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Data Mining Clustering Analysis of Child Growth and Development Using the K-Means Method Nurjannah, Eka; Nasution, Marnis; Muti’ah, Rahma
Sinkron : jurnal dan penelitian teknik informatika Vol. 8 No. 3 (2024): Research Artikel Volume 8 Issue 3, July 2024
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i3.13817

Abstract

This research aims to group children based on their growth and development characteristics. This method helps identify groups of children with normal growth and development, early signs of growth and development problems, and serious growth and development problems. The stages used in this research follow the Knowledge Discovery in Database (KDD) process, which consists of data selection, data pre-processing, data transformation, data mining, and evaluation or interpretation of results. By applying the K-Means method, this research aims to provide a clearer and more detailed picture of the distribution of children's growth and development problems and assist in decision making for more appropriate interventions. The K-Means method in data mining was used to group 102 sample data into three clusters based on children's growth and development characteristics. The results of this analysis show that 38 samples fall into Cluster 1 (C1), 36 samples into Cluster 2 (C2), and 28 samples into Cluster 3 (C3). Evaluation of clustering results is carried out using Box Plot and Scatter Plot. Box Plot shows a clear distribution of data for each cluster, ensuring that the data grouping corresponds to statistical evaluation. Cluster C1 is toddlers with normal growth and development. Cluster C2 shows early signs of growth and development problems. Cluster C3 indicates serious growth and development problems
Analisis hubungan self esteem dengan impulsive buying pada mahasiswa Indrayani, Indrayani; Hardaningrum, Tri Wahyu; Nurjannah, Eka
Journal of Management and Digital Business Vol. 4 No. 1 (2024): Journal of Management and Digital Business
Publisher : Nur Science Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53088/jmdb.v4i1.911

Abstract

The purpose of this study is to determine the effect of self-esteem on impulse buying behavior among students at Balikpapan University. Shopping has become an activity that involves psychological needs, lifestyle, and pleasure. Social, economic, and cultural elements influence consumer behavior, including in the context of impulsive shopping. This research highlights the connection between self-esteem and impulsive shopping behavior among university students at Balikpapan University by finding a significant negative connection between the two variables. Individuals with low self-esteem tend to be more prone to impulsive shopping behavior as compensation to improve their self-esteem. The results also show that individuals with high self-esteem tend to keep their shopping behavior under control. In the face of social and cultural pressures influencing consumer behavior, a comprehensive and collaborative approach is crucial to building effective marketing strategies and consumer interventions. With a deeper understanding of the psychological elements that influence consumer behavior, companies can develop more adaptive and relevant strategies to meet the needs and drive consumer preferences in this modern era.
Meningkatkan Kemampuan Kosakata Anak Dengan Game Literasi Digital Melalui Aplikasi Wordwall Salsabila, Chairunisa; Nurjannah, Eka; Elvira, Elvira; Maysaroh, Siti; Ulida, Ulida; Utami, Winda Sherly
Innovative: Journal Of Social Science Research Vol. 5 No. 1 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Vocabulary skills are a fundamental aspect of language development in early childhood, playing a crucial role in communication and concept comprehension. This study aims to examine the effectiveness of the digital literacy game Wordwall in improving vocabulary skills in early childhood. The research was conducted using an experimental method with a quasi-experimental design involving 20 children. The analysis showed that the post-test average score of the experimental group (60) was higher than that of the control group (46). The t-test with pooled variance yielded tcalculated=6.35, greater than ttable=2.101, indicating a statistically significant improvement. Digital literacy games using the Wordwall application have proven effective in creating interactive and engaging learning, enhancing learning motivation, and strengthening early childhood vocabulary mastery.
Adventure Snake: A Game to Improve Symbolic Thinking Skills in Early Childhood Nurjannah, Eka; Rismala, Nia; Melati, Sherin Azzahra Ismi; Julea, Thalitha Ariandinie; Utami, Winda Sherly; Amanda, Rizki Surya
EduBasic Journal: Jurnal Pendidikan Dasar Vol 6, No 2 (2024): EduBasic Journal: Jurnal Pendidikan Dasar
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ebj.v6i2.70215

Abstract

The utilization of media is crucial for enhancing children's symbolic thinking. Authentic and stimulating media, such as adventure, enhances cognitive development in children. This study aims to investigate the influence of playing the Adventure Snake game on the advancement of symbolic thinking in early childhood. Qualitative research methods were employed through participatory observation of children aged 5 to 6 years engaged in the Adventure Snake game over a specified duration. Findings indicate that engagement with the Adventure Snake game enhanced children's capacity for creative symbol use, augmented their comprehension of spatial concepts, and fortified their cognitive abilities. This research underscores the significance of play in facilitating the development of symbolic thinking during early childhood. They must employ problem-solving and critical thinking abilities to determine the actions they will undertake. Additionally, the Adventure Snake game enhances children's concentration and memory since they must recall the number of steps taken and monitor alterations on the game board. Consequently, engaging in Adventure Snake can offer diverse cognitive stimulation and promote brain development in young children.
Pengembangan Perangkat Pembelajaran Model Inkuiri Terbimbing Berbantu Media PhET untuk Meningkatkan Kemampuan Pemecahan Masalah dan Keterampilan Generik Sains Fisika Peserta Didik Nurjannah, Eka; Ayub, Syahrial; Doyan, Aris; Sahidu, Haerunisyah
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 2 No. 1 (2021): June
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceedu.v2i1.127

Abstract

The purpose of this study is to determine the feasibility, practicality, and effectiveness of phET media-assisted incuquencing model learning tools to improve problem solving skills and generic skills of student physics design. The research design used is Research and Development (R&D) design with 4D Model (define, design, develop, &disseminate). The learning tools developed include: syllabus, Lesson Plan, Student worksheet, Test instruments, and PhET media. The feasibility data of the defense device is obtained from the validation results of 3 expert validators and 3 practitioner validators. Validation results show syllabus, Lesson Plan, test instruments and Media PhET in very valid category and Student worksheet valid category. The reliability of the learning pre-level with an average of 92.3 % indicates that all components assessed are in the realiabel category. The practicality of learning skills is projected from the results of teacher responses, the implementation of learning is in the category of very practical and the response of learners with practical categories. The effectiveness of learning skills based on N-gain problem solving skills and generic skills of physics science learners, obtained an average of N-gain of 77 and 78 respectively with a highly effective category. Based on these results, it was concluded that the learning skills of the phet media-assisted incugate model are feasible, practical and effective to improve problem solving skills and generic skills of the students' physics