As one of the most popular social media platforms, Twitter has become a primary source of information for many people. Unfortunately, both valid information and rumors are propagated on Twitter due to the lack of an automatic information verification system. Twitter users communicate by replying to other users' messages, forming a conversation structure. Using this structure, users can decide whether the information in the source tweet is a rumor by reading the tweet's replies, which voice other users' stances on the tweet. The majority of rumor detection researchers process such tweets based on time, ignoring the conversation structure. To reap the benefits of the Twitter conversation structure, we developed a model to detect rumors by modeling conversation structure as a graph. Thus, our model's improved representation of the conversation structure enhances its rumor detection accuracy. The experimental results on two rumor datasets show that our model outperforms several baseline models, including a state-of-theart model.
Interactive learning is a method that encourages students to be active in learning and able to interact with others. The term interactive learning, however, has been associated with the independent learning using computer technology. Interactive learning is used for many benefits in the learning process. This article is a systematic review of dozens of articles in reputable international journals that will describe the types of interactive learning, the application of interactive learning in various fields and its benefits in the learning process. The results of this study found that -disregard the use of technologyinteractive learning could potentially improve the learning experience.
Abstract:The rapid technology development can be utilized in various fields, especially in education. One of the technologies is augmented reality-based learning media. The learning media can be applied to all the subject matter, including the subject of input and output component devices. Based on the observations that already made, there are some problems such as there is no interactive learning media and limited props in the laboratory. Though the subject of input and output component devices require three-dimensional visualization, especially input-output components that are difficult to find in the school environment. The purpose of this study is to determine the feasibility of instructional media applications that have been developed. The research method used is research development method. The tests of this media was conducted by media experts, content experts, users and smartphone devices with different specifications. Media expert testing using instruments that refer to aspects of the functionality of ISO 9126 with the percentage acquisition of 100%. Content expert testing using the instrument that refers aspects of learning design with the acquisition percentage of 88%. Meanwhile, user testing uses an instrument that refers to the usability aspect of ISO 9126 with a percentage gain of 83.4%. In addition, there are testing the software with Android smartphone platform that has different specifications. The advantages of this application can run on a smartphone with minimum 512 MB RAM specs, Android OS Jelly Bean 4.3 and qHD screen resolution.
<p>Based on observation in class X TKJ SMK Negeri 1 Sawit. Students had some problem when learning computer assembly. That happens because lack of equipment and learning media. They need a learning media that can be used to study computer assembly not only inside a school but outside as well. We propose to solve that problem with developing a new learning media that can help students learn independently. We develop a module and android based augmented reality application called ARRAKOM . when ARRAKOM detect a marker in the module. It can display a 3-dimensional model in real time. Learning media is created using ADDIE consist of Analysis, Design, Development, Implementation, and Evaluation. In the development stage, we are using an incremental model and created 2 prototypes of ARRAKOM. In result of the feasibility test, Arrakom gets measured with a Likert scale from expert media get percentage 75% very good, 25% good, 0% bad, 0% very bad. for expert material get percentage 57% very good, 43% good, 0% bad, 0% very bad. And from user get percentage 47% very good, 43% good, 3% bad and 0% very bad.</p>
<p>Research and development is aimed to (1) make the game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo to support the material practice of computer assembly (2) to investigate the feasibility of learning media game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo. GAPEKO learning media is developed by Adobe Flash Professional CS6 and published as an .apk file to be installed and used on android phone. Research and development is carried out with a model of the development of DDD-E (Decide, Design, Develop, Evaluate). The results of the feasibility study and measurement of media expert obtained a percentage of 78.23% is categorized as very feasible, material expert obtained a percentage of 91.67% is categorized as very feasible, and the test results obtained by a percentage of 81.35% users categorized as very feasible. Based on the measurement results feasibility it can be concluded that the learning media game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo included in the category of very feasible to use, both from the aspect of media, materials, and users.</p>
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