Drug use is very detrimental to the physical and psychological health of users. Drug abuse also causes addiction and is a global epidemic. Therefore it is not surprising that scientific research related to drugs has attracted attention for research. However, many factors become obstacles in the medical services of the drug user, including cost, flexibility, and a slow process. Meanwhile, electronic systems can speed up handling time, improve work efficiency, save costs and reduce inspection errors. It means that a breakthrough is needed in developing a platform that can identify drug users. Therefore, this research aims to build machine learning with expertise like an expert who can diagnose drug users and distinguish the types of drugs used by drug users. The expert system on machine learning was developed using the Forward Chaining and Certainty Factor methods. This study concludes that the expert system on machine learning developed can be used to diagnose drug users and distinguish the types of drugs used with an accuracy of up to 80%. The implications of the expert system on machine learning are an alternative method for narcotics officers and medical doctors in diagnosing drug users and the types of drugs used.
Program Studi S1 Teknik Informatika yang bernaung dibawah Sekolah Tinggi Manajemen Informatika dan Komputer (STMIK Bumigora Mataram), sebagai program studi dengan jumlah peminatnya mendominasi keluarga besar STMIK Bumigora Mataram. Seiring dengan bertambahnya mahasiswa disertai dengan padatnya operasional yang dijalankan oleh civitas akademik sehingga mendorong pihak internal untuk mampu mendukung fungsi bisnis dengan menyelaraskan strategi bisnis dan teknologi yang digunakan. Pencapaian sebuah keselarasan teknologi informasi dengan bisnis yang dijalankan oleh STMIK Bumigora Mataram, sehingga dirancanglang sebuah arsitektur enterprise yang mampu menghasilkan sebuah Blue Print yang dilengkapi dengan sebuah Framework TOGAF sehingga mampu menganalisis arsitektur bisnis secara lengkap dan menyeluruh untuk periode waktu jangka panjang.
The impact of the industrial revolution era 4.0 has been switched from a traditional system to a digital. Therefore, craftsmen also must follow the changing of this era to sell their handicrafts that previously used a traditional sales system where buyers have to go to the counter/gallery selling silver, especially the silver handicrafts in the village of Lombok, Central Lombok. The output of this community service is that craftsmen have an online shop as a medium for selling the silver handicrafts in Ungga. This online shop can be accessed by residents all over the world anytime and anywhere in making an online store uses the word press content management system because it probably solves the problem to increase the product sales.
Many universities undertake mixed learning to meet the required needs. Mixed learning is a blend of F2F classroom education and online learning education. The strength of mixed learning is that it supports student cognitive styles more than non-mixed learning. The right mix of mixed learning provides more constructive and conducive learning. Meanwhile, the programming language is the primary skill that students must master to create computer application programs. The question is: Is there an effect on student cognitive style and learning methods on mixed material 30% F2F and 70% asynchronous online and on the contrary mixture on student programming skills? Therefore, this study aims to determine the effect of reciprocal interaction between cognitive styles and mixed learning methods on programming skill achievement. This research method is experimental research. The study found that: Although there is no difference in the achievement of student learning skills based on tests on mixed learning methods, further test on student cognitive styles found that there are differences in the achievement of student learning skills in mixed learning methods; students with auditory and visual cognitive style who learn with mixed learning-2 have better programming skill achievement than students with auditory cognitive style who learn with mixed learning-2; students with kinesthetic and visual cognitive styles who learn with mixed learning-2 have superior programming skill achievement compared to students with kinesthetic cognitive styles who learn with mixed learning-1. The research novelty is: There has been no previous research on the reciprocal effect of cognitive styles and mixed learning methods with a mixture of 30% F2F and 70% online and vice versa.
English as a lingua Franca has special attention for people or children to learn the skill including for children and young people in Ungga village. It is because the language is one of the tools to communicate with other people such as for education, business, tourism, politics, and other sectors. Ungga has a good potency to be developed in promoting the village to be one of the tourism places in central Lombok because it is near to the Mandalika spots. Consequently, human resources are needed to be prepared related to the knowledge and the skills. One of the ways to achieve the goals is providing English training either for young people or for children. Teaching English has numerous challenges. However, designing collaborative learning with some games would encourage them in learning. Children enjoy playing games both online or offline with peers or friends so that collaborative learning by designing a fun concept is one of the effective ways to teach and learn English. Several games were provided such as guess voices, mix, and match, and Find Friends. Besides, partnership among universities, village officers, and communities is crucial to maintaining sustainability so that the university collaborated with one of the communities in the village “Jage Kestare Foundation” to conduct the activity. Teaching English learning goal is not only for learning English but also incorporating gender equality values in the teaching and learning process through materials and activities. The results of the community service activity are that the learners become more active in learning English and more aware of gender equality values. It is expected that by empowering the women and children in the village through learning English by incorporating gender values, it will be able to empower the communities particularly for women and children, and to gain revenue-generating.
Industri mebel di Indonesia merupakan usaha yang memiliki laju perkembangan sangat pesat. Konsumen memilih menggunakan mebel hasil dari industri karena mebel produksi industri memiliki inovasi disain yang indah. Mebel berperan juga sebagai sumber pemasukan keuangan negara di Indonesia terutama penjualan kepada konsumen negara lain. Karenan terjadi kompetisi yang begitu ketat antar industri mebel, keadaan ini berimplikasi produsen mebel berusaha secara ketat dalam menciptakan produksi yang bermutu dan memenuhi selera konsumen. Permasalahannya adalah produsen masih mengelola data atau mendapatkan informasi hasil produksi dalam system manual. Karenanya tujuan dari penelitian ini adalah membangun sistem aplikasi komputer cerdas website untuk memprediksi penjualan mebel. Perancangan dan pembuatan system ini menggunakan metodologi Waterfall. Metode yang digunakan untuk mengklasifikasi data penjualan barang mebel dengan metode K-Nearest Neightbor (KNN). KNN merupakan metode untuk mengektraksi data mining yang bisa berguna dalam prediksi penjualan. Hasil yang dicapai yaitu dihasilkannya system prediksi penjualan barang dan juga laporan prediksi penjualan barang dalam bentuk lembar kerja (Spreadsheet) sehingga membantu pimpinan perushaan dalam usahanya. Kesimpulan dari penelitian yang dilakukan menggunakan metode KNN cocok digunakan untuk mengklasifikasi data penjualan barang mebel. Hal ini tersebut dibuktikan dengan tingkat akurasi yang mencapai 90% pada proses pengujian menggunakan confussion matrik.
Disaster is a phenomenon that has a destructive effect and arises with or without predictions that always accompany human life. This damaging impact can be in the form of loss of life and / or property loss so that it disrupts the natural and social order. Lombok is one of the islands in the group of islands in West Nusa Tenggara. The island of Lombok is flanked by two large faults, the Flores Back Arc Thrust (FBAT) which extends north of Nusa Tenggara to Bali and Megathrust on the south of Lombok. Seeing from the great potential of earthquake disasters that can occur at any time on the island of Lombok, it is necessary to prepare disaster mitigation well in order to minimize the impact of earthquake disaster risk. From the problems outlined, the researchers plan to create a mobile-based earthquake e-standby application. This study aims to create a mobile-based earthquake e-alert application that can be used to view the latest earthquake information, information for determining the nearest evacuation location and educational media related to earthquake disaster awareness. The stages of the research use the prototype development method with stages, namely the study of literature, collection of needs, data collection, needs analysis, design, prototype implementation, prototype evaluation, implementation and testing and conclusions. The conclusion of this research is the construction of a mobile-based earthquake e-alert application. This application is useful for improving, understanding and public awareness of the risk of earthquake disasters and as an educational media to create disaster resilient communities
The problem faced by target partners (target schools) is the low ability of students to solve problems. In fact, the problem-solving ability is one of the skills that must be possessed in the 21st century. This community service aims to improve teacher pedagogical competence in implementing Computational Thinking learning as well as assistance in its implementation. The method used is an educational approach with stages, identification of target schools, socialization of activities, implementation, monitoring, and evaluation. The result of this activity was an increase in teacher knowledge in computational thinking by 95% and teacher interest in applying computational thinking to subjects by 92%. The conclusion of this activity is known that community service partners have increased their knowledge of problem-solving methods using a computational thinking approach and can apply them in mathematics learning.
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