The need for fast and accurate information about medical practices continues to increase, demanding doctors and hospitals be involved in the knowledge sharing process. This study analyzes the factors that influence the use of ICT (smartphone technology) by doctors and how ICT factors, individuals, and organizations influence the knowledge sharing capability of doctors. Data analysis was conducted on 120 doctors from three hospitals in Palembang City. The results of data processing performed indicate a positive influence of usefulness on ICT use; enjoyment helping other, trust, reward system, top management support and ICT use towards knowledge sharing capability.
Good air quality is something that is wanted by every human who lives in big cities. Clean air and no pollution is one of the proper environmental requirements. One of the most severe causes of air pollution is due to large-scale forest fires due to the long dry season or is carried out by irresponsible persons which they commonly refer to as land clearing in an easy and inexpensive way by utilizing the reason of the dry season. The purpose of this study is to classify air quality in Palembang using a data mining approach. Then use the results of the classification as an indicator of the level of air quality in the city of Palembang. The data mining approach that researchers use is the K-Nearest Neighbor algorithm. Based on the test results of K-NN calculations and measured using a confusion matrix produce an accuracy of 80 percent, 82.3 percent for precision, and 93.3 percent for recall. The measurement results show that the calculation using the K-NN algorithm can be used as an indicator in measuring air quality, of the 20 that have been trained and tested only 4 inaccurate data, this inaccuracy occurs because the source data has unbalanced classes such as unhealthy and very unhealthy healthy have 1 sample each. So it proves that the performance of classifiers using the K-NN algorithm relevant as an indicator of air quality levels in the city of Palembang.
Early childhood is a child who is at the age of 0-6 years, which is a very important age for child development or what is commonly called the golden period. Early childhood are in the most rapid stages of growth and development, both physically and mentally and they are learning in their own way. Currently, early childhood children are more interested in games that are on Android phones than other traditional games. They will also find it easier to remember something they like, and there are forms or writing that have interesting features and colors and are communicative and fun. Educational games are very interesting applications to be developed to overcome this problem. The advantages of educational games compared to conventional educational methods are to increase logic and understanding of a problem visually, and improve memory so that children can store subject matter for a longer time. The author makes an educational game on the introduction of English based on the Android operating system, with the hope that children can immediately use the game application and gain more knowledge and change learning patterns so that they are not bored and bored. This educational game for introducing English for early childhood consists of a menu for letter recognition, number recognition, animal recognition, counting and assessment. The benefit to be achieved from this research is to change conventional learning methods to simulated learning methods with mobile-based educational game media and to help students develop creativity because educational games have elements of challenge, accuracy, reasoning and ethics. If the child only knows English from where he is studying, it will take a long time for the child to memorize numbers, letters, and words in English. The existence of this educational game can be a fun and portable media to introduce English. So that children do not feel that they are learning but are playing words in English which can be done by themselves anytime at home. Children can learn on their own while playing at home so that children will memorize faster and get to know English well. Keywords : educational game, childhood, english, android
PT New Power Global Energy (NPGE) is a company engaged in freight forwarding services. In its businessprocess, New Power Global Energy is not utilizing technology. To manage all information on shipping goods, an information delivery system is needed so that information is easily understood and traced. The system that is built is The Extreme Programming method is a model that is included in the agile approach introduced by Kent Back. According to his explanation, the definition of XP is as follows: "Extreme Programming (XP) is a fast, efficient, low-risk, flexible, predictable, scientific, and fun software development method because system performance assessmentsare needed in a fast time while there are still system needs that are still needed. changes, this model tends to use an Object-Oriented approach. The stages that must be passed include: Planning, Design, Coding, and Testing. Extreme Programming's target is a small to medium-sized team, no need to use a large team expected to help the admin and director in managing information on shipping goods starting from sending, receiving and making reports. This application is designed using the it using the Extreme Programming Methods because the assessment systemperformance is needed in a fast time while there are system requirements that are still changing, and for the system, we use an supporting application which is laravel framework, programming language using JavaScript and PHP and MySQL as an database. The result of design is an system that can process admin performance data quickly, provide performance information MySQL for the database. with management of shipping data features, managing goods delivery status, goods receipt feature, item barcode feature, tracking feature. Keyword: Information System, Expedition, XP
Munculnya pandemi virus Covid-19 memberikan dampak yang sangat besar pada bidang pendidikan, sehingga menuntut perlunya dilakukan perubahan metode dalam mengajar. Pandemi yang melanda selama hampir satu tahun ini membuat sekolah-sekolah diliburkan. Kegiatan belajar mengajar yang semula dilakukan secara tatap muka di sekolah, harus dialihkan dari rumah masing-masing melalui berbagai aplikasi virtual. Para siswa dan guru harus beradaptasi agar bisa membiasakan diri melakukan kegiatan belajar mengajar secara daring (online). Belajar online bersifat fleksibel dan lebih mudah diakses. Namun, di sisi lain metode ini juga mengurangi interaksi anara siswa dan guru. Keadaan seperti ini menuntut para guru untuk lebih selektif dan kreatif dalam memilih metode apa yang akan digunakan dan diterapkan kepada siswa, sehingga siswa tidak merasa cepat bosan ketika menerima materi dan mengerjakan tugas-tugas yang diberikan. Ada beberapa aplikasi online yang bisa digunakan untuk membantu dan mempermudah para guru dalam meyampaikan materi kepada siswa antara lain Rumah Belajar, Google Clasroom dan Quizizz. Hal ini tentunya tidak mudah dan tidak seefektif dengan belajar secara langsung (tatap muka). Namun, demi alasan kesehatan dan meminimalisir terbentuknya klaster baru penyebaran covid-19 mau tidak mau kegiatan ini harus dilakukan. Kegiatan pengabdian kepada masyarakat ini dilakukan pada Kelompok Belajar Ikhtiari yang merupakan kelompok belajar yang terbentuk secara tidak sengaja dikarenakan mereka adalah teman sepermainan dan memiliki rumah masing- masing yang saling berdekatan. Pelatihan dilakukan untuk meningkatkan pengetahuan, kemampuan dan keterampilan siswa kelompok belajar Ikhtiari dalam menggunakan aplikasi belajar online, yaitu Rumah Belajar, Google Classroom dan Quizizz sekaligus meningkatkan keterampilan di bidang teknologi informasi dan komunikasi.Kata kunci : rumah belajar, google classroom, quizizz, pandemi
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