57 research outputs found

    An Overview Of Learning Support Factors On Mathematic Games

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     In this study, we examined the factors in game design that were used by developers to support the interests of mathematics learning. The aim is to overcome the lack of empirical evidence about the impact of factors in the game on learning outcomes, identify how the design of in-game activities affects learning, and develop an overview of general recommendations for designing mathematics education games. This study tries to illustrate the impact of game design factors in mathematics education games on the objectives and results of game-based learning

    算数文章題の単文統合型作問についてのモデルベースのプロセス分析

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    広島大学(Hiroshima University)博士(工学)Doctor of Engineeringdoctora

    Clustering Credit Card Holder Berdasarkan Pembayaran Tagihan Menggunakan Improved K-Means dengan Particle Swarm Optimization

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    Abstrak Kartu kredit merupakan salah satu bentuk media bagi nasabah untuk melakukan kredit dalam sebuah proses transaksi yang telah disetujui oleh bank bersangkutan. Bank harus selektif dalam menganalisa nasabah yang ingin mengajukan penerbitan kartu kredit untuk menghindari adanya kredit macet yang dapat menimbulkan kerugian pada bank, sehingga sangat penting untuk mengetahui karakteristik nasabah dengan melakukan  clustering. Bank akan dapat mengambil keputusan untuk pertimbangan penerbitan kartu kredit dengan mencocokkan nasabah baru kedalam cluster-cluster yang telah dibentuk dan mengetahui kelayakan nasabah untuk diberikan akses kartu kredit dalam melakukan transaksi. K-Means adalah salah satu metode populer yang digunakan untuk clustering. Tetapi, metode K-Means tidak dapat memberikan solusi optimum karena keterbatasannya dalam penentuan titik centroid yang optimal, sehingga untuk memperbaiki metode K-Means dalam penelitian ini digunakan salah satu algoritma evolusi yaitu Particle Swarm Optimization (PSO) untuk generate titik centroid optimum yang digunakan dalam proses perhitungan K-Means. Hasil pengujian dilakukan dengan membandingkan nilai Silhouette Coefficient dari cluster yang dibentuk menggunakan K-Means murni dan Improved K-Means dengan PSO yang menghasilkan nilai masing–masing yaitu 0,3312 dan 0,3730.   Abstract Credit card is one form of media for customers to credit in a transaction process that has been approved by the bank concerned. Banks should be selective in analyzing customers who want to apply for credit card issuance to avoid bad debts that can cause losses to banks, so it is very important to know the characteristics of customers by clustering. The Bank will be able to take decisions for credit card issuance by matching new customers into the established clusters and knowing the eligibility of customers to be granted credit card access in making transactions. K-Means is a popular method that is applied in the clustering process. However, the K-Means method can not provide the optimum solution because of its limitation in determining the optimal centroid point, so to improve the K-Means method in this research is used one of the evolution algorithm namely Particle Swarm Optimization (PSO) to generate optimum centroid point used in k-means calculation process. The test results were performed by comparing the coefficient silhouette values of the clusters formed using pure K-Means and Improved K-Means with PSO which yielded respective values of  0,31614 and 0,39484, respectively

    Perbandingan Teknik Klasifikasi Dalam Data Mining Untuk Bank Direct Marketing

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    Klasifikasi merupakan teknik dalam data mining untuk mengelompokkan data berdasarkan keterikatan data terhadap  data sampel. Pada penelitian ini, kami melakukan perbandingan 9 teknik klasifikasi untuk mengklasifikasi respon pelanggan pada dataset Bank Direct Marketing. Perbandingan teknik klasifikasi ini dilakukan untuk mengetahui model dalam teknik klasfikasi yang paling efektif untuk mengklasifikasi target pada dataset Bank Direct Marketing. Teknik klasifikasi yang digunakan yaitu Support Vector Machine, AdaBoost, Naïve Bayes, Constant, KNN, Tree, Random Forest, Stochastic Gradient Descent, dan CN2 Rule. Proses klasifikasi diawali dengan preprocessing data untuk melakukan penghilangan missing value dan pemilihan fitur pada dataset. Pada tahap evaluasi digunakan teknik 10 fold cross validation. Setelah dilakukan pengujian, didapatkan bahwa hasil klasifikasi menunjukkan akurasi terbaik diperoleh oleh model Tree, Constant, Naive Bayes, dan Stochastic Gardient Descent. Kemudian diikuti oleh model Random Forest, K-Nearest Neighbor, CN-2 Rule, AdaBoost dan Support Vector Machine. Dari keempat model yang menunjukkan hasil akurasi terbaik, untuk kasus ini Stochastic Gradient Descent terpilih sebagai model yang memiliki akurasi terbaik dengan nilai akurasi sebesar 0,972 dan hasil visualisasi yang dihasilkan lebih jelas untuk mengklasifikasi target pada dataset Bank Direct Marketing. Abstract Classification is a technique in data mining to classify data based on the attachment of data to the sample data.. In this paper, we present the comparison of  9 classification techniques performed to classify customer response on the dataset of Bank Direct Marketing. The techniques performed to find out the effectiveness model in the classification technique used to classify targets on the dataset of Bank Direct Marketing. The techniques used are Support Vector Machine, AdaBoost, Naïve Bayes, Constant, KNN, Tree, Random Forest, Stochastic Gradient Descent, and CN2 Rule. The classification process begins with preprocessing data to perform missing value omissions and feature selection on the dataset. Cross validation technique, with k value is 10, used in the evaluation stage. After testing, it was found that the classification results showed the best accuracy obtained when using the Tree model, Constant, Naive Bayes and Stochastic Gradient Descent. Afterwards the Random Forest model, K-Nearest Neighbor, CN-2 Rule, AdaBoost, and Support Vector Machine are followed. Of the four models with the high accuracy results, in this case Stochastic Gradient Descent was selected as the best accuracy model with an accuracy value of 0.972 and resulting visualization more clearly to classify targets on the dataset of Bank Direct Marketing

    Vertex markers: Modification of grid methods as markers to reproduce large size augmented reality objects to afford hands

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    The weakness of the research on developing Marker Based Augmented Reality applications found is using small digital content. Weakness is caused by the area of view of Augmented Reality cameras is limited by the placement of markers that are affordable to the user's hand. This study reproducing large digital objects by cutting large digital objects into many pieces. But to keep continuity accuracy between digital object pieces, this study aims to modify the grid method to become a vertex marker. Vertex marker is produced by removing the edge and using the vertex to place the marker. Vertex markers inherit the advantages of the Grid method. Therefore, vertex markers can be used to reproduce large digital objects accurately and can be reached by hand when displayed. The aim of this study is to measure the accuracy of the grid method that has been modified into a marker. The fundamental contributions and advantages of the vertex marker are innovations in the field of Marker Based Augmented Reality research

    Registrasi Citra Dental Menggunakan Feature From Accelerated Segment Test dan Local Gabor Texture For Iterative Point Correspondence

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    AbstrakRegistrasi citra di bidang periodontal telah dikembangkan untuk melakukan evaluasi terhadap tulang alveolar. Masalah yang disebabkan oleh kesalahan saat ekstraksi fitur atau oleh degradasi gambar bisa timbul pada proses pencocokan fitur. Selain itu, teknik registrasi citra yang didasarkan pada fitur seperti titik, identifikasi tepian (edges), kontur, atau fitur yang lain yang biasa digunakan untuk membandingkan gambar dan kemudian memetakannya merupakan teknik yang sangat sensitif terhadap keakuratan pada tahap ekstraksi fitur. Dari kedua argumen ini, maka diperlukan teknik ekstraksi fitur yang tangguh untuk mencegah terjadinya kesalahan pada proses pencocokan fitur sehingga mendapatkan hasil registrasi citra yang akurat. Pada penelitian ini, diusulkan metode baru untuk registrasi citra. Metode yang diusulkan menggunakan metode ekstraksi fitur yang efektif terhadap akurasi dan efisien terhadap waktu komputasi dengan menerapkan Learning Features, yaitu Feature from Accelerated Segment Test (FAST) sebagai metode ekstraksi fitur. Selain itu, akan dilakukan pengembangan terhadap proses pencocokan fitur dengan menerapkan Local Gabor Texture (LGT) pada algoritma Iterative Point Correspondence (IPC) untuk melakukan registrasi pada citra dental periapikal. Uji coba dilakukan terhadap 8 citra grayscale dental periapikal dan berhasil melakukan registrasi citra  pada citra dental periapikal dengan nilai akurasi rata-rata diatas 93% dengan jumlah iterasi minimal mulai dari 400 iterasi.Kata kunci: registrasi citra, learning feature, local gabor texture, iterative point correspondence, citra dental periapikalAbstractImage registration in the periodontal field has been developed to evaluate alveolar bones. Problems caused by errors during feature extraction or by image degradation can arise in feature matching process. In addition, image registration techniques that are based on features such as points, identification of edges, contours, or other features commonly used to compare images and map them are very sensitive techniques for accuracy at the feature extraction stage. From both of these arguments, a robust feature extraction technique is needed to prevent mistakes in the feature matching process to get image registration results accurately. In this study, a new method for image registration is proposed. The proposed method uses an effective feature extraction method for accuracy and efficient computing time by applying learning features, which is Feature from Accelerated Segment Test (FAST) as a feature extraction method. In addition, a feature-matching process will be developed by applying Local Gabor Texture (LGT) to the Iterative Point Correspondence (IPC) algorithm to register on the periapical dental images. The experiments were conducted on 8 grayscale dental periapical images and successfully registered the image in periapical dental image with an average accuracy more than 93% with a minimum iteration count starting from 400 iterations.Keywords: image registration, learning feature, local gabor texture, iterative point correspondence, dental periapical image

    Rancang Bangun Aplikasi Antrian Poliklinik Berbasis Mobile

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    Antrian konvensional sudah menjadi polemik yang umum di masyarakat. Lamanya proses dan waktu tunggu antrian sangat mengganggu aktivitas sehari-hari. Pada instansi kesehatan seperti rumah sakit dan poliklinik, dimana pasien juga diharuskan mengantri, dapat berpengaruh pada kondisi pasien. Sistem pendaftaran online yang ada hanya menyediakan pengambilan nomor antrian, namun untuk proses menunggu antrian masih harus datang ke lokasi. Sistem yang ditawarkan memiliki kelebihan pada pilihan variasi jadwal poliklinik, dan pemberian informasi antrian yang sedang berjalan. Pada penelitian ini membahas tentang perancangan dan pengembangan sistem antrian poliklinik yang berbasis pada mobile phone, sehingga pengguna dapat mengakses sistem kapanpun dan dimanapun. Perancangan menggunakna metode MVC untuk memisahkan antara data dan tampilan serta cara pemrosesannya. Pengembangan aplikasi menggunakan hybrid mobile web framework yang dapat digunakan untuk pengembangan multiplatform. Pengujian sitem menggunakan White Box, Black Box, dan Usability Testing telah menunjukkan bahwa struktur dan hasil desain sistem dapat diimplementasikan dengan baik, sehingga sistem dapat berjalan sesuai kebutuhan.   Abstract The conventional queue has become a common polemic in society. The length of processes and waiting time of the queue is very disturbing on daily activities. In health agencies such as hospitals and polyclinics, where patients are also required to queue up, may affect the patient's condition. Existing online registration system only provides queue number retrieval, but for the waiting process, the queue still has to come to the location. The offered system has advantages over the choice of polyclinic schedule variations, and the provision of queue information is running. This research discusses the design and development of a polyclinic queuing system based on a mobile phone so that users can access the system anytime and anywhere. The design uses the MVC method to separate data and display and how to process it. Application development using hybrid mobile web framework that can be used for multiplatform development. System validation method is using White Box, Black Box, and Usability Testing has shown that the structure and results of system design can be implemented well, so the system can run as needed

    Learning Models in Educational Game Interactions: A Review

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    Educational games have now been used as innovative media and teaching strategies to achieve more effective learning and have an impact that tends to be very good in the learning process. However, it is important to know and systematically prove that the application of the learning model in the interaction of educational games is indeed feasible to be adopted and has an effect. This paper aims to present empirical evidence of the current situation regarding the application of learning models in the flow of educational game interactions. The method used is a systematic literature review by adopting three main stages, namely: 1) Planning; 2) Implementation; 3) Reporting. Then recommend the ten steps in the systematic literature review process along with the selection process through the test-retest approach. The initial search obtained 1,405,310 papers, then go through the selection stage. The selection process took place at stage B1 with the number of papers that successfully passed 198, at the B2 selection stage there were 102 papers, and we focus 75 papers that have passed a fairly rigorous screening and selection process on the quality assessment process for primary studies, used to answer research objectives and questions. We can confirm and conclude that 75 papers have applied the learning model in educational game interactions. The dominating domain is Education, the type of game that dominates is Educational Game, for the most dominating subjects are Programming, Student Learning Motivation as the most dominating impact, Experimental Design as a trial technique, the most widely used evaluation instruments are Questionnaires and Tests, a population that dominates between 79-2,645 people, and 8 papers to support learning in vocational education

    A Preliminary Study: Applying Problem-Posing Learning Models on Algorithm and Flowchart Materials in Basic Programming Class

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    Abstract: We propose the applying of the problem-posing learning model to find out the activities and student learning outcomes in learning algorithm and flowchart material in the basic programming class. This research is a preliminary study that will be used to develop applications/systems/interactive media/games that will support the operation of the problem-posing learning model automatically in the upcoming basic programming class. The classroom action research method was used with the implementation of two cycles involving 38 students in the first semester of vocational high school. The process of applying the problem-posing learning model uses the pre-solution posing type, which requires that each student make a question of the situation that is held, where students are expected to be able to make questions related to questions previously made by the teacher, then exchange the questions to other students to solve them.  The flow of making and solving questions is that students make the main case which then completes it in the form of algorithmic answers and also a flowchart assisted by the Raptor application. By applying the problem-posing learning model, it can be concluded that in cycle 1 and cycle 2 the achievement of learning activities and outcomes tends to be good. The success of this research can provide perspective and guidance for developing basic programming applications/systems/interactive media/games that will instill the problem-posing learning model in the interaction flow and can introduce students early on the problem-posing process
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