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Indonesian Language Hoax News Classification Basedn on Naïve Bayes Ari Sudrajat; Ratna Rizky Wulandari; Elvathna Syafwan
Journal of Applied Intelligent System Vol 7, No 1 (2022): Journal of Applied Intelligent System
Publisher : Universitas Dian Nuswantoro and IndoCEISS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/jais.v7i1.5985

Abstract

Hoax news in Indonesia causes various problems, therefore it is necessary to classify whether a news is in the hoax category or is valid. Naive Bayes is an algorithm that can perform classification but has a weakness, namely the selection of attributes that can affect accuracy so that it needs to be optimized by giving weights to attributes using the TF-IDF method. Classification using Naive Bayes and using TF-IDF as attribute weighting on a dataset of 600 data resulted in 82% accuracy, 84% precision, and 89% recall. The suggestion put forward is that it is better to use a larger number of datasets in order to produce higher accuracy.
Analisis Kemampuan Menyimak Pembelajaran Bahasa Indonesia Pada Siswa Kelas XI Di SMK TELKOM Bandung Ratna Rizky Wulandari
Jurnal TEDC Vol 13 No 2 (2019): Jurnal TEDC
Publisher : UPPM Politeknik TEDC Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (185.783 KB)

Abstract

Penelitian ini dilatarbelakangi oleh pentingnya keterampilan menyimak dalam mendukung semua pembelajaran di sekolah. Seseorang yang memiliki tingkat kemampuan menyimak yang baik maka kemampuan dalam menerima berbagai informasi pun akan baik pula. Penelitian ini bertujuan untuk menjelaskan profil pembelajaran menyimak Bahasa Indonesia dan untuk mendeskripsikan kemampuan menyimak pada pembelajaran Bahasa Indonesia di SMK Telkom Bandung. Metode yang digunakan dalam penelitian ini adalah deskriptif kuantitatif. Subjek penelitian, yaitu kelas XI Multimedia 2 SMK Telkom Bandung. Subjek dipilih berdasarkan teknik purposive sampling. Hasil penelitian ini menunjukkan bahwa kemampuan siswa dalam menyimak pidato, yaitu 95 % berkategori baik sekali, kemampuan menyimak wawancara, yaitu 63,5 % berkategori cukup, kemampuan menyimak wacana, yaitu 56,06 % berkategori cukup, kemampuan menyimak cerpen, yaitu 52, 14% berkategori kurang, dan kemampuan menyimak drama 64,28 % yang berarti cukup. Berdasarkan hasil tersebut dapat disimpulkan bahwa kemampuan menyimak pada pembelajaran Bahasa Indonesia siswa kelas XI di SMK Telkom Bandung, yaitu sebesar 66, 2% dengan kategori baik. Kata kunci: menyimak, pembelajaran menyimak, kemampuan menyimak
Media Pembelajaran Pengenalan Hewan Berdasarkan Jenis Makanan Dan Ekosistem Berbasis Augmented Reality Shandy Tresnawati; Ratna Rizky Wulandari; Cica Tiara
Journal of Informatics and Electronics Engineering Vol. 4 No. 1 (2024): Juni 2024
Publisher : Unit Penelitian dan Pengabdian kepada Masyarakat Politeknik TEDC Bandung Jl. Pesantren Km 2 Cibabat Cimahi Utara – Cimahi 40513 Jawa Barat – Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70428/jiee.v4i1.844

Abstract

Early Childhood Education (ECCE) has an important role in shaping the basis of children's knowledge and understanding of the surrounding world, including animal recognition. At Al-Hidayah ECD, animal recognition materials currently use only picture cards, songs, and stories, conducted four times a week. However, there are drawbacks to this method, which is that it only introduces animals based on the letter prefixes of the alphabet and has not introduced the type of food and ecosystem of animals. The results showed that the success rate of animal recognition by students was only 55% with the usual method. In an effort to improve animal recognition methods, this research aims to develop learning media innovations using Augmented Reality (AR) technology with a focus on recognizing animal types based on food and its ecosystem. In this study, researchers chose the Multimedia Development Lyfe Cycle (MDLC) method because this method is suitable for designing and developing multimedia applications. This research was conducted at PAUD Al-Hidayah. The creation of this learning media application was made using the main software Unity 3D. Based on the results of questionnaires filled out by students and teachers, it can be said that animal recognition learning media based on food types and ecosystems that contain video material is equipped with audio, displays 3D animal objects with markers, then contains interestingly made quizzes. The results obtained from the User Acceptance Test (UAT) get results with a percentage of 96.7%. With these positive results, it is hoped that the use of AR for the learning of PAUD Al-Hidayah students can understand more interactive learning.