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Mobile App for News Bias Detection Using Rule-Based Classification Muhammad Rizqi Raka Siwi; Anita Fira Waluyo
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 5 No. 2 (2026): Vol. 5 No. 2 2026
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v5i2.1122

Abstract

In the digital era, online media has become a primary source of information, but it also increases the risk of biased news dissemination that can influence public opinion. This study aims to develop a mobile application for automatically detecting bias in online news using web scraping and rule-based text classification. The application is built with Flutter and uses Firebase as the backend. The system retrieves articles from user-provided URLs and analyzes their content based on predefined keywords categorized into political, sensational, and confirmation bias. The results are presented as a bias score, label, and comparative analysis, and stored in user history. Black-box testing shows that all main features function as expected. The application is intended to support media literacy by helping users identify news bias independently.
Study of the Application of Gamification in Korean Language Learning Applications Revi Ananda Kirana Putri; Anita Fira Waluyo
Jurnal Informasi dan Teknologi 2024, Vol. 6, No. 4
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60083/jidt.v6i4.606

Abstract

This study aims to analyze the application of gamification in a mobile-based Korean language learning application. The increasing popularity of mobile devices and the demand for interactive learning experiences make mobile apps a commonly used tool in language learning. Gamification, applying game design elements in a non-game context, has increased user motivation and engagement. This study investigates how gamification elements such as points, badges and leaderboards can be integrated into a mobile language learning app aimed at Korean language beginners to enhance the learning experience. Qualitative research methods were used, involving developing and implementing a prototype app integrating gamification elements. The research participants were beginners who had just started learning Korean and were asked to use the app for a period of time. During post-use interviews, data was collected to evaluate the effectiveness of gamification in increasing engagement and motivation. The results showed that gamification elements significantly increased user engagement and motivation, improving learning outcomes. The addition of features such as progression levels and daily challenges was also shown to encourage users to be more consistent in learning. The spiral development method was applied to this application. This method involves iterative iterations between planning, development, testing and evaluation, allowing for improvements based on user feedback. Each development cycle focused on refining the gamification elements and improving the app's functionality.
Workshop Pengolahan Data Nilai Siswa Menggunakan Microsoft Excel di SD Negeri Jumeneng Anita Fira Waluyo; Irma Handayani; Ikrima Alfi; Wahyu Sri Utami; Farida Ardiani; Selfi Artika
Jurnal ABDI RAKYAT Vol. 1 No. 1 (2024): JURNAL ABDI RAKYAT
Publisher : Universitas Teknologi Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46923/jar.v1i1.293

Abstract

Workshop on processing student grades data using Microsoft Excel is a training activity that aims to introduce the use of Microsoft Excel in managing and analyzing student grades data effectively. This workshop is aimed at teachers at SD Negeri Jumeneng with the aim of increasing their understanding of using Excel as a tool for processing data. In this workshop, the participants will be given an explanation regarding the use of Excel in processing student grade data. The material includes an introduction to relevant basic Excel formulas such as SUM, AVERAGE, MAX, MIN, IF, and others. In addition, participants will also be given guidance on graphing student grade data using Excel. This workshop was carried out through a practical approach by providing training to participants to apply Excel formulas and functions in processing student value data. It is hoped that this workshop will provide significant benefits for teachers at SD Negeri Jumeneng in managing and analyzing student grade data more efficiently using Microsoft Excel.
Implementasi Canva Dalam Peningkatan Pembelajaran di SDN Gabahan Anita Fira Waluyo; Irma Handayani; Ikrima Alfi; Wahyu Sri Utami; Anna Dina Kalifia; Selfi Artika
Jurnal ABDI RAKYAT Vol. 2 No. 1 (2025): JURNAL ABDI RAKYAT
Publisher : Universitas Teknologi Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46923/jar.v2i1.484

Abstract

The main challenge faced by educators in the current digital era is creating interesting and informative learning materials. Graphic design plays an important role in creating effective learning materials. As an easy-to-use graphic design platform, Canva can be an effective solution to meet these needs. Using Canva in graphic design to create learning materials is a community service that aims to improve the quality of learning materials by utilizing the Canva graphic design platform. This research aims to provide tools and knowledge for educators in creating interesting and informative learning materials. This training was carried out using interactive lecture methods, direct practice and question and answer. The measurement of the results achieved is an increase in educators' skills and understanding in using Canva for graphic design. This is proven by the quality of the learning materials produced after the training. Evaluation of the learning materials that have been created also shows improvements in visual appeal, message clarity and overall learning effectiveness. Thus, the use of Canva in graphic design for creating learning materials has had a positive impact in improving the quality of learning and students' learning experiences.