Pada masa pandemi Covid-19 kebanyakan para pendidik memanfaatkan media sosial untuk menyampaikan file materi pembelajaran tanpa disertai penjelasan secara lisan, tidak seperti pada belajar tatap muka dikelas. Melalui sarana yang terbatas tersebut memberikan efek antara guru dan siswa mengalami kendala interaksi yang dapat dijadikan sebagai tolak ukur penyerapan materi yang diberikan guru dan pemahaman materi bagi siswa. Berdasarkan kondisi masalah ini maka kami berinisiatif membuat kegiatan pengabdian kepada masyarakat dengan memberikan pelatihan pemanfaatan aplikasi Powerpoint Presenter-View-Recorder dan Interactive Mentimeter sebagai media interaksi dalam pembelajaran daring, yang masih jarang digunakan oleh para pengajar khususnya di SMPN 264 Jakarta. Pelaksanaan program pelatihan ini bertujuan untuk memberikan terobosan dalam mengajar. Siswa diharapkan tidak bosan saat mengikuti kegiatan belajar. Inovasi yang digunakan adalah dengan mengoptimalkan aplikasi Powerpoint dengan bentuk Presenter-View-Recorder sekaligus penggunaan aplikasi Interactive Mentimeter dan langsung mengupload video pembelajaran yang telah dibuat ke aplikasi Google Classroom dan media sosial Youtube.
Google Play Store is one of the platforms on Android to download an application, Google Play also provides a feature for the public to be able to provide comments/reviews of the downloaded application. Reviews of the application are in the form of perception, both positive and negative, a review of one of the applications on google play, namely the KAI access application, can be used as research material to find information. The technique that can be used for this research is sentiment analysis, the classification method that will be used for this sentiment analysis is the support vector machine and naive Bayes as a comparison to find better accuracy of the two algorithms, this research can help developers to find out the shortcomings and advantages that must be improved on the application. The results of the study using the Support Vector Machine (SVM) classification obtained an accuracy rate of 93% while using the Naïve Bayes method that was 89%. So, the Support Vector Machine method provides a higher level of accuracy than the Naïve Bayes method.
Bisnis kuliner semakin dinamis disebabkan perubahan selera konsumen, orang-orang cenderung mengunjungi tempat kuliner pilihan dengan pertimbangan kriteria dan mengikuti perkembangan trend. Pengumpulan data menggunakan google trends untuk mengetahui trend masyarakat terhadap tempat kuliner di Bekasi dan google maps khusususnya untuk memperoleh tempat kuliner disekitar Universitas Bhayangkara Jakarta Raya di Bekasi. Metode Weighted Product (WP) mampu memberikan hasil keputusan berupa rekomendasi tempat kuliner di kota Bekasi berdasarkan kriteria dan memberikan hasil berdasarkan nilai alternatif tertinggi. Kriteria penelitian dalam memilih tempat kuliner berdasarkan harga, jumlah varian menu, rating dan jarak. Alternatif yang diberikan sejumlah sepuluh tempat yang direkomendasikan. Berdasarkan perhitungan diperoleh hasil alternatif delapan merupakan rekomendasi tempat kuliner yang dipilih karena memiliki hasil nilai preferensi atau vektor V tertinggi sebesar 0,126. Dengan tingkat akurasi metode Weighted Product sebesar 70% termasuk dalam kategori cukup baik.Kata kunci: Bekasi, Kuliner, Metode Weighted Product, Rekomendasi
SMK Widya Nusantara is one of the best vocational schools in the city of Bekasi whose students and teachers have the hope of creating independent and characterized people who are based on faith and piety. The main element to be able to realize the hopes of the Vocational High School is that it has collaborated with universities in training activities and improving knowledge from various fields, so that they can compete in the era of globalization. Currently strengthening the competence of students and teachers is the main thing, because later they will be able to compete with other developed countries. To strengthen these competencies, training and simulations on the development of creative interactive learning media were carried out at SMK Widya Nusantara. It begins with a survey, then it is analyzed and finally the training activities are carried out. The result of this community service is that students and teachers are able to understand the creation of creative interactive learning media such as the use of a mentimeter, classroom google, youtube and the use of powerpoint, examples and their application, so that students and teachers have special knowledge about this which is useful for increasing competence and global competition. Keywords: learning media, interactive, creative, mentimeter
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