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All Journal JURNAL ILMIAH MATRIK
Nurhuda, Asep
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PENERAPAN DECISION TREE DALAM AGEN CERDAS "UNDA ANAK PINTAR" PERMAINAN EDUKASI MUATAN LOKAL BAHASA BANJAR Nurhuda, Asep; Andrea, Reza
Jurnal Ilmiah Matrik Vol 22 No 2 (2020): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/jurnalmatrik.v22i2.986

Abstract

The educational game "Unda Anak Pintar" is research and development of a puzzle game, it was designed to sharpen memories. In this game, players must read random letters and make words in the Banjar language. Artificial intelligence is also applied in this research. Using the decision tree, game agents can accompany children to play like teachers. The game agent as a virtual teacher can provide sad and happiness emoticon according to the game environment. The results of this study, AI make educational games more interesting and interactive for children.
DESIGNING MEASUREMENT OF PH AND WATER TURBIDITY LEVEL BASED ON IOT Nursobah, Nursobah; Nurhuda, Asep; Pukeng, Ahmad Fahrijal
Jurnal Ilmiah Matrik Vol 23 No 1 (2021): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/jurnalmatrik.v23i1.1290

Abstract

Research on measuring pH and water turbidity levels based on Internet of Things (IoT) is designed to make it easier for laboratory workers to measure acid and alkaline levels and turbidity levels in water in order to provide fast and efficient service to people who carry out water quality tests. This measuring instrument for pH and water turbidity is based on IoT by utilizing wireless technology in the process of transferring data to a database and using the web as the output media for measuring water content. The system development method used in this research is Prototype. The first stage in this method is to listen to the customer as a form of gathering the needs for the tools to be built, then the second stage is to design and make a prototype that is tailored to the needs of the tools that have been defined previously and the third stage is the prototype trial carried out by the customer by adjusting the request and then providing feedback on the tools developed