Game adalah permainan yang dibuat dengan tujuan pembelajaran yang bukan hanya bermaksud menghibur tetapi juga diharapkan bisa menambah wawasan pengetahuan. Dalam ilmu botani buah adalah organ pada tumbuhan berbunga yang merupakan modifikasi lanjut bakal buah (ovarium). Vitamin C adalah salah satu jenis vitamin yang larut dalam air dan memiliki peranan penting dalam menangkal berbagai penyakit.Vitamin ini juga dikenal dengan nama kimia dari bentuk utamanya yaitu asam askorbat. Metode pengembangan sistem yang digunakan adalah metode MDLC (Multimedia Development Life Cycle). Aplikasi yang digunakan dalam pembuatan game ini adalah Construct 2. Metode pengujian yang digunakan adalah pengujian ISO 9126 (usability, fungtionality, portability). Hasil pengujian kualitas aspek functionality oleh 3 (tiga) orang yang ahli di bidang software engineering menunjukan bahwa aplikasi dapat melakukan semua fungsinya dengan benar sehingga kualitas perangkat lunak 100% valid. Hasil pengujian kualitas aspek portability menunjukan bahwa aplikasi tersebut dapat berjalan pada device android minimal Kitkat. Hasil pengujian kualitas aspek usability oleh 30 anak usia dini pada TK Aisyiyah Bustanul Athfal III, game edukasi Pengenalan Buah-buahan Bervitamin C memperoleh nilai 85%. Berdasarkan hasil dari beberapa pengujian yang telah dilakukan menunjukkan bahwa aplikasi game tersebut dapat digunakan oleh anak usia dini sebagai media sarana hiburan dan dapat meningkatkan minat belajar anak untuk belajar mengenal Buah-buahan khususnya yang mengandung vitamin C..
Telecommunication industries are experiencing substantial problems related to the migration of customers due to a large number of competing companies, dynamic circumstances, as well as the presence of many innovative and attractive offerings. The situation has resulted in a high level of customer migration, affecting a decrement toward the company revenue. Regarding that condition, the customer churn is one well-know approach that can help in increasing the company's revenue and reputation. As to predict the reason behind the migration of customer, this study proposed a data mining classification technique by applying the C4.5 algorithm. Patterns generated by the model were implemented using 10-fold cross-validation, resulting in a model with an accuracy rate of 87%, precision 87.5%, and a recall of 97%. Based on the good performance quality of the model, it can be stated that the C4.5 algorithm succeeded to discover several causes from the migration of telecommunication users, in which price holds the top place as the primary reason
The learning process will be a matter of accounting requirements. The subject of accounting adjusting journal entries is a subject that is very difficult to understand for student class X because in the learning there are abstract calculation elements and do not have a formula as well as lessons that use other calculations and students feel bored with conventional learning. The purpose of this study was to design and build educational game applications as a means of increasing student learning interest.Data collection techniques in this research is to use interviews, questionnaires, and review of the literature. Sources of data / subjects are students of SMK N 8 Bandar Lampung. Methods of testing conducted on aspects ie Usability, Functionality, Efficiency, and Portability. Accounting application development educational game built using Construct 2 software that will run on android platform.The results of testing the quality of game applications obtained values from usability aspects obtained 96%, 99% aspect functionality, efficiency aspects showed no memory shortages and CPU usage by applications by 47%, and the portability aspect of the application can only be installed and run on the device with Android version of Jelly Bean and above.
In the digital image processing, many methods have been developed, the purpose of developing these methods is how computers can detect and recognize objects in an image with a precisely and process them in a relatively short time. Wheels are components that are always present in every vehicle, whether the vehicle is a bus, car or truck, it must have wheels with the same shape. If a wheel can be detected and recognized then the vehicle recognition and classification can be determined. This research focuses on capturing circle images, detecting wheel circles by applying Circle Hough Transformation (CHT). This transformation is able to recognize the object based on its boundaries and is resistant to noise. After obtaining the image of the circle, the next step is to classify it into Wheels and NonWheels using the Support Vector Machine (SVM) method. The development of the wheel circle detection model on the side view image of this vehicle can be used as one of the first steps in research on wheel-based automatic vehicle recognition and classification systems.
The process of detecting writing errors manually takes a lot of time and requires a source of reference to prove the truth of writing words. The efficiency of time required if done manually certainly will not be optimal, so we need a word writing error detection utility that is expected to make it easier to check errors in a document of type word (.docx). In the process of developing this utility through several stages of the process, namely Cleansing, Case Folding, Tokenization, Stemming and Dictionary Lookuup. The result of the docx document being processed is influenced by the completeness of the dictionary used as a reference for word correction and the type of word spelling errors
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.