Different forms of computer games are widely used in the education field. Designing appropriate games can increase the acceptance of learning content by the learner. This study presents a definition of games, computer games, and the games that are employed within education. The definition of edutainment, educational games, game-based learning, and gamification are presented. The role of serious games for learning are clearly described. The differences between game-based learning and gamification are formulated. Researchers will find these findings helpful to distinguish game-based learning and gamification and to determine suitable designs for delivering learning content.
The corona virus outbreak, commonly referred to as COVID-19, has been officially designated a global pandemic by the World Health Organization (WHO). To minimize the impact caused by the virus, one of the right steps is to develop a vaccine, however, with the vaccination for the Indonesian people, it is controversial so that it invites many people to give an opinion assessment, but the limited space makes it difficult for the public to express their opinion, because Therefore, people choose social media as a place to channel public opinion. Support vector machine algorithm has better performance in terms of accuracy, precision and recall with values of 90.47%, 90.23%, 90.78% with performance values on the Bayes algorithm, namely 88.64%, 87.32%, 88, 13%, with a difference of 1.83% accuracy, 2.91% precision and 2.65% recall, while for time the Naive Bayes algorithm has a better performance level with a value of 8.1 seconds and the Support vector machine algorithm gets a time speed of 11 seconds with a difference of 2, 9 seconds. With the results of sentiment analysis neutral 8.76%, negative 42.92% and positive 48.32% for Bayes and neutral 10.56%, negative 41.28% and positive 48.16% for SVM.
Abstrak Database Model Fuzzy Tahani dan SAW merupakan saatu metode yang dapat digunakan pada proses pengambilan keputusan. Sesuai dengan peraturan pihak Intansi yang memberikan beasiswa unuk memperoleh beasiswa, maka diperlukan kriteria-kriteria untuk menentukan siapa yang akan terpilih untuk menerima beasiswa. Pembagian beasiswa dilakukan untuk membantu penentuan dalam merekomendasikan seseorang yang layak menerima beasiswa maka dibutuhkan sistem pendukung keputusan. Penelitian ini membahas tentang seleksi penerimaan beasiswa dengan metode Fuzzy Database Tahani dan SAW. Penelitian ini dapat membantu KaProdi Teknik Informatika maupun Prodi-Prodi lain di UNP kediri untuk menentukkan penerima beasiswa. Penelitian ini bertujuan untuk memadukan metode Fuzzy dan SAW dengan ketentuan dan kriteria yang sudah ditentukan oleh pihak Universitas. Sistem yang akan dibuat harus mampu menentukan perangkingan untuk rekomendasi penerima beasiswa. Penelitian menggunakan metode fuzzy yaitu untuk menentukan nilai input ke SAW sebagai dasar nilai input. Hasil yang didapat pada penelitian ini yaitu berupa rangking dan selanjutnya akan dibuat rekomendasi untuk penerima beasiswa. Kata Kunci -Beasiswa, SPK, Fuzzy, SAW. AbstractDatabase fuzzy Tahani and SAW is the other, a method that can be used in the decision making process. In accordance with the regulation which provides scholarships instance transform and obtaining scholarships, the necessary criteria to determine who will be selected to receive a scholarship. The scholarship division. To assist in the determination of a person recommend the eligible then takes a decision support system.This study discusses the selection of scholarship acceptance by Fuzzy Database Tahani and SAW. This research can help leadership courses Informatics and other study program-UNP Kediri to determine recipients. This research aims to integrate Fuzzy and SAW with the rules and criteria set by the university. The system being designed to be able to determine rankings to recommendation recipients. Research using fuzzy method is to determine the value of the input to the SAW as the basis of input values. The results obtained in this study in the form of ranking and then make a recommendation to the receiving scholarships.
ABSTRAKE-Learning adalah salah satu solusi dalam sistem pembelajaran masa kini. Penerapan pembelajaran berbasis elektronik, proses belajar mengajar dapat menjadi lebih variatif sekaligus dapat meghilangkan kejenuhan peserta didik. Penerapan aplikasi E-Learning atau biasa disebut Learning Management System di Universitas Slamet Riyadi Surakarta selama ini tidak berjalan maksimal dikarenakan beberapa faktor. Diantaranya yang paling fundamental adalah fitur yang tersedia tidak sesuai standar penerapan E-Learning.Solusi dari permasalahan ini adalah dengan melakukan perancangan sistem yang baru. Model pengembangan yang digunakan adalah dengan mengadopsi model Borg and Gall dengan luaran berupa prototype aplikasi. Dalam mengembangkan prototype ini, pengumpulan data kebutuhan user dilakukan terhadap stakeholder yang terkait, yaitu program studi Pendidikan Teknologi Informasi, mahasiswa dan dosen sebagai end user serta ahli di bidang IT dan kurikulum.Hasil penelitian menunjukkan, berdasarkan kuesioner terhadap end user dapat diambil kesimpulan bahwa prototype yang ditawarkan dapat diterima di kalangan end user maupun ahli. Hal ini ditunjukkan dari angka statistik hasil analisis pengaruh antar variabel yang dirumuskan. Hipotesis pengaruh antar variabel sebagian besar atau dominan menghasilkan prototype dapat diterima. Kata kunci: Learning Management System, Prototype, Unisri Abstract E-Learning is one of the solutions in current learning system. Implementation of electronicbased learning, teaching and learning process can be more varied at the same time can eliminate the saturation of learners. Implementation of E-Learning or well known as Learning Management
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