Several studies state the need to develop information technology to disseminate information related to culture in Indonesia. There are many similar studies but they still have weaknesses, one of which is that they do not use machine learning and intelligent computing. This research answers the challenges of previous researchers, namely developing machine learning-based learning applications using the Density-Based Spatial Clustering of Application Noise (DBSCAN) and Frequent Pattern Growth (FP-Growth) algorithms. The results of the modeling of the two algorithms are deemed to still require improvement in the future, as it is proven that DBSCAN does not yet have optimal validity. So in this research, one of the comparison algorithms is used, namely K-Means Clustering, with a better evaluation than DBSCAN. The modeling results were implemented into mobile programming as a cultural learning application in Indonesia, especially Riau Malay Culture, the black box testing results had an accuracy of 100% and the User Acceptance Test (UAT) was 86%. Thus, it is concluded that this application can be used effectively and efficiently for general users.
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