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PEMBELAJARAN MATEMATIKA BERBASIS KECERDASAN MATEMATIS-LOGIS: KONSTRUK PEMBELAJARAN AKTIF, INOVATIF, KREATIF, EFEKTIF DAN MENYENANGKAN Rahyuni, Rahyuni
Ekspose: Jurnal Penelitian Hukum dan Pendidikan Vol 17, No 1 (2018)
Publisher : Institut Agama Islam Negeri (IAIN) Bone

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35673/ekspose.v17i1.114

Abstract

Mathematical learning based on logical-mathematical intelligence is a type of intelligence that comes in contact with mathematical learning characteristics that are identical with logical-mathematical analysis. This type of intelligence has the opportunity to serve as a stimulus in constructing active, innovative, creative, effective, and fun learning. In order to make the active, innovative, creative, effective, and fun learning constructs be maximized, game, singing, quiz and so on need to be applied with reference to logical-mathematical intelligence as stimulus.
KAJIAN ETNOBOTANI TUMBUHAN RITUAL SUKU TAJIO DI DESA KASIMBAR KABUPATEN PARIGI MOUTONG Rahyuni, Rahyuni; Yniati, Eny; Pitopang, Ramadhanil
Natural Science: Journal of Science and Technology Vol 2, No 2 (2013): Volume 2 Number 2 (August 2013)
Publisher : Univ. Tadulako

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (265.78 KB)

Abstract

Ethnobotanic Study of Tajio Tribe Ritual Plants at Kasimbar Village, Parigi Moutong Regency was conducted from December 2012 until February 2013. The objective of this study was to know kinds of plants, meaning of them, and ways of taking advance of them by people of Tajio tribe. The research methods used were the combination between qualitative methods. They were observation, moderaate participatory, purposive sampling and snowball sampling, and 102 items of questionnaire for respondents. The plants were used for tradition ritual on Tajio tribe like wedding, house building, rice planting, birth and religious events. The result showed that based on the habitat, there were 7 species of trees, 3 clusters of clumps, 11 clusters of bushes, 16 categorized herbs and 4 kinds of categorzed lily used for the traditional ritual. In addition, based on parts of the plants, there were 8 species of roots, 15 species of stems, 15 species of leaves, 11 species of fruit, 5 species of flowers, 4 species of seeds, 3 species of tubers and 2 species of plant players.
Multi-Layer Perceptron Model for Dota 2 Game Results from UCI Using MLP Classifier Yudhistira, Galih; Aliya Widiastuti, Pika; Rahyuni, Rahyuni; Hastono, Tri; Harry Pratisto, Eko
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 2 No. 2 (2023): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/astro.v2i2.5797

Abstract

Dota 2 is a genre game Moba in the PC (Personal Computer) system battle arena game online (online) with multiplayer ( bringing together 2 players in 1 machine ). Game Dota 2 consists of 2 opposing teams To get the victory, every team has 5 players who can choose hero 1 from 121 different heroes. Study This discusses the use of the Multi-Layer Perceptron (MLP) model to predict the results Dota 2 game. The author uses the UCI dataset containing historical data of Dota 2 matches, processed and trained with the MLP model using MLPClassifier from the scikit learn Python library. The data preprocessing process includes normalization features and handling of missing data. Training involves hyperparameter selection and validation cross To prevent overfitting. Although the MLP model is successful in predicting results with accuracy high, the author takes notes room For improvement, like additional features or the use of more models complex. In research, This obtained results with Accuracy Train results: 68.06%, Accuracy Test: 58.00%, Accuracy Precision: 58.53%, Accuracy Recall: 73.50%, Accuracy f1: 63.39%.
MODEL PROJECT BASED LEARNING TERHADAP KEMANDIRIAN MATEMATIS SISWA PADA MATERI BANGUN RUANG Rahyuni, Rahyuni; Muliana, Muliana; Hidayat, Amam Taufiq
Jurnal Pendidikan Matematika Malikussaleh Vol. 4 No. 1 (2024): Jurnal Pendidikan Matematika Malikussaleh
Publisher : LPPM UNIMAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/jpmm.v4i1.12459

Abstract

Kemandirian belajar matematika siswa tergolong belum maksimal digali oleh siswa dalam pembelajaran dengan fokus utama pada guru. Maka diperlukan suatu model pembelajaran yang melibatkan kegiatan yang berpusat pada siswa. Penelitian ini bertujuan untuk melihat pengaruh model Project Based Learning (PjBL) terhadap kemandirian belajar matematika siswa. Penelitian ini menggunakan metode kuantitatif dengan jenis penelitian quasi eksperimenĀ dan posttest only group design. Populasinya adalah seluruh siswa kelas VII SMP Negeri 1 Nisam. Dengan teknik purposive sampling diperoleh siswa kelas VIIA sebagai kelas eksperimen dan kelas VIIB sebagai kelas kontrol. Teknik pengumpulan data yang digunakan adalah pemberian angket kemandirian belajar matematika. Pengujian hipotesis dilakukan dengan menganalisis hasil angket kemandirian belajar matematika menggunakan uji-t dengan SPSS 25 dengan taraf signifikansi 0,05. Berdasarkan analisis data diperoleh sig. hasil pengujian data kemandirian belajar adalah 0,000. Berdasarkan kriteria pengujian hipotesis dapat disimpulkan bahwa terdapat pengaruh model PjBL terhadap kemandirian belajar matematika siswa pada materi geometri di SMP Negeri 1 Nisam.
Analysis Of The Quality Of Public Services At The Office Of The Takalar District Population And Civil Registration Office Niswaty, Risma; Rahyuni, Rahyuni; Aslinda, Andi
Pinisi Journal of Education and Management Volume 2, Number 1, January-April 2023
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/pjoem.v2i1.46910

Abstract

The implementation of regional government which was marked by the enactment of Law No. 32 of 2004 concerning Regional Government has had far-reaching consequences for the government agency for the analysis of the quality of public services at the Office of Population and Civil Registration of Takalar Regency. This research is a qualitative descriptive study that aims to determine the quality of public services at the Office of the Population and Civil Registration Office of Takalar Regency. Data collection techniques through observation, interviews, and documentation. The results of the study show that the analysis of the quality of public services at the office of the takalar district population and civil registration office seen from the Tangible dimension (physical evidence) has been implemented. The Reability dimension has been implemented, but there are still indicators that have not met people's expectations, namely regarding the expertise of employees in using assistive devices. The Responsiveness dimension has been implemented, but there are indicators that have not met the expectations of the community regarding the timeliness of employees in providing services. The Assurance dimension has been implemented according to the wishes of the community. The Empathy Dimension has been implemented. This study presents new, more detailed information by linking the latest theory compared to previous research regarding the quality of public services at the Population and Civil Registration Office of Takalar Regency so that it can be used as evaluation material for research loci to further improve the quality of their services
Kunci Sukses UMKM Masa Kini Dengan Melek Media Sosial Irfansyah, Fiqri Fitrah Banu; Syidada, Fauzan; Rahyuni, Rahyuni; Huda, Muhammad Nur Alfin; Purnomo, Agung
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 6 No. 3 (2025): Edisi Juli - September
Publisher : Lembaga Dongan Dosen

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

Abstract

Program pengabdian ini dilaksanakan untuk meningkatkan kapasitas pelaku Usaha Mikro, Kecil, dan Menengah (UMKM) di Dusun Priyan, Kalurahan Trirenggo, dalam pemanfaatan media sosial sebagai sarana promosi digital yang efektif dan mandiri. Tujuan utama kegiatan ini adalah memberikan pelatihan praktis dan pendampingan dalam pembuatan pamflet serta video promosi produk guna memperkuat daya saing UMKM di era digital. Program ini diawali dengan survei lapangan secara door to door untuk mendata pelaku UMKM dan mengidentifikasi kebutuhan digitalisasi. Selanjutnya, dilaksanakan sosialisasi pentingnya media sosial bagi UMKM dan pelatihan pembuatan konten visual menggunakan aplikasi Canva dan platform media sosial. Tim melakukan pengambilan gambar dan video langsung di lokasi usaha, diikuti proses penyuntingan dan distribusi konten promosi. Kegiatan diakhiri dengan monitoring dan evaluasi untuk menilai efektivitas penerapan digitalisasi oleh pelaku UMKM , Hasil menunjukkan bahwa sebagian besar pelaku UMKM mulai aktif memanfaatkan media sosial untuk promosi dan dengan adanya pamflet video konten mampu menarik konsumen untuk membeli produk UMKM guna meningkatkan kualitas dan penghasilan produk UMKM di Dusun Priyan. Pendekatan partisipatif, pelatihan langsung, dan evaluasi berkelanjutan terbukti efektif dalam mendukung keberhasilan program digitalisasi UMKM di Dusun Priyan.
Multi-Layer Perceptron Model for Dota 2 Game Results from UCI Using MLP Classifier Yudhistira, Galih; Aliya Widiastuti, Pika; Rahyuni, Rahyuni; Hastono, Tri; Harry Pratisto, Eko
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 2 No. 2 (2023): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/astro.v2i2.5797

Abstract

Dota 2 is a genre game Moba in the PC (Personal Computer) system battle arena game online (online) with multiplayer ( bringing together 2 players in 1 machine ). Game Dota 2 consists of 2 opposing teams To get the victory, every team has 5 players who can choose hero 1 from 121 different heroes. Study This discusses the use of the Multi-Layer Perceptron (MLP) model to predict the results Dota 2 game. The author uses the UCI dataset containing historical data of Dota 2 matches, processed and trained with the MLP model using MLPClassifier from the scikit learn Python library. The data preprocessing process includes normalization features and handling of missing data. Training involves hyperparameter selection and validation cross To prevent overfitting. Although the MLP model is successful in predicting results with accuracy high, the author takes notes room For improvement, like additional features or the use of more models complex. In research, This obtained results with Accuracy Train results: 68.06%, Accuracy Test: 58.00%, Accuracy Precision: 58.53%, Accuracy Recall: 73.50%, Accuracy f1: 63.39%.