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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).
Pengembangan Media Pembelajaran Puzzle Interaktif sebagai Media Pengenalan Keaksaraan Awal bagi Anak Usia Dini Sabitul Kirom; Arta Ainur Rofiq
Jurnal Simki Pedagogia Vol 7 No 2 (2024): Volume 7 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v7i2.726

Abstract

There are still many children who have not developed their early literacy skills. One of the factors causing this is that children's interest in learning is different. The purpose of this research is to develop an interactive puzzle as a medium for introducing early literacy. The puzzle media developed is interactive by adjusting the characteristics of child development. The research method uses R&D adopting the ADDIE model. Data collection techniques through observation and interviews. The puzzle media was tested with expert tests and field tests. The results of this study are interactive puzzle media declared valid based on expert validation and users. Interactive puzzles are effective in introducing early literacy. The practicality of this interactive puzzle is very good. It can be concluded that interactive puzzle media is effective, valid, and practical to be applied in the introduction of early literacy in children.