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Prediksi Hasil Belajar Hybrid Menggunakan Artificial Neural Network Dengan Multilayer Perceptron Saeful Anwar; Dian Ade Kurnia; Ahmad Faqih; Siti Rini Sari
JURIKOM (Jurnal Riset Komputer) Vol 9, No 5 (2022): Oktober 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i5.5024

Abstract

The implementation of online distance learning affects the psychosocial aspects of students so that a combination of offline and face-to-face learning is carried out using Hybrid Learning. The problem in this research is the analysis of the competencies that will be generated, student characteristics, face-to-face interactions, online learning strategies, and lecturers by calculating the data from the Hybrid Learning evaluation to get the best level of accuracy using the Machine Learning technique method. The purpose of this study is to evaluate the results of Hybrid learning using the Artificial Neural Network (ANN) method which is expected to have the right level of accuracy and prediction and tolerate errors so that it can produce good predictions and can be used to model good relationships in finding patterns in the data. . Prediction of Hybrid Learning learning outcomes during the Covid 19 pandemic using Machine Learning techniques consisting of 12 attributes with a total of 1,231 datasets of Hybrid Learning learning outcomes in 2022. The Artificial Neural Network algorithm model uses Retrive operators, Set Roles, optimization parameters, Cross Validation, Apply Models, Performance and Logs. Accuracy results show 99.35% meaning that the results of the learning evaluation using Hybrid Learning with predictions that match and turn out to be appropriate are 1039, then those that do not match are 8. The predictions are very suitable and turn out to be very suitable in 104. Artificial Neural Network with Multilayer Perceptron, with two hidden layer and the format of the first hidden layer is 2 nodes, then the second hidden layer is 5 nodes with an output of 3 nodes
Estimasi Kemampuan Computational Thingking Pemain Game Dota Dua Menggunakan Teknik Machine Learning Arif Rinaldi Dikananda; Odi Nurdiawan; Ahmad Faqih; Agus Surip; Dias Bayu Saputra
JURIKOM (Jurnal Riset Komputer) Vol 9, No 5 (2022): Oktober 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i5.5025

Abstract

Computational thinking is a way of analytic thinking, a general mathematical thinking approach that may be used in solving a problem, a general engineering thinking approach that allows designing and evaluating large and complex systems that exist in the real world, as well as a general scientific thinking approach in understanding computing ability, intelligence, human mind and behavior. With the existence of online games at a time like today, there is a tendency for many students to play online games because it has its own challenges, many of them even spend a lot of money and even forget the time to play online games. there is an urgency to the level of computational thinking of dota two players, so it is necessary to estimate using machine learning techniques to determine the level of computational thinking of dota two game players. The results of this study provide information that in Estimating the Computational Thinking Ability of Dota Dua Game Players Using Machine Learning Techniques using attribute 6 and rapidminer tools version 10 with operators to be used, including retrieval dataset, role set, correlation matrix, selected by weighted, split data, linear regression, apply model and performance. Produces an error accuracy rate in this study, namely, root mean squered error 0.383 +/- 0.000 Squared error 0.146 +/- 0.016 Squared Correlation 1.000, then this value is the best value from several test results. So it can be estimated as follows that the results of the Computational Thinking Ability are good as much as 36 while the Computational Thinking Ability is sufficient as much as 47
Pengembangan Augmented Reality Menggunakan Metode AGILE Sebagai Media Pembelajaran Wisata Religi Irfan Ali; Ade Irma Purnamasari; Ahmad Faqih; Muhammad Izaat Luthfi; Syamsul Lubis
JURIKOM (Jurnal Riset Komputer) Vol 9, No 6 (2022): Desember 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i6.5342

Abstract

Knowledge of Cirebon cultural heritage that can be used as tourist attractions with religious nuances includes the Kesepuhan Palace, Sunyaragi Water Park, At-Taqwa Mosque and Belawa Cirebon, This tourist attraction introduces a cultural history that has an Islamic nuance because Cirebon is the first place for the teachings of Islam in the West Java area, but the management is not optimal, it requires information facilities using augmented reality technology to increase tourist interest in visiting, The purpose of this study is to apply augmented reality to introduce and provide information about cultural heritage in Cirebon, which is presented attractively in 3 dimensions and in real time that combines real content with virtual oriented real world that can be seen directly by the user, This study uses the agile method in the development of augmented reality-based systems because this method has no limits in iterating and making the system carried out in stages and focuses on producing quality products. The results of functional testing of the augmented reality application features of religious tourism can run well and users state that they are satisfied with the appearance and workings of this application so that it can help increase public interest in religious and historical tourism in the city of Cirebon