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Searching for the Fastest Route to Tourist Attractions with the Kruskal Algorithm in the C++ Programming Language Roseandree, Billdan Satriana; Mulyana, Amanda Jayanti; Fuji, Raymico; Pratama, Aldini Hegle; Purnama, Purnama
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 4, No 2: Desember 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v4i2.59506

Abstract

In the tourism industry, it is important to find the fastest way to various attractions. In this research, the use of efficient and accurate algorithms facilitates the travel planning process. One algorithm that has proven effective in solving this problem is Kruskal's algorithm. The purpose of this research is to implement Kruskal's algorithm in C++ programming language to find the fastest route between tourist destinations. In this research, the C++ programming language is used to implement the Kruskal algorithm. Information about tourist attractions and distances between tourist destinations are presented in a graph. Kruskal's algorithm is used to find the shortest path using the concept of MST (minimum spanning tree). The result of this research is a C++ program that can use Kruskal's algorithm to find the fastest route between tourist destinations based on the shortest distance. The program leads to a number of tourist destinations that must be visited to get the fastest route. Using Kruskal's algorithm, the program successfully finds the fastest route between tourist destinations, considering the shortest distance. Thus, this research provides an efficient and accurate solution to the problem of determining the fastest route in the tourism industry. The resulting program can be a useful guide for tourists when planning their trips and optimizing time and effort to visit various tourist attractions.
Implementing Digital Game-Based Learning for Qur’anic Arabic Learning Using Serious Game Development Method to Increase Arabic Vocabulary Roseandree, Billdan Satriana; Jenuri, Jenuri; Nurjaman, Asep Rudi
TIN: Terapan Informatika Nusantara Vol 4 No 11 (2024): April 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v4i11.5059

Abstract

The Qur’an is regarded as the source for communication with Allah, while most of Muslims in the world are non-Arabs and could barely speak Arabic, it is becoming a challenge for Muslims to have a deeper understanding of God’s words and deeper connection with Him. By implementing digital game-based learning as an effort to gain traction among the Islamic world, especially in the digital era of Society 5.0, developing a serious game that specialized in solidifying mufradat (Arabic vocabularies) can retain motivation and interest to keep learning the Qur’an by reducing level of stress and boredom, especially Muslim youth living in an age of liberal, this is found to be a serious challenge for the Islamic community to preserve its purity in daily worship. The research method in use is serious game development method, this method fits the unique aspect of a serious game that is comparably different from pure entertainment game development method such as game development life-cycle. Serious game development model involves educational foundations to be a form of game development that orients educational values whilst retaining the fun and engaging aspect of game. The results of this research shown that Qur’anic Arabic serious game using serious game development method is considered acceptable according to the user acceptance test (UAT) indicated by the ratings of 71.57%, this concludes that users found the game to be effective yet engaging to bolster their daily worship and the method being used is effective in implementing game-based learning compared to the conventional game development life-cylce. This result is reliable as supported by Cronbach’s alpha reliability level shown to be reaching 0.954 or is an excellent level of reliability using the IBM SPSS Statistics 26 software.