Claim Missing Document
Check
Articles

Found 2 Documents
Search

Algoritma K-Means Clustering Sebagai Penentuan Beasiswa PIP pada SMPN 9 Kota Blitar Rizki Dwi Romadhona; Arta Ainur Rofiq
JASIEK (Jurnal Aplikasi Sains, Informasi, Elektronika dan Komputer) Vol. 5 No. 1 (2023): Juni 2023
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jasiek.v5i1.10162

Abstract

The structure in this study involves taking data on obtaining PIP scholarships with various predetermined indicators (parental income, parents' occupation, vehicle ownership, KIP, KKS, place of residence, number of siblings, PKH) as scholarship recipients. Held in one of the state schools SMPN 9 Blitar City. Where the data is processed with an unsupervised learning algorithm, namely K-Means Clustering with the calculation of the Euclidean distance with the closest value distance from the predetermined centroid which is then used to determine the recipient of the PIP scholarship. The sample test was conducted on 289 students which could be implemented properly and the cluster was running according to the provisions set as indicators of 10 attributes (X1-X10).
Pendampingan Pemanfaatan Digitalisasi Augmented Reality Sebagai Media Pembelajaran Interaktif Pada SDN Wonorejo 1 Kab Blitar Mohammad Faried Rahmat; Rizki Dwi Romadhona; Nabillah Rachelia Meyshita
Jurnal Pengabdian kepada Masyarakat Vol. 11 No. 2 (2024): JURNAL PENGABDIAN KEPADA MASYARAKAT 2024
Publisher : P3M Politeknik Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/abdimas.v11i2.6669

Abstract

Technological developments in the field of interactive learning media have now experienced significant progress. The development of this technology does not only facilitate the delivery of one-way information. But it provides opportunities for educators and students to explore learning more interactive and interesting. One of the latest learning media technologies is Augmented Reality. This technology offers the merging of the physical world and virtual elements that are attractive to users. The method in this study uses applied research. for this application development method using the MDLC method or Multimedia Development Life Cycle. For testing in this study is divided into two namely testing based on application functions using the blackbox method and testing using a questionnaire as an evaluation of the use of AR as a determination of conclusions. Based on the results of blackbox testing, a number of 100% is obtained which indicates that this application does not experience problems in using the functions of the features offered. For the results of questionnaire testing obtained an increase in student motivation by 70% which has a high motivation to learn Augmented Reality-based learning. Based on these tests it can be concluded that Augmented Reality Technology and Quizzes can increase student learning motivation.