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Journal : Proceeding ISETH (International Summit on Science, Technology, and Humanity)

A Comparison of Community Clustering Techniques: Fruchterman-Reingold and Wakita-Tsurumi Irma Yuliana; S Sukirman; S Sujalwo
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2017: Proceeding ISETH (International Conference on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

The study of social network analysis depends on the relationships of people and online community. The relationships define who they are and how they act. Personality, educational background, race, and ethnicity, all of these interact with the patterns of relationship. Thus, by observing and analyzing such patterns, people can reveal and answer many questions about society. The relationship can be visualized in many ways, e.g. online community. Fruchterman-Reingold is a standard method force-directed algorithm or spring embedders place vertices by assigning forces according to the edges connecting the vertices. Meanwhile, Wakita-Tsurumi is a clustering algorithm used for cluster detection. It uses the metric of modularity (Q) as a quality measure of division in a network, based on the idea that networks with inherent community structure deviate from random networks and that networks with high modularity have denser connections inside a community, but fewer connections between nodes of different communities. The comparison shows the ability of both techniques to recognize the community based on sociometric and its contents. Both of the graph detected the same number of vertices (363), edges (5814) and density (0.02975511).
Development of Educational Mobile Game for Interactive Learning Media S Sukirman; Irma Yuliana; S Sujalwo
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2017: Proceeding ISETH (International Conference on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

Numerous games are developed today, it leads people to easily obtain many kind of games, for example from online application store such us Google Play and Apple store. This paper reports the development of mobile game application containing educational content for primary school students who study mathematics. The game is called JarMat. The students can learn about addition, subtraction, multiplication, and division by doing tasks that are interactively provided by the game. The tasks are randomly generated by the game system, and players should finish it within a limited time. The game will be over when they fail three times, then the score will be accumulated and stored. Reward will be given if they finish the task before the end of time limit and get a higher score. The difficulty level of the task is determined by the ability of players which depends on experience and time to finish the task. The research of this game development is conducted through reference studies and similar educational games. The game is expected to provide another apps that contains educational content, can be used further for student learning media, mainly 2nd grade of primary school who learn mathematics.