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The Implementation of Android-Based Gamification to Design an Interactive Quiz Educational Game for Support Learning Activities Anwar; Andy Rachman; Faiz Muqorrir Kaaffah; Astried Silvanie; Syamsu Hidayat
Jurnal Sistim Informasi dan Teknologi 2023, Vol. 5, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jsisfotek.v5i2.245

Abstract

Today's gadget technology has developed rapidly and has many features, along with the expansion of the internet network. In Indonesia alone, according to a survey from APJII, as much as more than 50% of the population has smartphone gadgets for daily use, and as much as more than 75% are dominated by children aged 12 years and over. However, only a few use smartphones for learning, which will affect smartphone users in terms of changing attitudes, behaviors, and motivation for learning. For this reason, the authors designed a quiz educational game application for learning, especially learning English, that utilizes gamification to increase children's motivation to learn while playing so they don't feel bored. The system was created using the GDLC development method with the Unity 3D Engine software, and for the Gamification system, using the Shephertz App42 API. Alpha testing shows that the functions in the game run well, and the gamification function works well and according to its function. The BETA test shows that the students taught by the author can improve their understanding of the English subject matter through the educational games made.
INTELLIGENCE SOCIAL MEDIA ANALYTICS PADA PEMERINTAH KOTA MAKASSAR PERIODE AGUSTUS-SEPTEMBER 2023 Anwar; Nursalim; jeffry, jeffry
Journal Pharmacy and Application of Computer Sciences Vol. 2 No. 1: Februari: 2024: JOPACS
Publisher : Arlisaka Madani Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59823/jopacs.v2i1.51

Abstract

Perkembangan teknologi informasi dan komunikasi, media sosial telah menjadi salah satu sumber utama informasi dan wadah ekspresi masyarakat, warga Makassar aktif berpartisipasi dalam berbagai platform media sosial seperti Facebook dan Instagram, menjadikannya sumber data yang berharga untuk memahami pandangan, kebutuhan, dan isu-isu yang sedang berkembang dalam komunitas. Dengan menggunakan teknik web scraping dan API (Application Programming Interface) untuk pengumpulan data, teknik analisis data meliputi analisis sentiment, analisis temporal untuk mengidentifikasi tren, analisis jaringan sosial untuk memahami hubungan antar entitas di media sosial, dan analisis tekstual untuk mengidentifikasi topik atau entitas penting dalam teks dengan pengkasifikasian menggunakan algoritma Naïve bayes. Dalam periode Agustus sampai September 2023, ditemukan sentiment positif sebesar 55,07%, sentiment negatif 21,01%, sentiment netral 23,92 dari jumlah post 2.666, jumlah interaksi 110.25, dengan melibatkan 754 akun yang berpartisipasi dalam berbagai isu yang dianalisis