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Simulasi Cockpit View Pesawat Terbang Juwiantho, Hans; Budhi, Gregorius Satia; -, Liliana
Jurnal Infra Vol 2, No 2 (2014)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (78.005 KB)

Abstract

Banyak orang yang berkeinginan untuk mencoba menerbangkan pesawat terbang, tetapi dalam dunia nyata, tidak mungkin seseorang menggunakannya hanya untuk ingin tahu bagaimana rasanya mengemudikan pesawat terbang. Hal tersebut dikarenakan dibutuhkannya izin untuk dapat menerbangkan pesawat terbang. Selain itu banyak resiko kecelakaan yang dapat terjadi saat menerbangkannya.Dengan menyediakan simulasi Cockpit View pesawat terbang dengan interface tiga dimensi yang dibuat semirip dengan dunia nyata, akan membantu orang yang berkeinginan untuk menerbangkan pesawat terbang merasakan berada pada kokpit pesawat terbang. Joystick sebagai kontrol kemudi akan membuat pengguna seperti menggunakan kontrol kemudi pada pesawat terbang. Dalam penggunaan joystick diperlukan Simple Directmedia Layer (SDL) sebagai library untuk membaca dan menerima input yang dihasilkan dari joystick.Aplikasi ini akan menghasilkan data training yang nantinya akan dilatihkan pada Neuro-Fuzzy tipe MIMO Takagi Sugeno (NFTS) atau Jaringan saraf tiruan jenis lain. Hasil dari data training nantinya akan digunakan untuk mengontrol gerakan dari Massively Actuator Array using Artificial Intelligence (MA3I).
Enhancing Seventh-Grade Numeracy Skills in Data Presentation Through Interactive Gaming Juwiantho, Hans; Sidarta, Alycia Jane
IJECA (International Journal of Education and Curriculum Application) Vol 7, No 1 (2024): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/ijeca.v7i1.22712

Abstract

Integrating educational content into a game format aims to make learning more enjoyable and accessible to students. The game’s design focuses on gradually increasing the difficulty level to challenge students’ abilities and encourage problem-solving. The benefit of this numeracy game for learning is its ability to create a lively and interactive learning environment. By immersing students in a captivating storyline and providing opportunities for exploration and discovery, the game fosters engagement and enthusiasm for learning. The game offers immediate feedback to players, allowing them to learn from their mistakes and improve their skills over time. Moreover, the game is a supplementary tool for educators to reinforce classroom learning and provide additional practice opportunities for students. It encourages independent learning and critical thinking while reinforcing mathematical concepts in a fun and interactive way. Survey results consist of 21 seventh-grade students from various schools, indicating high engagement, with 95.2% finding the game stimulating. The pre-test and post-test have 5 questions covering various mathematical concepts relevant to numeracy skills; the questions addressed topics such as pie charts, graphs, tables, logical reasoning, and drawing conclusions from given data. The result scores show improvement, rising from 2/5 to 3.43/5, suggesting a learning process during gameplay.
Developing and Evaluating an Educational Game to Support Early Reading Skills in Kindergarten Students Juwiantho, Hans; Rafael, Angelo Brian; Liliana, Liliana; Sari, Lily Eka
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 4 (2025): in Progress
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v9i4.6925

Abstract

Reading is a crucial skill that should be learned from an early age, as it plays a vital role in daily life. While most children can easily learn to read, some struggle with the process. Therefore, effective learning media are needed to support children's reading development. This study develops and evaluates an educational game to assist young children in learning to read. Unlike previous studies, the game integrates multiple interactive modes that reinforce word recognition, spelling, and sentence construction through auditory and visual cues. The game features a simple user interface, a collection of 100 open vocabulary words, and three gameplay modes designed to support different aspects of early reading skills. The game's effectiveness was assessed through an experiment involving 12 kindergarten students, divided into a game-playing and a non-game-playing group. The findings indicate that the educational game can enhance kindergarten students' reading skills. Moreover, the game increases students' enthusiasm and motivation for learning to read. However, further improvements, such as additional features and platform expansion, are necessary to make the game more accessible to a broader audience.
Developing and Evaluating an Educational Game to Support Early Reading Skills in Kindergarten Students Juwiantho, Hans; Rafael, Angelo Brian; Liliana, Liliana; Sari, Lily Eka
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 4 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v9i4.6925

Abstract

Reading is a crucial skill that should be learned from an early age, as it plays a vital role in daily life. While most children can easily learn to read, some struggle with the process. Therefore, effective learning media are needed to support children's reading development. This study develops and evaluates an educational game to assist young children in learning to read. Unlike previous studies, the game integrates multiple interactive modes that reinforce word recognition, spelling, and sentence construction through auditory and visual cues. The game features a simple user interface, a collection of 100 open vocabulary words, and three gameplay modes designed to support different aspects of early reading skills. The game's effectiveness was assessed through an experiment involving 12 kindergarten students, divided into a game-playing and a non-game-playing group. The findings indicate that the educational game can enhance kindergarten students' reading skills. Moreover, the game increases students' enthusiasm and motivation for learning to read. However, further improvements, such as additional features and platform expansion, are necessary to make the game more accessible to a broader audience.
Sentiment Analysis Twitter Bahasa Indonesia Berbasis WORD2VEC Menggunakan Deep Convolutional Neural Network Juwiantho, Hans; Setiawan, Esther Irawati; Santoso, Joan; Purnomo, Mauridhi Hery
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7 No 1: Februari 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

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

Abstract

Media sosial sebagai media informasi dan komunikasi mulai berkembang pesat sejak internet mudah diakses. Orang dengan mudah menyatakan pendapat, ekspresi, opini, dan informasi melalui tulisan pada media sosial. Opini atau informasi pada media sosial dapat digunakan untuk menilai baik atau buruk suatu brand perusahaan. Orang cenderung jujur dalam mengungkapkan perasaan terhadap sesuatu pada media sosial. Dengan menggunakan sentiment analysis terhadap opini dari pelanggan, analisis opini dapat dilakukan secara otomatis. Perusahaan dapat secara langsung mengetahui tingkat kepuasan pelanggan dan digunakan untuk meningkatkan kualitas pelayanan hingga menaikan brand perusahaan. Penggunaan metode classical machine learning yang sudah banyak diterapkan pada sentiment analysis, tetapi metode tersebut tidak memperhatikan pentingnya urutan kata pada suatu kalimat. Metode deep learning dengan algoritme Deep Convolutional Neural Network ditawarkan untuk menjawab permasalahan tersebut dengan melakukan operasi convolution menggunakan filter sebesar ukuran window untuk mendapatkan fitur berdasarkan urutan kata. Model Word2Vec untuk Bahasa Indonesia digunakan sebagai representasi kata dalam bentuk vektor. Penggunaan Word2Vec juga mempercepat proses pelatihan dan meningkatkan akurasi algoritme Deep Convolutional Neural Network. Data yang digunakan dalam makalah ini adalah data Twitter Bahasa Indonesia dengan jumlah 999 tweet. Hasil percobaan yang telah dilakukan dengan algoritme Deep Convolutional Neural Network memiliki nilai akurasi terbaik sebesar 76,40%. AbstractSocial media as information media and communication is growing rapidly since the internet is easily accessible. People easily express opinions, expressions, and information by writing on social media. Opinion or information on social media can be used to assess how good or bad a companies is. People tend to be honest in expressing feelings towards something on social media. With sentiment analysis, analysis of the opinions of customers can be done automatically. The company will know the level of customer satisfaction and can be used to improve the quality of service to raise the company's brand. The use of classical machine learning methods that have been widely applied to sentiment analysis ignoring the importance of the word order in a sentence. Deep Convolutional Neural Network algorithm is offered to answer these problems by carrying out convolution operations using filters as large as window size to get features based on word order. Word2Vec model for Indonesian is used as a word vector representation. The use of Word2Vec also reduce the training time and improve the accuracy of the Deep Convolutional Neural Network algorithm. The data used in this paper is Indonesian Twitter data with 999 tweets. The results of experiments that have been carried out with the Deep Convolutional Neural Network algorithm have the best accuracy value of 76.40%.