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Analisis Metode Smoote pada Klasifikasi Penyakit Jantung Berbasis Random Forest Tree Yulianto, Satria Pradana Rizki; Fanani, Ahmad Zainul; Affandy, Affandy; Aziz, Mochammad Ilham
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 8, No 3 (2024): Juli 2024
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v8i3.7712

Abstract

Cardiovascular disease is the number one cause of death globally. Cardiovascular disease is a disease caused by impaired function of the heart and blood vessels. At present, there are many predictive tools that use machine learning as a basis, including predictions on heart disease in particular. There are many methods in machine learning to predict heart disease, as well as many parameters to look for to find the highest level of accuracy. This study, aims to obtain the best methods and parameters for the classification of heart disease.
Thematic Analysis and Game-based Learning for the Development of Virtual Cultural Heritage Museums as Learning Agents Fanani, Ahmad Zainul; Syarif, Arry Maulana; Laksana, Deddy Award Widya; Himawan, Heribertus; Haryanto, Hanny
Techno.Com Vol. 24 No. 2 (2025): Mei 2025
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/tc.v24i2.12723

Abstract

This study aims to develop a virtual cultural heritage museum as a learning agent. Qualitative approach with thematic analysis method was applied to design a virtual museum based on the perspective of museum management as a provider of learning facilities. The opinions collected were in the form of challenges and obstacles in functioning the museum as a provider of learning facilities. Opinions were used to identify the theme of the virtual museum, and synthesized with six strategies in effective learning. The resulting synthesis was then used to develop a virtual museum model using a game-based learning approach. The Photogrammetry technique was used for 3D reconstruction of cultural heritage objects to achieve high precision results, both in terms of shape and texture. The evaluation conducted using the User Accaptence Test technique shows that the proposed model and method can actualize the characteristics of effective learning strategies.   Keywords - Thematic analysis, Game-based learning, Learning agent, Virtual museums, Photogrammetry