Jhiro Faran
Unknown Affiliation

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Penerapan Algoritma K-Means Data Mining untuk Clustering Kinerja Karyawan Koperasi Jhiro Faran; Agung Triayudi
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 4 (2024): Februari 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i4.1728

Abstract

Employees are people who are the main element in every organization/company. An employee is someone who can carry out work and provide the results of their work to the employer or agency where the employee works, where the results of their work are in accordance with the profession or work based on their expertise. The role of employees in cooperatives is the same as the role of employees in general in every other organization/company. Giving rewards to employees is a form of company appreciation for its employees. Reward or recognition is a form of gratitude from the company for the dedication and performance of employees, namely those who have good quality work and have met the criteria for employees with good performance. The problem faced is that currently there is no process that has been carried out to group employee performance. Grouping employee performance is a fairly important problem and must be resolved immediately by the company. The solution to this problem can be solved by paying attention to patterns based on processes or data that occurred in the past. Data mining is the right way to solve this problem. Data mining is a process of processing data and extracting data to get information back from a collection of data. Clustering is a process of grouping data contained in a dataset. Grouping data in a dataset using clustering is done based on the similarity values or characteristics of each data. The K-Means algorithm is part of clustering data mining, where the K-Means algorithm can be used to form new groups of data. The results obtained from the research are that the formation of new groups/clusters is based on a total of 15 data, so there are 2 (two) clusters where in cluster 1 there is 7 data and cluster 2 there is 8 data
UTILIZATION OF EDUCATIONAL GAMES AS INTERACTIVE LEARNING MEDIA FOR CHILDREN Agung Triayudi; Jhiro Faran
International Journal of Teaching and Learning Vol. 2 No. 4 (2024): APRIL
Publisher : Adisam Publisher

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

Abstract

This research focuses on developing educational games as interactive learning media for children, with the aim of exploring the potential of games as an effective and fun learning tool. Through a game design and development approach, this research combines educational concepts with game elements to create an interesting learning experience for children. The research methodology includes needs analysis, game design, prototype development, and user evaluation involving children as participants. The research results show that the educational games developed have succeeded in increasing children's motivation and involvement in the learning process. User evaluations show increased understanding of concepts and retention of information in children using educational games compared to traditional learning methods. In addition, feedback from children and parents indicates that the integration of game elements in learning enriches children's learning experiences, making the learning process more interactive and enjoyable. This research concludes that educational games can be used as an effective interactive learning medium for children. It is hoped that further development and application of educational games in formal and informal education contexts can provide creative and innovative alternatives in supporting children's learning processes. This research also opens up opportunities for further exploration of educational game design that adapt to children's various needs and learning styles.