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Use of Artificial Intelligence in Analysis and Prediction of Community Behavior Patterns in Dakwah Wahyuni, Rahmi; Rambe, Elismayanti
Ilmu Dakwah: Academic Journal for Homiletic Studies Vol 19 No 1 (2025): Ilmu Dakwah: Academic Journal for Homiletic Studies
Publisher : Faculty of Da'wah and Communication, UIN Sunan Gunung Djati, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/idajhs.v19i1.37880

Abstract

Artificial intelligence (AI) has made tremendous progress, and it is not surprising that its influence has also penetrated the realm of religion, which has had a significant impact, where AI technology has opened the door to new developments in spreading religious messages or da'wah. This study aims to analyze how AI can be used to analyze and predict patterns of community behavior in da'wah and how the results of the analysis can be used to improve the effectiveness of da'wah. The research method used is qualitative with a library approach. Data were collected from literature studies and documentation and using thematic analysis techniques. The results of this study show that the analysis and prediction model for community behavior, created with machine learning techniques and AI algorithms, can gather and examine data from different online sources like social media, discussion forums, and religious websites to understand how people behave when they receive and respond to da'wah messages. For example, AI-based chatbots can be used to answer questions about fiqh quickly and consistently, helping to reach mad'u who are reluctant to attend physical assemblies. Furthermore, da'wah strategies using AI can be carried out by segmenting the audience, personalizing messages, optimizing time, and using positive and inspiring content. However, AI in the preaching strategy should be used as a medium to help the effectiveness and efficiency of preaching activities, considering the limitations of the use of AI in preaching.
Design Adventure Education Mathematics Game to Improve The Ability of Creative Thinking in Mathematics Kartika, Yessi; Wahyuni, Rahmi; Sinaga, Bornok; Rajagukguk, Juniastel
International Journal for Educational and Vocational Studies Vol. 2 No. 12 (2020): December 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i12.3475

Abstract

The very rapid development of technology is slowly appearing in the world of education. Educational games are a form of multimedia that packages learning programs in the form of games, so besides being games, they are also educational. The use of game education technology as an interactive learning medium is one of the right ways to improve students' mathematical creative thinking skills. This educational game is expected to eliminate the feeling of boredom and fear of learning mathematics and can facilitate the learning process on geometry material for Senior High School (SMA)/Islamic Senior High School (MA). This study aims to develop an Android-based educational game that can be operated on various smartphones with the Android operating system and to test the feasibility of using adventure games as a medium for learning geometry. This game can be used as an alternative medium for learning geometry in changing conventional learning methods to learning game simulations, so as to improve students' mathematical creative thinking abilities, because in educational games it has elements of challenge, accuracy, reasoning and ethics. The methodology used in this research is the research development method or Research and Development (R & D) using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model with the following activity stages: (1) Analysis, gathering information; (2) Design, designing multimedia-based animation media and validating media designs; (3) Development, improvement of media design; (4) Implementation, media testing; (5) Evaluation, product revision.