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Use of the Animal 4D Application to Improve English Vocabulary for Elementary School Children Rahmawati, Lailia
Scientechno: Journal of Science and Technology Vol. 3 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v3i1.709

Abstract

Utilization of the animal 4D application as an approach to increasing English vocabulary for elementary school children. However, problems also often arise, namely that a teacher's efforts to collaborate with students are very minimal, and managing responsibilities is difficult to implement because students have different points of view regarding the use of the Animal 4D application. Then there are other problems that also have an impact on students' academic knowledge, so that students' thinking becomes complicated to understand. Apart from that, raising student enthusiasm requires a supportive environment, but high academic demands are a challenge for students to face new concepts. This research aims to examine the influence of using the Animal 4D application to improve the English vocabulary of elementary school children. Apart from that, researchers also admit that in the educational environment, especially elementary schools, it is very necessary to apply English vocabulary which becomes a reference for these schools to increase the use of the animal 4D application. This research method uses a quantitative method, namely this method is an indication for respondents that this research is in the form of numbers. This was obtained through observations in the classroom and outside the classroom to find out how collaboration and cooperation between teachers and students went well during learning based on the Animal 4D application. Next, the researchers conducted interviews with teachers and students regarding the use of the animal 4D application to improve elementary school children's English vocabulary, as well as collecting quantitative data by distributing online-based questionnaires in the form of Google forms. The results of this research explain that the use of the animal 4D application has an impact on the motivation of elementary school students. When students are able to collaborate with other students, these students are able to develop innovative thinking skills and foster a sense of caring for each other. The conclusion of this research shows that a combination of good collaboration in learning based on the use of the Animal 4D application has great potential to increase students' creativity in mastering English vocabulary.
Comparing Epsilon Greedy and Thompson Sampling model for Multi-Armed Bandit algorithm on Marketing Dataset Umami, Izzatul; Rahmawati, Lailia
Journal of Applied Data Sciences Vol 2, No 2: MAY 2021
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v2i2.28

Abstract

A/B checking is a regular measure in many marketing procedures for e-Commerce companies. Through well-designed A/B research, advertisers can gain insight about when and how marketing efforts can be maximized and active promotions driven. Whilst many algorithms for the problem are theoretically well developed, empirical confirmation is typically restricted. In practical terms, standard A/B experimentation makes less money relative to more advanced machine learning methods. This paper presents a thorough empirical study of the most popular multi-strategy algorithms. Three important observations can be made from our results. First, simple heuristics such as Epsilon Greedy and Thompson Sampling outperform theoretically sound algorithms in most settings by a significant margin. In this report, the state of A/B testing is addressed, some typical A/B learning algorithms (Multi-Arms Bandits) used to optimize A/B testing are described and comparable. We found that Epsilon Greedy, be an exceptional winner to optimize payouts in this situation.
Pemanfaatan Geographic Information System dalam Pemetaan Sekolah SMA Di Surabaya Barat Rahmawati, Lailia; Pamungkas, Kris Maulana; Winarti, W
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 7, No 1 (2023): EDISI MARET
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v7i1.576

Abstract

The development of education in today's era has improved quite well, although there are still many who have not been able to keep up with the course of education that is being developed now. Technological development is also progressing rapidly. WebGIS is an important thing that is really needed in this digitalization era, it functions as information, especially in this discussion in the field of education. On current school information, the barrier is trying to eliminate the social gap in the form of a favorite school. This research was developed to make it easier for new students to graduate from junior high school to high school education and also make all schools equal without such a thing as a favorite school. with their address. This research uses the Web and Map which will be able to find out the distribution of schools according to the zoning area. The way this WebGIS works is that the user inputs the appropriate name and address into the web, then the system will provide information in the form of zoning for the closest school to the user's distance, which is expected that students will not choose the wrong school on the zoning path which allows low chances of entering the school.
Prototyping Virtual Mouse Menggunakan Gestur Tangan Berbasis Machine Learning Rahmawati, Lailia; Efendi, Iqbhal Rizky; Umami, Izzatul
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 6, No 2 (2022): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v6i2.509

Abstract

The development of technology today is experiencing a very rapid increase both in the form of information, data, and systems used to assist human activities in life. Technological innovation is of course also progressing, especially in the field of Artificial Intelligence. A pointing device is a pointing device that functions as navigation on a laptop or computer using a mouse device. This study aims to develop a pointing device without using hardware such as a mouse. With this technology, the cursor can move according to the command without any touch from the hand with the help of a laptop camera or computer instead of a mouse device. This study uses a hand landmark model in which the fingers will be given a point symbol totaling 21. The way this virtual mouse system works is that the user inputs his finger in front of a laptop or computer camera and performs finger gestures to give orders to the cursor. The commands inputted in this system include right click, left click, double click, cursor free movement, and drag
Pemanfaatan Geographic Information System dalam Pemetaan Sekolah SMA Di Surabaya Barat Rahmawati, Lailia; Pamungkas, Kris Maulana; Winarti, W
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 7, No 1 (2023): EDISI MARET
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v7i1.576

Abstract

The development of education in today's era has improved quite well, although there are still many who have not been able to keep up with the course of education that is being developed now. Technological development is also progressing rapidly. WebGIS is an important thing that is really needed in this digitalization era, it functions as information, especially in this discussion in the field of education. On current school information, the barrier is trying to eliminate the social gap in the form of a favorite school. This research was developed to make it easier for new students to graduate from junior high school to high school education and also make all schools equal without such a thing as a favorite school. with their address. This research uses the Web and Map which will be able to find out the distribution of schools according to the zoning area. The way this WebGIS works is that the user inputs the appropriate name and address into the web, then the system will provide information in the form of zoning for the closest school to the user's distance, which is expected that students will not choose the wrong school on the zoning path which allows low chances of entering the school.
Prototyping Virtual Mouse Menggunakan Gestur Tangan Berbasis Machine Learning Rahmawati, Lailia; Efendi, Iqbhal Rizky; Umami, Izzatul
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 6, No 2 (2022): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v6i2.509

Abstract

The development of technology today is experiencing a very rapid increase both in the form of information, data, and systems used to assist human activities in life. Technological innovation is of course also progressing, especially in the field of Artificial Intelligence. A pointing device is a pointing device that functions as navigation on a laptop or computer using a mouse device. This study aims to develop a pointing device without using hardware such as a mouse. With this technology, the cursor can move according to the command without any touch from the hand with the help of a laptop camera or computer instead of a mouse device. This study uses a hand landmark model in which the fingers will be given a point symbol totaling 21. The way this virtual mouse system works is that the user inputs his finger in front of a laptop or computer camera and performs finger gestures to give orders to the cursor. The commands inputted in this system include right click, left click, double click, cursor free movement, and drag
Pemanfaatan Teknologi Computer Vision Untuk Implementasi Deteksi Masker Menggunakan Metode Supervised Learning Rahmawati, Lailia; Rifki Arrosid, Muhammad; Gugus Azhari, Mohammad
Jurnal JEETech Vol. 4 No. 2 (2023): Nomor 2 November
Publisher : Universitas Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (764.874 KB) | DOI: 10.32492/jeetech.v4i2.4201

Abstract

The use of masks is still very strict in public places, especially in hospitals, this is solely done to prevent the spread of the corona virus again. The purpose of this research is to assist examination workers or health protocol workers in supervising the use of masks in public places. Mask detection is a solution to this problem, by utilizing computer vision technology and applying supervised learning algorithms. For this mask detection classification method, this system uses the Naive Bayes method. The output of this mask detection system is planned to distinguish people wearing masks and not wearing masks, by giving red labels to people who are not wearing masks and green labeling to people wearing masks. The distance aspect is used in testing this mask detection system, the system is able to work well by getting an error rate presentation below 2% and getting the highest accuracy of 100% with an average percentage value of 98%. On the other hand, there are still weaknesses in this system, the use of brown masks that are in harmony with skin color can worsen the results of the classification system
PELATIHAN PENGENALAN DASAR PEMROGRAMAN DAN LOGIKA ALGORITMA SEBAGAI UPAYA MENINGKATKAN LITERASI DIGITAL Rahmawati, Lailia; Kusumastuti, Ratih; Suprihartini, Yayuk; Suryati, Suryati; Syahputra, Hendri; Sukini, Sukini; Hakim, Muhammad Lukman
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 3 (2025): Volume 6 No 3 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i3.46371

Abstract

Literasi digital merupakan keterampilan penting yang harus dimiliki masyarakat di era transformasi digital saat ini. Sayangnya, masih banyak kelompok masyarakat dari berbagai latar belakang yang belum memahami dasar-dasar pemrograman dan logika algoritma sebagai fondasi berpikir digital. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk mengenalkan konsep dasar pemrograman dan logika algoritma melalui pelatihan interaktif secara daring kepada 28 peserta dari berbagai kalangan. Pelatihan dilaksanakan pada 6 Februari 2025 melalui aplikasi Zoom dengan pendekatan pembelajaran partisipatif dan praktik langsung menggunakan platform visual sederhana yang sesuai untuk pemula. Metode pelaksanaan mencakup tahap persiapan materi, pelaksanaan pelatihan, diskusi interaktif, dan evaluasi hasil kegiatan. Hasil kegiatan menunjukkan bahwa peserta mengalami peningkatan pemahaman terhadap logika berpikir algoritmik dan dasar pemrograman, serta menunjukkan antusiasme dalam mengembangkan solusi digital sederhana. Pelatihan ini juga mendorong peserta untuk berpikir sistematis dan kreatif dalam memecahkan masalah. Kesimpulannya, kegiatan ini memberikan kontribusi nyata dalam peningkatan literasi digital masyarakat dan dapat dijadikan model pelatihan serupa di masa depan untuk kelompok sasaran lainnya.