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Journal : Jurnal Accounting Information System (AIMS)

Pengembangan Media Pembelajaran Calistung Pada Anak Usia 4 – 6 Tahun Berbasis Android R. Yadi Rakhman Alamsyah; Marwondo Marwondo; Iqbal Maulana
Jurnal Accounting Information System (AIMS) Vol. 6 No. 2 (2023)
Publisher : Ma'soem University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32627/aims.v6i2.794

Abstract

Multimedia-based learning media is one of the essential tools in supporting the learning process, especially for early childhood education, such as children aged 4-6 years old. The issue with conventional teaching methods is the lack of visualization during material delivery, which hinders the effectiveness of the teaching and learning process. This leads to a decrease in children's interest and a sense of boredom during the learning process. The utilization of multimedia-based literacy learning media in the teaching and learning process can greatly assist in delivering educational materials in a more engaging and interactive manner. This is because multimedia-based learning media is equipped with features such as images, sound, text, and animations that enhance children's learning experiences in understanding the subject matter. Furthermore, multimedia-based learning media can also help reduce boredom levels among children during the teaching and learning process. This is because children are more likely to engage and stay focused on the learning process when they use interesting and interactive media. The development method of multimedia drills and practice used by the author in creating multimedia-based literacy learning media is highly effective. This method allows children to practice and review the subject matter repeatedly until they truly understand and master it. Overall, the utilization of multimedia-based learning media in literacy education can provide numerous benefits for children aged 4-6 years old. This media can enhance children's learning experiences in understanding educational materials, expedite the learning process, and help reduce boredom levels among children during the learning process. Therefore, it is essential for educators to leverage multimedia-based learning media as a tool to enhance the quality of education for early childhood learners.
Rancang Bangun Perangkat IoT untuk Pengendalian Pakan Pada Budidaya Ikan Hias Cupang (Betta Fish) Marwondo Marwondo; Sarjono Sarjono; Iqbal Ardiansyah
Jurnal Accounting Information System (AIMS) Vol. 6 No. 2 (2023)
Publisher : Ma'soem University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32627/aims.v6i2.795

Abstract

Betta fish are one of the favorite ornamental fish which is much loved because of its beauty. This is the reason why so many people want to cultivate it. During the cultivation period, farmers are often negligent in providing fish with a feeding schedule. Quite a few cultivators also pay less attention to dosage, feed size, temperature and pH levels when feeding baby betta fish, which results in waste and neglect of the environmental health of cultivation ponds. Controlling the correct dosage, size and feeding schedule according to the age of the baby fish, temperature and water pH will be able to increase the success of cultivation. Controlling the dosage, size and schedule of feed can actually be done automatically with the realization of IoT devices. This device was built through co-create, ideate, Q&A IoT OSI, and prototype so that this device can run well. This device uses an Arduino Uno R3 SMD as a microcontroller, a DS18B20 sensor as a temperature sensor, and a pH sensor connected to a servo motor to control the feed dispenser. The Arduino Uno R3 was chosen because of its wide compatibility with various sensors as well as the flexibility to write our own program code. Water temperature and pH sensors are used to monitor environmental conditions in real-time which will be used to make intelligent decisions regarding feeding. This device will put food into the pond according to the schedule, dosage and size of the food based on the water temperature and pH conditions. As a monitoring screen, thingspeak is used as a dashboard which can be accessed online via a web browser. Based on several experiments carried out, this IoT device is able to provide good feed dosage accuracy according to the needs of young fish, making it easier for farmers to care for fish without their physical presence. This research contributes to the development of IoT in the context of fish farming which can increase the success of cultivation and the welfare of farmers.
Optimasi Algoritma Support Vector Machine untuk Analisis Klasifikasi Teks Pemintaan Informasi di Platform Online Shop Imannudin Akbar; Marwondo Marwondo; Nugraha Nugraha
Jurnal Accounting Information System (AIMS) Vol. 6 No. 2 (2023)
Publisher : Ma'soem University

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

Abstract

The use of technology in the field of trade and sales is increasingly growing. Product information is an important role in building consumer trust when making purchasing decisions. Therefore, classification analysis is needed to help potential consumers in drawing conclusions. Classification analysis aims to conclude and identify data and classify its polarity. The Support Vector Machine (SVM) algorithm is widely used by many researchers for use in classification analysis. This algorithm was chosen because it can identify separate hyperplane to maximize the margin between 2 different classes. However, the Support Vector Machine (SVM) has deficiencies in parameter selection, so the selection of the Particle Swarm Optimization (PSO) feature is applied to improve accuracy. The results showed that implementation of the Support Vector Machine (SVM) has an accuracy value of 81.48% and an AUC value of 0.825, while optimization using Particle Swarm Optimization (PSO) has an accuracy value of 89.78% and an AUC of 0.902. The application of Particle Swarm Optimization (PSO) has been proven to improve the performance of the Support Vector Machine (SVM) algorithm.