Abstrak - Pembelajaran mesin merupakan bagian dari kecerdasan buatan yang banyak digunakan untuk memecahkan berbagai masalah. Artikel ini menyajikan ulasan pemecahan masalah dari penelitian-penelitian terkini dengan mengklasifikasikan machine learning menjadi tiga kategori: pembelajaran terarah, pembelajaran tidak terarah, dan pembelajaran reinforcement. Hasil ulasan menunjukkan ketiga kategori masih berpeluang digunakan dalam beberapa kasus terkini dan dapat ditingkatkan untuk mengurangi beban komputasi dan mempercepat kinerja untuk mendapatkan tingkat akurasi dan presisi yang tinggi. Tujuan ulasan artikel ini diharapkan dapat menemukan celah dan dijadikan pedoman untuk penelitian pada masa yang akan datang.Katakunci: pembelajaran mesin, pembelajaran reinforcement, pembelajaran terarah, pembelajaran tidak terarahAbstract - Machine learning is part of artificial intelligence that is widely used to solve various problems. This article reviews problem solving from the latest studies by classifying machine learning into three categories: supervised learning, unsupervised learning, and reinforcement learning. The results of the review show that the three categories are still likely to be used in some of the latest cases and can be improved to reduce computational costs and accelerate performance to get a high level of accuracy and precision. The purpose of this article review is expected to be able to find a gap and it is used as a guideline for future research.Keywords: machine learning, reinforcement learning, supervised learning, unsupervised learning
The Covid-19 pandemic, which is felt today, has a severe impact on the socio-economy in Indonesia, making education in Indonesia look very sad. The big challenge now is how Indonesia can balance education with the socioeconomic community. The presence of the Merdeka Campus, which was pioneered by the Ministry of Education and Culture of the Republic of Indonesia (Kemendikbud), can be an element of supporting the freedom of the education system for students and lecturers. A quality learning system will be achieved so that it also has a positive impact on the socioeconomic level. However, this is not functioning correctly due to the Covid-19 outbreak. The REP (Raharja Enrichment Program) system is a digital transformation that supports this study's objectives so that the application of higher education can provide significant social and economic benefits. The presence of the concept of gamification on the REP Apps website makes learning at Merdeka Campus much more enjoyable. Analysis of the REP program's quality is calculated to produce an Alpha Cronbach score of 0.81> 0.6, and student motivation produces an Alpha Cronbach score of 0.86> 0.6. The REP System provides an Alpha Cronbach score of 0.90> 0.6, which means the instrument is Reliability. Therefore, Covid-19 is not an obstacle in socioeconomic or education, and this is a bold way to balance between socio-economics and education in the Covid-19 era.
Smart education in universities can be realized with a comprehensive use of IT infrastructure, various systems that are implemented to run this can take priority of the cloud computing and Internet of Things (IoT) and. Resulting in the need for connectivity into IoT gateways and nodes, as well as implementing an architecture that does not only rely on communication coverage via wireless, but needs to reduce energy consumption in order to save IoT node batteries to maximize performance. The use of such an architecture must prioritize blockchain technology that can provide security, accountability, and data transparency that can be managed by universities. This article discusses the key to early adoption of technology that can develop smart learning with smart learning. After the characteristics of the smart education or university are determined, then the details of the latest communication technologies that are most relevant to the smart education application can be analyzed. In addition, higher education requires learning about the use of blockchain. Therefore, this article will provide useful pointers in planning smart education development, as well as responsible and intelligent developers in the next generation.
A media that can display information concisely is needed in presenting information effectively and efficiently. Information on the results of the Green Light Cafe sales report can now be easily accessed by top management and staff through the ledger. However, the process of presenting information with ledgers still uses tables, so it is not in line with current technological developments. In this study, 4 (four) methods will be described which are used to overcome 4 (four) problems, as well as 1 (one) solution, namely the implementation of a viewboard with Highcharts charts. The advantage of Green Light Cafe's viewboard is that it can be accessed through the website and mobile, as well as other advantages, namely minimizing the use of paper, so that it can help staff work in registering reports. By applying the graph as a medium for presenting information on the Green Light Cafe viewboard, it causes top management and employees to find out more about sales reports. Thus, it can be concluded that the use of Highcharts graphics is able to improve the quality and overcome the problems found in the Green Light Cafe.
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