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Journal : Techno Nusa Mandiri : Journal of Computing and Information Technology

EXPERT SYSTEM TO IDENTIFY STUDENTS BEHAVIOR AND PERSONALITY IN SMK NEGERI 2 TANGERANG Fifit Alfiah; Muhammad Arba Adnandi; Allyufi Fazril Rasyidin
Jurnal Techno Nusa Mandiri Vol 16 No 2 (2019): Techno Nusa Mandiri : Journal of Computing and Information Technology Periode Se
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1153.782 KB) | DOI: 10.33480/techno.v16i2.379

Abstract

The number of problems in learning activities such as the personality and behavior of students who are less good towards the teacher and there is still many students who are confused in their personality in deciding to continue their studies with a department in accordance with their education or personality. So the author aims to create one expert system that can help counseling and student teachers in determining personality and good behavior for students who are not good or to determine in continuing college studies with one of the knowledge that can help humans in making decisions, namely expert systems. Expert system (Expert System) is a part of artificial intelligence that contains knowledge and experience that is input into the knowledge base. In designing this expert system, the author uses a forward chaining technique because problem-solving is done by collecting data and then drawing a conclusion. The results of this expert system are able to help psychology or Counseling Guidance teachers in analyzing student behavior to improve quality human resources by testing the diagnosis of student behavior and personality with expert system applications to produce solutions that meet their needs with a percentage above 90%.
LEARNING MODEL OF COOPERATIVE LEARNING TYPE TEAM GAMES TOURNAMENT BASED ON E-LEARNING IN SMK NUSAJAYA TANGERANG Ajay Supriadi; Fifit Alfiah; Mochamad Fiqri Nur Fauzan
Jurnal Techno Nusa Mandiri Vol 16 No 2 (2019): Techno Nusa Mandiri : Journal of Computing and Information Technology Periode Se
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1020.822 KB) | DOI: 10.33480/techno.v16i2.398

Abstract

This research is motivated by gaps in teaching and learning at Nusajaya Vocational School, Tangerang. This study aims to make Cooperative Learning Type Team Learning Games based on E-learning that can increase student interest and learning attitudes at Nusajaya Tangerang Vocational School. The results of this study are e-learning that can attract students' interests and attitudes to learning. In e-learning not only contains learning material content but there is a menu for interaction with students and an interesting menu for students, then this research is a Research and Development (R & D) research on the application quality testing process using Black box testing. So that the testing of this system shows results that are very feasible to use, after being used in two-stage learning, namely cycle 1 is 68.53% and cycle 2 gets results that increase 12.94% on student interests and attitudes to 81.47%.