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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
Classification of Date Types Using Gray Level Co-occurrence Matrix Red Green Blue and Convolutional Neural Network Rahmawati, Lailia; Erviana, Irma; Budiman, Budiman; Khairunnisa, Khairunnisa; Sutriawan, Sutriawan
Jurnal Ilmu Komputer dan Informatika Vol 5 No 2 (2025): JIKI - December 2025
Publisher : CV Firmos

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54082/jiki.290

Abstract

Classifying  date fruit varieties is a challenging task due to their high visual similarity in terms of texture and color.   This study aims to address this issue by developing an automated classification model that combines handcrafted Gray Level Co-occurrence Matrix (GLCM) texture features and average RGB color channels with Convolutional Neural Network (CNN) classifiers. The dataset comprises 1,658 images from nine varieties of date fruits, divided into 70% training and 30% testing subsets. The proposed workflow includes image preprocessing (resizing, normalization, grayscale conversion), extraction of GLCM features (contrast, energy, homogeneity, correlation), computation of average RGB channels, feature fusion, and CNN training using VGG16 and VGG19 architectures with Adam and Adadelta optimizers. The model performance is evaluated using accuracy, precision, recall, F1-score, and confusion matrix. Experimental results demonstrate that VGG19 with the Adam optimizer achieved the highest validation accuracy of 91%, slightly outperforming VGG16 (90%) but remaining below the 96% accuracy reported in prior studies using MobileNetV2. The integration of handcrafted features enhanced sensitivity to subtle color and texture variations, although it introduced potential feature redundancy. In conclusion, the hybrid GLCM–RGB–CNN with VGG19 and Adam achieved 91% accuracy, proving the benefit of combining handcrafted and deep features while highlighting opportunities for further enhancement through data augmentation and architectural optimization.
PEMANFAATAN APLIKASI CANVA DALAM PENYUSUNAN MEDIA PEMBELAJARAN BERBASIS TEKNOLOGI Rahmawati, Lailia; Suharni, Suharni; Ambulani, Nur; Febrian, Wenny Desty; Widyatiningtyas, Reviandari; Rita, Rauza Sukma
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2024): Volume 5 No 1 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i1.24151

Abstract

Pengabdian masyarakat ini bertujuan untuk meningkatkan keterampilan desain grafis para pendidik melalui pemanfaatan aplikasi Canva dalam penyusunan media pembelajaran berbasis teknologi. Kegiatan dilaksanakan pada 14 Desember 2023 melalui platform Zoom, melibatkan 32 peserta dari berbagai latar belakang pendidikan. Metode kegiatan mencakup persiapan, presentasi teori, demonstrasi praktis, serta sesi praktik bersama. Hasilnya mencakup peningkatan keterampilan desain grafis, pemahaman konsep desain visual, dan kemampuan peserta dalam menciptakan media pembelajaran yang berkualitas. Kegiatan ini juga membentuk jaringan dan komunitas antar peserta.
PENGEMBANGAN SISTEM INFORMASI GEOGRAFIS (SIG) UNTUK ANALISIS SPASIAL DALAM PENGAMBILAN KEPUTUSAN Rahmawati, Lailia; Febrian , Wenny Desty; Fachruzzaki, Fachruzzaki; Mardiyati, Sri; Lengam, Rino; Suarnatha, I Putu Dody
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 2 (2024): Volume 7 No. 2 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i2.26929

Abstract

Penelitian ini bertujuan untuk mengembangkan Sistem Informasi Geografis (SIG) yang dapat digunakan dalam analisis spasial untuk mendukung pengambilan keputusan. Melalui studi literatur yang mendalam, penelitian ini mengeksplorasi konsep dasar SIG, teknologi terkini, dan metode analisis spasial yang canggih. Temuan penelitian mengidentifikasi pentingnya integrasi teknologi sensor, pemrosesan data berbasis cloud, dan pemanfaatan kecerdasan buatan dalam pengembangan SIG. Konsep analisis spasial yang canggih juga diperkenalkan, mencakup pemodelan spasial, analisis overlay, dan teknik keterkaitan spasial. Integrasi SIG dalam pengambilan keputusan menjadi fokus utama, dengan penekanan pada pengembangan model dan algoritma yang dapat meningkatkan efisiensi dan ketepatan keputusan. Studi literatur juga mencatat tantangan, seperti kompleksitas data dan interoperabilitas, yang dapat diatasi melalui standarisasi data geografis dan penggunaan platform terintegrasi. Penelitian ini memberikan kontribusi baru terhadap pemahaman SIG, menghadirkan pemahaman yang lebih mendalam tentang potensi dan batasannya. Implikasi teoritis mencakup pengayaan konsep SIG, sementara implikasi praktis memberikan panduan berharga bagi pengembang sistem dan pengambil keputusan. Saran penelitian mencakup fokus pada pengembangan model prediktif spasial dan eksplorasi lebih lanjut terkait integrasi SIG dengan teknologi baru.
ANALISIS DAMPAK PENGGUNAAN ALGORITMA DEEP LEARNING DALAM PENGENALAN CITRA DAN VIDEO Rahmawati, Lailia; Kusant, Jani
Jurnal Review Pendidikan dan Pengajaran Vol. 8 No. 1 (2025): Volume 8 No. 1 Tahun 2025
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v8i1.41603

Abstract

Penelitian ini bertujuan untuk menganalisis dampak penggunaan algoritma deep learning dalam pengenalan citra dan video melalui metode studi literatur. Algoritma seperti Convolutional Neural Networks (CNN), Recurrent Neural Networks (RNN), dan model hybrid telah menunjukkan performa unggul dalam tugas pengenalan pola dengan tingkat akurasi tinggi. Namun, tantangan seperti kebutuhan dataset besar, bias data, dan tingginya biaya komputasi masih menjadi hambatan signifikan. Solusi seperti transfer learning dan augmentasi data telah diusulkan untuk mengatasi keterbatasan ini. Penelitian ini juga menyoroti aspek etis dalam penggunaan algoritma deep learning, seperti privasi dan potensi penyalahgunaan teknologi. Berdasarkan analisis literatur, algoritma deep learning menawarkan peluang besar untuk meningkatkan performa pengenalan citra dan video, tetapi implementasi lebih lanjut memerlukan perhatian pada efisiensi, generalisasi, dan tanggung jawab etis.