Tropical regions is a region endemic to various infectious diseases. At the same time an area of high potential for the presence of infectious diseases. Infectious diseases still a major public health problem in Indonesia. Identification of endemic areas of infectious diseases is an important issue in the field of health, the average level of patients with physical disabilities and death are sourced from infectious diseases. Data Mining in its development into one of the main trends in the processing of the data. Data Mining could effectively identify the endemic regions of hubunngan between variables. K-means algorithm klustering used to classify the endemic areas so that the identification of endemic infectious diseases can be achieved with the level of validation that the maximum in the clustering. The use of optimization to identify the endemic areas of infectious diseases combines k-means clustering algorithm with optimization particle swarm optimization ( PSO ). the results of the experiment are endemic to the k-means algorithm with iteration =10, the K-Fold =2 has Index davies bauldin = 0.169 and k-means algorithm with PSO, iteration = 10, the K-Fold = 5, index davies bouldin = 0.113. k-fold = 5 has better performance.
Deaf and hard-of-hearing people have limitations in communication, espe-cially on aspects of language, intelligence, and social adjustment. To com-municate, deaf people use sign language or lipreading. For normal people, it is very difficult to use sign language. They have to memorize many hand signs. Therefore, lipreading is a necessary for communication between nor-mal and deaf people. In Indonesia, there is still few education media for deaf people to learn lipreading. To overcome this challenge, we develop a lipread-ing educational media to help deaf and hard-of-hearing to learn Bahasa In-donesia, called BacaBicara. User-Centered Design (UCD) is implemented to design the application and to analyze the constraints and conceptual models for the needs of users. This conceptual model uses the picture, lipreading video, text, and sign language to help the users understand the contents. The High fidelity prototype was implemented for evaluating usability testing. Based on the evaluation of the application, the results show that the proto-type matches the usability goals and the user experience.
Dalam era pandemi, sekolah menerapkan strategi pembelajaran daring termasuk pada level Kelompok Bermain. Pembelajaran daring bagi anak-anak tentu saja memberikan tantangan tersendiri bagi guru pengajarnya. Penelitian ini bertujuan untuk menginvestigasi strategi pembelajaran daring di tingkat kelompok bermain. Metode dalam penelitian ini menggunakan jenis penelitian kualitatif yang mendeskripsikan strategi apa yang digunakan dalam pembelajaran daring serta penerapannya di Kelompok Bermain Muslimat NU 104 Al-Firdaus. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi, wawancara, dan dokumentasi. Hasil dari penelitian ini menunjukkan bahwa Kelompok Bermain Muslimat NU 104 Al-Firdaus menggunakan media video atau foto lalu hasil kegiatan anak dikirimkan orang tua kepada guru melalui video atau foto melalui aplikasi Whatsapp. Adapun bentuk kegiatan yang dilakukan antara lain bernyanyi, bercerita bersama orang tua, pengerjaan lembar kerja, dan eksperimen pembuatan hand sanitizer. Bagi orang tua yang tidak memiliki gawai, home visit dilakukan guru dengan kegiatan yang sama yaitu bernyanyi, bercerita bersama orang tua, pengerjaan lembar kerja, dan eksperimen pembuatan hand sanitizer.
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