkya, obtained the highest score of 0.9504 and ranked first, while alternative A5, Toni Syahpradanadaely, obtained the lowest score of 0.4831. Based on these results, the SAW method can help the employee assessment process become more objective, structured, and useful as a reference for evaluating PKH employee performance.
Keywords: decision support system; PKH employee; simple additive weighting
Abstrak: Penilaian pegawai PKH Kabupaten Batu Bara membutuhkan proses evaluasi yang objektif dan terukur untuk mendukung pengambilan keputusan terhadap kinerja pegawai. Penilaian yang masih dilakukan secara manual dapat menimbulkan subjektivitas dan membutuhkan waktu lebih lama, terutama jika penilaian melibatkan beberapa kriteria. Penelitian ini bertujuan untuk menerapkan metode Simple Additive Weighting (SAW) pada sistem penilaian pegawai PKH Kabupaten Batu Bara. Kriteria yang digunakan dalam penilaian meliputi kehadiran, kerja sama tim, tanggung jawab, komunikasi, dan masa kerja. Metode SAW diterapkan melalui penentuan bobot kriteria, konversi nilai pegawai, normalisasi matriks keputusan, serta perhitungan nilai preferensi untuk memperoleh hasil perankingan. Hasil penelitian menunjukkan bahwa alternatif A1 atas nama Rahmi Rizkya memperoleh nilai tertinggi sebesar 0,9504 dan menempati peringkat pertama, sedangkan alternatif A5 atas nama Toni Syahpradanadaely memperoleh nilai terendah sebesar 0,4831. Berdasarkan hasil tersebut, metode SAW dapat membantu proses penilaian pegawai menjadi lebih objektif, terstruktur, dan dapat dijadikan acuan dalam evaluasi kinerja pegawai PKH.
Kata kunci: pegawai PKH; simple additive weighting; sistem pendukung keputusan
Abstract:Abstract: Choosing the right elementary school is a crucial milestone for a child's future. However, the large number of school options in Asahan Regency with diverse criteria such as accreditation, facilities, fees, curriculum,…
riculum, and accessibility often makes it difficult for parents. Decision-making tends to be based on subjective word-of-mouth recommendations, which risks triggering bias. This research aims to develop an adaptive and objective web-based elementary school selection Decision Support System (DSS) framework to minimize such bias. The system is designed using a hybrid model that combines the Simple Multi-Attribute Rating Technique (SMART) method as a dynamic criteria weighting engine based on parents' preferences, and the Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS) method to rank ten alternative schools. System testing was conducted through black-box testing functionality and empirical accuracy testing using Spearman Rank Correlation involving 40 respondents. The black-box testing results confirmed that all main system operations ran perfectly with a 100% success rate. Validity testing demonstrated very high accuracy, with a Spearman correlation coefficient of 0.89, demonstrating significant alignment between the system's recommendations and actual choices on the ground. Thus, the SMART-TOPSIS framework has proven reliable as a data-driven approach to helping parents choose the best elementary school.
Keywords: decision support system; elementary school; SMART; TOPSIS
Abstrak: Memilih sekolah dasar yang tepat merupakan tonggak awal krusial bagi masa depan anak. Namun, banyaknya pilihan sekolah di Kabupaten Asahan dengan keberagaman kriteria seperti akreditasi, fasilitas, biaya, kurikulum, dan aksesibilitas sering kali menyulitkan orang tua. Pengambilan keputusan pun cenderung didasarkan pada rekomendasi subjektif dari mulut ke mulut, yang berisiko memicu bias. Penelitian ini bertujuan mengembangkan kerangka kerja Sistem Pendukung Keputusan (SPK) pemilihan sekolah dasar berbasis web yang adaptif dan objektif guna meminimalkan bias tersebut. Sistem dirancang menggunakan model hibrida yang mengombinasikan metode *Simple Multi-Attribute Rating Technique* (SMART) sebagai mesin pembobotan kriteria dinamis sesuai preferensi orang tua, serta metode *Technique for Order of Preference by Similarity to Ideal Solution* (TOPSIS) untuk memeringkat sepuluh sekolah alternatif. Pengujian sistem dilakukan melalui uji fungsionalitas *black-box testing* dan uji akurasi empiris menggunakan Korelasi Peringkat Spearman dengan melibatkan 40 responden. Hasil *black-box testing* mengonfirmasi seluruh operasi utama sistem berjalan sempurna dengan tingkat keberhasilan 100%. Uji validitas menunjukkan akurasi sangat tinggi dengan koefisien korelasi Spearman sebesar 0,89, membuktikan keselarasan signifikan antara rekomendasi sistem dan pilihan nyata di lapangan. Dengan demikian, kerangka SMART-TOPSIS ini terbukti andal sebagai pendekatan berbasis data untuk membantu orang tua memilih sekolah dasar terbaik.
Kata kunci: sekolah dasar; sistem pendukung keputusan; SMART; TOPSIS
Abstract:Abstract: The development of sustainable tourism in Batam City faces several challenges. Knowledge and information related to tourism remain scattered among various stakeholders, resulting in suboptimal coordination. Knowledge…
wledge sharing and collaboration among stakeholders remain limited, so best practices and experiences have not been fully leveraged. A Knowledge Management System (KMS) based on knowledge sharing is needed to support information exchange and the development of sustainable tourism. The methodology used in this study is the Knowledge Management System Life Cycle (KMSLC) approach combined with Design Thinking. The research steps included an evaluation of the existing infrastructure, the formation of a knowledge management team, knowledge collection, the design of a KMS prototype, and the development of that prototype. The results of the study indicate that a knowledge-sharing-based Knowledge Management System (KMS) prototype was successfully developed to meet the needs of tourists and tourism stakeholders in Batam City. The system built is capable of facilitating the management, storage, and exchange of knowledge among stakeholders in a more integrated manner. The implementation of the KMS also enhances collaboration and supports the decision-making process in the development of tourism products and services. These findings indicate that a KMS can serve as an effective solution in supporting sustainable tourism development in Batam City.
Keywords: tourism, KMLC, Batam City, design thinking, knowledge management.
Abstrak: Pengembangan pariwisata berkelanjutan di Kota Batam menghadapi beberapa tantangan. Pengetahuan dan informasi terkait pariwisata masih tersebar di berbagai pemangku kepentingan sehingga koordinasi belum berjalan secara optimal. Berbagi pengetahuan dan kolaborasi antar pemangku kepentingan masih terbatas, sehingga pengalaman dan praktik terbaik belum dimanfaatkan secara maksimal. Diperlukan Sistem Manajemen Pengetahuan (KMS) berbasis knowledge sharing untuk mendukung pertukaran informasi dan pengembangan pariwisata berkelanjutan. Metodologi yang digunakan dalam penelitian ini adalah pendekatan Siklus Hidup Sistem Manajemen Pengetahuan (KMSLC) yang dikombinasikan dengan Design Thinking. Langkah-langkah penelitian mencakup evaluasi infrastruktur yang sudah ada, pembentukan tim manajemen pengetahuan, pengumpulan pengetahuan, perancangan prototipe KMS, serta pengembangan prototipe KMS tersebut. Hasil penelitian menunjukkan bahwa prototipe Knowledge Management System (KMS) berbasis knowledge sharing berhasil dikembangkan sesuai dengan kebutuhan wisatawan dan pemangku kepentingan pariwisata di Kota Batam. Sistem yang dibangun mampu memfasilitasi pengelolaan, penyimpanan, dan pertukaran pengetahuan antar pemangku kepentingan secara lebih terintegrasi. Implementasi KMS juga meningkatkan kolaborasi dan mendukung proses pengambilan keputusan dalam pengembangan produk dan layanan pariwisata. Temuan ini menunjukkan bahwa KMS dapat menjadi solusi yang efektif dalam mendukung pengembangan pariwisata yang berkelanjutan di Kota Batam.
Kata kunci: pariwisata, KMLC, Kota Batam, desain thinking, manajemen pengetahuan.
Abstract:This study focuses on the development of an Augmented Reality (AR)–based learning application designed to assist students in understanding the mathematical concepts of volume and surface area of three-dimensional geometric…
tric shapes. The development process adopted the Multimedia Development Life Cycle (MDLC) model, which consists of six systematic stages: concept, design, material collecting, assembly, testing, and distribution. The research concentrated on the development and expert validation stages. Validation results from content and media experts indicate that the application meets pedagogical and technical feasibility standards. The content expert confirmed that the materials align with the national mathematics curriculum and are presented in a clear, contextual, and accurate manner, while the media expert highlighted the user-friendly interface, interactive features, and visual appeal of
the application. Theoretically, this AR-based medium bridges the gap between abstract mathematical concepts and concrete visualization by enabling students to interact directly with
virtual 3D objects. Practically, the application enhances learning motivation and engagement by providing dynamic, interactive experiences. Overall, this research contributes to the
advancement of educational technology by offering a systematic model for developing AR-based learning media that support active and meaningful learning in the digital
era.
Abstract:Abstract: Existing IoT anomaly detection studies have achieved high classification performance, but most focus on accuracy and F1-score without explicitly controlling the false positive rate (FPR). In addition, many approaches…
oaches rely on a single detection perspective, limiting their operational reliability. To address this gap, this study proposes a hybrid anomaly detection framework integrating Long Short-Term Memory (LSTM), Shannon entropy, and autoencoder reconstruction error. Shannon entropy is incorporated as an additional feature, while LSTM and the autoencoder capture temporal and reconstruction characteristics. The resulting hybrid representation is processed by a constraint-based threshold selection mechanism that enforces FPR . Experiments on the TON-IoT and Edge-IIoTset datasets achieved average F1-scores of 0.9250 and 0.9934, while maintaining average FPR values of 0.0091 and 0.0714, respectively. Analysis of entropy distributions showed consistent differences between normal and anomalous traffic across both datasets, indicating that Shannon entropy provides discriminative information for anomaly detection. These results demonstrate strong detection performance with controlled false alarms, while ablation studies confirm the significant contribution of Shannon entropy to overall model performance.
Keywords: false positive rate; hybrid deep learning; Internet of Things; network anomaly detection; Shannon entropy
Abstrak: Penelitian deteksi anomali Internet of Things (IoT) telah menunjukkan performa klasifikasi yang tinggi, namun sebagian besar masih berfokus pada accuracy dan F1-score tanpa mengendalikan false positive rate (FPR) secara eksplisit. Selain itu, banyak pendekatan hanya memanfaatkan satu perspektif deteksi sehingga reliabilitas operasionalnya masih terbatas. Untuk mengatasi kesenjangan tersebut, penelitian ini mengusulkan kerangka deteksi anomali hybrid yang mengintegrasikan Long Short-Term Memory (LSTM), Shannon entropy, dan autoencoder reconstruction error. Shannon entropy digunakan sebagai fitur tambahan, sedangkan LSTM dan autoencoder menangkap karakteristik temporal dan deviasi rekonstruksi. Representasi hybrid yang dihasilkan kemudian diproses melalui mekanisme constraint-based threshold selection dengan batas FPR . Hasil pengujian pada dataset TON-IoT dan Edge-IIoTset menghasilkan F1-score rata-rata sebesar 0,9250 dan 0,9934, dengan FPR rata-rata sebesar 0,0091 dan 0,0714. Perbedaan nilai entropy yang konsisten antara trafik normal dan anomali pada kedua dataset menunjukkan bahwa Shannon entropy menyediakan informasi diskriminatif untuk deteksi anomali. Hasil tersebut menunjukkan performa deteksi yang kuat dengan false alarm yang terkendali, sementara studi ablasi mengonfirmasi kontribusi signifikan Shannon entropy terhadap performa model.
Kata kunci: deteksi anomali jaringan; false positive rate; hybrid deep learning; Internet of Things; Shannon entropy