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Sistem Pakar Diagnosa Penyakit Autis Pada Anak-Anak Menggunakan Metode Fuzzy Logic Iqbal Iqbal; Asmaul Husna
Jurnal Tika Vol 8 No 2 (2023): Jurnal Teknik Informatika Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim Bireuen - Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/tika.v8i2.2065

Abstract

Autism is a disease caused by disorders of the brain. There are many types of child development disorders that parents are not aware of. One of the child development disorders is autism. The variables supporting the diagnosis of the disease are used in the formation of fuzzy sets. The fuzzy set will produce a definite decision. The purpose of this thesis research is to build an expert system that is capable of making disease diagnosis decisions in accordance with the knowledge of experts or doctors. Meanwhile, expert system development tools use the PHP and MySQL programming languages. The designed application has been tested involving diagnostic medical records from doctors or specialists in autism in children, the results of the decisions produced by the application are the same as the doctor's diagnoses listed in the medical record. In general, this web-based Expert System application can be used as a tool or companion in diagnosing autism in humans without having to directly consult a doctor face to face
Efektivitas Aplikasi Desmos Terintegrasi PjBL pada Pembelajaran Matematika Multimedia Ditinjau dari Kemampuan Literasi Matematis Bulan Nuri; Lissa Zikriana; Iqbal Iqbal
Jurnal Penelitian Pendidikan IPA Vol 9 No 11 (2023): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i11.5497

Abstract

This study aims to determine the effectiveness of the desmos application integrated with PjBL in terms of mathematical literacy skills, the effectiveness of multimedia mathematics learning in terms of mathematical literacy skills and the effectiveness of the desmos application integrated with PjBL in multimedia mathematics learning in terms of mathematical literacy skills. This research design is quasi-experiment with a post-test only control group design. The research subject were 60 students of senior high schools at SMA Negeri 3 Bireuen with a total research population of 102 students. The sample in this study was determined by a convenience sampling technique. The instrument used was a diagnostic test consisting of three questions based on mathematical literacy skills. The data were analyzed using the classical completeness test, different proportion test and t-test. Based on the research findings, it is deducible that the Desmos application yields better results when integrated with PjBL concerning mathematical literacy skills. Moreover, mathematics learning supported with multimedia is more efficacious for enhancing mathematical literacy skills. Lastly, when evaluating mathematical literacy skills, combining Desmos application with PjBL and multimedia in mathematics learning proves to be the most effective approach
Media Pembelajaran Berhitung Interaktif Menggunakan Augmented Reality Sriwinar Sriwinar; Iqbal Iqbal; Iskandar Zulkarnaini; Miftahul Jannah
Asimetris: Jurnal Pendidikan Matematika dan Sains Vol 5 No 2 (2024): Asimetris: Jurnal Pendidikan Matematika dan Sains
Publisher : Pendidikan Matematika Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/asimetris.v5i2.3045

Abstract

Tujuan penelitian ini adalah untuk dapat merancang media pembelajaran berhitung untuk pendidikan dasar dengan menggunakan Augmented Reality sehingga pembelajaran dapat di akses dengan media komputer, laptop atau smartphone. Metode penelitian ini menggunakan pengamatan atau observasi terhadap informasi yang akan dibutuhkan dalam pembuatan aplikasi. analisis kebutuhan sistem lalu dilakukan perancangan system dengan menggunakan perancangan sistem aplikasi  dengan Unified Modeling Language (UML).   Hasil dari sistem yang telah dibangun dan dapat membantu pengajar dan peserta didik dalam proses belajar dan mengajar pengenalan angka dan berhitung. Aplikasi yang telah di buat hanya dapat dijalankan dengan marker yang telah ditentukan. Teknik AR dengan metode marker based tracking membutuhkan gambar penanda yang terdeteksi oleh sistem, sehingga dapat menampilkan objek 3D.