LM. Fajar Israwan
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Penerapan Algoritma Stemming Nazief-Adriani dengan Metode Cosine Similarity Dalam Aplikasi Ujian Esai Mohamad Arif Suryawan; LM. Fajar Israwan; Ferdianto Arland
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

Essay exam assessment using an exam application takes a long time to check. Answer checking is done by reading carefully. The answers given are some that match the answer key, and some are very different. Therefore, an exam application is needed that can directly assess the essay question answers and then give a score according to the answers written. This study aims to apply the Nazief-Adriani stemming algorithm with the Cosine Similarity method to the high school essay exam application. The research method used in this study consists of two stages, first the Nazief-Adriani algorithm carries out several processes, namely normalizing lowercase letters, punctuation, separating into individual words, removing common words, stemming by removing affixes from root words, mapping synonyms and finally calculating the frequency of word occurrence. Furthermore, the second stage, the Cosine Similarity method is used to compare the level of similarity with the answer key. This study produces an exam application that applies the Nazief-Adriani stemming algorithm in checking essay answers. This exam application is Android-based so that it makes it easier to answer exam questions, the answers are written in the box provided. The essay exam questions that are given are first equipped with the answer key stored in the application. From testing three essay answers, the calculation results using the Cosine Similarity method were obtained, namely: the first answer is 94.3, the second answer is 94.3, and the third answer is 74.5. The first and second answers produce a value of 94.3, indicating a high level of similarity to the answer key. Thus, the application created is expected to make it easier to check answers to essay questions quickly and accurately.
Implementasi Augmented Reality untuk Pembelajaran Gerakan Pencak Silat Menggunakan Unity dan Vuforia Fahmi; Alders Paliling; Ery Muchyar Hasiri; LM. Fajar Israwan
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pencak Silat is a traditional martial art that originated in Indonesia, now pencak silat is a sport that has many enthusiasts in various countries. At the State Junior High School 4 Wangi - Wangi, pencak silat still uses a learning method with direct practice in the field which is only done 1 time a week. This research aims to design and build a learning application for the Pencak Silat movement by applying Augmented Reality technology. In making this application, there are several stages, namely, character design and animation using avatars sdk and blender which then markers are stored in the Vuforia database and built using unity. This research produces the application of Augmented Reality in Learning Pencak Silat movements as a learning medium that can be used as a learning medium for students, where students can learn Pencak Silat movements by looking at the movements of characters in the application in 3 dimensions so that it will make students enthusiastic in learning Pencak Silat.