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Short-Term Cryptocurrency Price Prediction Using Bi-LSTM Method with Interactive Web Andriansyach, Dimas Jordy; Sarwido, Sarwido; Mulyo, Harminto
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 6 No 4 (2024): Oktober 2024
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v6i4.1645

Abstract

Short-term Bitcoin price prediction is a crucial aspect of transaction decision-making, especially for investors. In this study, a Bidirectional Long Short-Term Memory (Bi-LSTM) model was developed for short-term Bitcoin price prediction. The Bidirectional LSTM is designed to capture temporal context in both directions, allowing the model to process information from past and future time steps simultaneously. The model was validated using real-world data, including Bitcoin stock price datasets. The results show that the model achieved high accuracy, with a Root Mean Square Error (RMSE) of 56.90 on the training data and 157.35 on the test data, along with a Mean Absolute Error (MAE) of 366.40 and 486.63, respectively. The Bidirectional Least Square Memory model accurately predicted Bitcoin prices over a specific time period. This application integrates the model into a web application, enabling users to obtain real-time Bitcoin price predictions through a user-friendly interface.
Peningkatan Kualitas Pembelajaran melalui Sosialisasi Teknologi Game di SD Al-Islam Pengkol Jepara Maori, Nadia Annisa; Wakit, Ahmat; Hidayati, Nor; Taqwimi, Muhammad Ahsani Nur; Andriansyach, Dimas Jordy
Indonesian Journal of Community Services Vol 6, No 2 (2024): November 2024
Publisher : LPPM Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/ijocs.6.2.119-124

Abstract

Penggunaan teknologi dalam pendidikan telah menjadi kebutuhan penting dalam menciptakan lingkungan belajar yang dinamis dan interaktif. Salah satu pendekatan inovatif adalah pemanfaatan teknologi game sebagai media pembelajaran, khususnya dalam mata pelajaran yang sering dianggap sulit, seperti matematika. Program pengabdian ini dilaksanakan di SD Al-Islam Pengkol Jepara dengan tujuan meningkatkan kualitas pembelajaran melalui sosialisasi dan pelatihan penggunaan game edukasi berbasis mobile, yaitu Game Aritmatika Dungeon. Kegiatan ini melibatkan 16 guru kelas dan berlangsung selama dua hari, mencakup sosialisasi konsep, manfaat, serta pelatihan teknis penggunaan game dalam pembelajaran. Hasil dari program ini menunjukkan bahwa para guru merasa lebih percaya diri dan terampil dalam mengintegrasikan game sebagai media pembelajaran, yang berdampak positif terhadap motivasi dan hasil belajar siswa. Dengan demikian, teknologi game memiliki potensi besar untuk diterapkan lebih luas dalam pendidikan dasar, khususnya dalam mata pelajaran matematika.The use of technology in education has become an important need in creating a dynamic and interactive learning environment. One innovative approach is the use of game technology as a learning medium, especially in subjects that are often considered difficult, such as mathematics. This community service program was implemented at SD Al-Islam Pengkol Jepara with the aim of improving the quality of learning through socialization and training in the use of mobile-based educational games, namely the Arithmetic Dungeon Game. This activity involved 16 class teachers and lasted for two days, including socialization of concepts, benefits, and technical training in the use of games in learning. The results of this program showed that teachers felt more confident and skilled in integrating games as a learning medium, which had a positive impact on student motivation and learning outcomes. Thus, game technology has great potential to be applied more widely in elementary education, especially in mathematics subjects.