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Model game edukasi pembelajaran bahasa arab berbasis android untuk anak-anak Sandy Ilham Hakim Syasri; Nazruddin Safaat H; Muhammad Irsyad; Febi Yanto
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6428

Abstract

In the era of globalization, understanding Arabic is becoming increasingly important, and starting language learning early provides an invaluable competitive advantage. Games as learning media can increase students' motivation and interest in learning. This educational game is designed in an interesting way, such as quiz and puzzle and this game is built based on android with high flexibility allowing children to learn anytime and anywhere, using devices such as smartphones and tablets. With the approach of playing while learning, children are believed to be able to understand Arabic without feeling burdened. The development of this game uses the MDLC (Multimedia Development Life Cycle) method with 6 stages including concept, design, material collecting, assembly, testing, distribution, and testing the effectiveness of the game by running tests using black box and User Acceptance Test (UAT) and using Unity software in building games that can be run on android smartphones. The results of Black box Testing obtained test results from the learning mode function, play mode, settings and all buttons in the game run well without any errors. From the results of UAT testing by giving the game to 13 respondents and getting a score of 90% with a very good category which means that the Android-based Arabic Language Introduction Game is feasible as a new learning media innovation and can increase children's interest.
Perancangan user interface pada game edukasi bahasa arab menggunakan metode design thinking Fajri Fahreza Azeta; Nazruddin Safaat H; Muhammad Irsyad; Febi Yanto
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6432

Abstract

Technology is developing rapidly, providing convenient access to information, and sparking interest in technological developments. The growth of technology influences children's learning. The integration of technology creates new and exciting learning experiences, especially in early childhood education. The use of smartphones as innovative learning media offers interactivity and attraction. In game development, attention to the User Interface (UI) is crucial to ensure a suitable gaming experience that supports the overall game experience. The research methodology used in conducting this research is the "Design Thinking" method, this method uses a process of combining designer thinking and techniques to meet the need to find a way out and look for alternative solutions. Sampling was carried out deliberately from respondents who had criteria that were in accordance with the research. The samples used in this research were children who were introduced to Arabic. After asking questions from respondents consisting of 16 people from general public backgrounds, students and university students representing the results of the System Usability Scale calculation, there were interpretation results of the average SUS Score, namely 76.09375. So the User Interface design prototype of "Arabic Educational Game" is included in the Good scale. Based on the results of the research, it is concluded that the User Interface has completed the design of the Design Thinking method with the Arabic Educational game to make it more interesting and easier to use, so that it can meet needs and provide interesting gaming experience for users.
Implementasi Fitur Question Answering pada Aplikasi Qur’an Berbasis Mobile Menggunakan Framework Flutter Aldri Permana, Lutfi; Nazruddin Safaat H; Lestari Handayani; Muhammad Affandes
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 16 No 1 (2024): Jurnal Penelitian Ilmu dan Teknologi Komputer (JUPITER)
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.10868272

Abstract

The divine commandments contained in the Muslim holy book, the Qur'an, are not only instructions and guidance, but also contain wisdom and deep meaning for mankind. This study aims to develop the Qur'an Question-Answer (QA) feature in the Flutter-based mobile Qur'an application as an innovative solution to facilitate understanding of the teachings of the Qur'an. By combining the advantages of Flutter technology in the construction of responsive user interfaces, this application is designed to provide natural language questions in understanding the contents of the Qur'an as well as facilitating the dissemination of religious messages in sharing the verses of the Qur'an. Application development uses the Rapid Application Development (RAD) method, as well as application testing using the Black Box Testing and User Acceptance Test (UAT) methods and the results obtained that the application is feasible to use.
KOMPARASI METODE K-NEAREST NEIGHBORS DAN LONG SHORT TERM MEMORY PADA KLASIFIKASI TERJEMAHAN AL-QUR’AN Nurul Fatiara; Nazruddin Safaat H; Surya Agustian; Yusra; Iis Afrianty
ZONAsi: Jurnal Sistem Informasi Vol. 6 No. 2 (2024): Publikasi Artikel ZONAsi: Periode Mei 2024
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v6i2.19863

Abstract

Al-Qur’an merupakan kitab suci yang diturunkan untuk umat islam. Secara harfiah, Al-Qur'an berasal dari kata qara’a yang artinya membaca atau mengumpulkan. Namun untuk memahami terjemahan dari Al-Qur’an tidaklah mudah. Salah satu cara yang dapat dilakukan untuk memahami dan mempelajarinya adalah melakukan klasifikasi terhadap terjemahan ayat Al-Qur’an. Penelitian ini mengklasifikasikan terjemahan Al-Qur'an bahasa Indonesia ke enam kelas yang berbeda. Metode yang digunakan adalah K-Nearest Neighbor (KNN) dan Long Short Term Memory (LSTM) dan membandingkan kedua metode untuk mendapatkan hasil performa klasifikasi yang tertinggi. Hasil klasifikasi menunjukkan model LSTM menghasilkan performa klasifikasi yang lebih tinggi yaitu berupa rata-rata F1-Score sebesar 65% dan rata-rata accuracy 96% dibandingkan model KNN dengan nilai rata-rata F1-Score sebesar 55% dan rata-rata accuracy 93%.
IMPLEMENTASI QUESTION ANSWERING SYSTEM TAFSIR AL-AZHAR MENGGUNAKAN LANGCHAIN DAN LARGE LANGUAGE MODEL BERBASIS CHATBOT TELEGRAM Aji Bayu Permadi; Lestari Handayani; Yusra; Nazruddin Safaat H
Jurnal Teknoif Teknik Informatika Institut Teknologi Padang Vol 12 No 1 (2024): TEKNOIF APRIL 2024
Publisher : ITP Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21063/jtif.2024.V12.1.62-69

Abstract

Tafsir is a main gateway for a Muslim to study and understand the content of the verses in the Quran. One example is Tafsir Al-Azhar. Tafsir Al-Azhar is a commentary authored by Professor Dr. Hamka, which demonstrates how Dr. Hamka connects modern Islamic history with Quranic studies. Tafsir Al-Azhar has a large number of pages, requiring extra effort when searching for information within it. This research aims to create a system capable of receiving questions about Tafsir Al-Azhar in natural language and answering them in user-friendly terms. The technology used in this research includes Langchain and Large Language Models, implemented using a Telegram chatbot. Telegram was chosen for its popularity and user-friendly interface. The Question Answering system was tested using User Acceptance Testing (UAT) and the DeepEval framework. The UAT resulted in an accuracy score of 83.71%, while testing using the DeepEval framework yielded a hallucination score of 41%, contextual precision of 90%, contextual recall of 81%, and contextual relevancy of 79%.