Lionza, Rahmat
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Developing an NLP-Based Chatbot for Waste Management Education in Sungailiat Wisesa, Bradika Almandin; Mahat Putri, Vivin; Faristasari, Evvin; Jasman Duli, Sirlus Andreanto; Lionza, Rahmat
Journal of Artificial Intelligence and Software Engineering Vol 5, No 3 (2025): September
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jaise.v5i3.7522

Abstract

Penelitianinimemaparkanpengembangan dan evaluasi menyeluruh terhadap chatbot berbasis Natural Language Processing (NLP) yang dirancang untuk meningkatkan pendidikan pengelolaan sampah di Bank Sampah Sungailiat, Indonesia. Dengan mengintegrasikan logika fuzzy untuk pencocokan Pertanyaan yang Sering Diajukan (FAQ) secara akurat dan memanfaatkan model NLP berbasis transformer, DialoGPT-medium, chatbot inimemberikan respons yang relevan secara kontekstual terhadap pertanyaan pengguna mengenaioperasional bank sampah, termasuk pemilahan sampah, proses daur ulang, dan insentif ekonomi. Penelitian ini menangani masalah rendahnya kesadaran masyarakat terhadap praktik pengelolaan sampah yang tepat, yang menghambat partisipasi efektif dalam program daurulang. Sistem hibrida ini mencapai akurasi respons sebesar 85% dalam p engujian pengguna, divalidasi melalui analisis matriks konfusi yang mendetail. Temuan utama menunjukkan peningkatan signifikan dalam keterlibatan pengguna, retensi pengetahuan, dan kesadaran masyarakat, menunjukkan potensi chatbot sebagai solusi pendidikan lingkungan yang berbasis teknologi dan dapat diskalakan untuk konteks serupa di seluruh Indonesia
Implementing the Flutter Educational Game "Bubble Math" to Improve Fifth Grade Students' Understanding of Arithmetic Operations Lionza, Rahmat; Sidhiq Andriyanto; Tri Agusti Farma
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.643

Abstract

Mathematics learning in elementary schools generally still uses conventional methods, resulting in low student interest and understanding of arithmetic concepts. This research was conducted to develop an interactive learning medium in the form of an Android-based educational game called Bubble Math, designed for 5th-grade Public Madrasah Ibtidaiyah students. The game was developed using the Flutter framework. The game employs a drag and drop mechanic to train students’ accuracy and speed in solving basic arithmetic operations, including addition, subtraction, multiplication, and division. The development process followed the Game Development Life Cycle (GDLC) method, which consists of six stages: Initiation, Pre-production, Production, Testing (Alpha), Testing (Beta), and Release. The test results showed a 22.3% increase in Pretest-Posttest scores, with a User Acceptance Test (UAT) score of 91.09% from students. Therefore, Bubble Math is proven to be a feasible and effective medium for arithmetic learning in elementary schools.