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    Penentuan Cluster Terbaik K-Means Menggunakan Algoritma Silhouette

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    Pada penelitian ini dilakukan untuk mendapatkan jumlah klaster terbaik dalam algoritma K-Means dengan menghitung nilai Silhouette Coefficient untuk setiap jumlah pusat klaster. Pada algoritma K-Means tahapan perhitungan jarak menggunakan Euclidean Distance. Dataset yang digunakan dalam percobaan penelitian ini diambil dari repository UCI Machine Learning dengan dataset Iris, Blood Transfusion Service Center, Wholesale Customers. Adapun hasil pecobaan dengan menggunakan 10 pusat cluster pada masing-masing dataset didapatkan dataset Iris dengan jumlah klaster optimum adalah k=2 dan indeks validitas Silhouette 0.681046, untuk dataset Blood Transfusion Service Center jumlah klaster optimum K=2 dan indeks validitas Silhouette 0.70497874. Sedangkan untuk dataset Wholesale Customers jumlah klaster optimum K=2 dengan indeks validitas silhouette 0.4263.This research was conducted to get the best number of clusters in the K-Means algorithm by calculating the Silhouette Coefficient value for each number of cluster centers. In the K-Means algorithm the distance calculation step uses Euclidean Distance. The dataset used in this research experiment was taken from the UCI Machine Learning repository with Iris dataset, Blood Transfusion Service Center, Wholesale Customers. The results of experiments using 10 cluster centers in each dataset obtained Iris dataset with the optimum number of clusters is k = 2 and the Silhouette validity index 0.681046, for the Blood Transfusion Service Center dataset the optimum cluster number K = 2 and Silhouette validity index 0.70497874. As for the Wholesale Customers dataset, the optimum number of clusters is K = 2 with a silhouette validity index of 0.4263.75 HalamanTesis Magiste

    Design and Implementation of an Interactive Science Educational Game to Improve Science Literacy of Elementary Students in Grades 3–6

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    Interactive educational games are one of the innovative approaches to improving science literacy skills among elementary school students. This study aims to design and implement an interactive science-based educational game to help students in grades 3–6 understand scientific concepts in a fun and engaging way. The research methods include user needs analysis, game concept design, software development, and evaluation to measure effectiveness and user responses. The game was designed by referring to the current science curriculum and integrating educational elements that suit children\u27s developmental stages. The development of this game uses two programming languages, namely CSS (Cascading Style Sheets) and JavaScript (JS), to control the appearance and interactions on the web platform. The result of this study is an interactive educational web-based game that offers various challenges and learning activities that are both entertaining and educational. Initial evaluations show positive responses from users, both in terms of enjoyment and improved understanding of the science material presented. In conclusion, this interactive educational game has great potential as an additional learning tool to support science teaching in elementary schools. Further development and integration into the curriculum are expected to significantly improve children\u27s science literacy

    Development of an Educational Game Based on Picture Quiz as an Interactive Learning Medium

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    Educational games play a vital role in improving cognitive abilities and creativity in children and adults. This study discusses the development of a picture-based quiz game that integrates interactive learning elements with engaging visual challenges. The game, titled "Kuis Bergambar," allows players to answer quiz questions by first identifying images, fostering problem-solving skills and knowledge retention. Developed using the Game Development Life Cycle (GDLC), the game targets users aged 7-30 and is available on multiple platforms. Evaluation results show that this approach enhances engagement and cognitive performance compared to traditional quiz formats

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    STUDI PERBANDINGAN METODE FUZZY AHP DAN FUZZY TOPSIS DALAM SISTEM PENDUKUNG KEPUTUSAN UNTUK PENENTUAN INVESTASI TERBAIK

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    Penelitian ini membandingkan metode Fuzzy AHP dan Fuzzy TOPSIS dalam sistem pendukung keputusan untuk penentuan investasi terbaik. Dataset investasi dengan kriteria ROI, Risiko Investasi, Waktu Pengembalian Modal, dan NPV digunakan. Dalam Fuzzy AHP, dilakukan perbandingan pasangan kriteria untuk mendapatkan bobot kriteria. Dalam Fuzzy TOPSIS, dihitung nilai preferensi berdasarkan jarak relatif positif dan negatif. Hasil penelitian menunjukkan bahwa kedua metode memberikan wawasan berharga dalam pengambilan keputusan investasi. Fuzzy AHP memberikan bobot kriteria yang akurat, sementara Fuzzy TOPSIS memberikan peringkat alternatif berdasarkan perbedaan relatif dengan solusi ideal. Penggunaan kedua metode ini secara bersama-sama dapat memberikan informasi yang komprehensif dan dapat diandalkan untuk memilih investasi terbaik. Penelitian ini memberikan kontribusi dalam memperluas pemahaman tentang penggunaan metode Fuzzy AHP dan Fuzzy TOPSIS dalam konteks investasi, yang dapat menjadi acuan bagi pengambil keputusan dalam memilih metode yang sesuai dengan kebutuhan mereka

    Development of the Flappy Helicopter Game Using Scratch

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    The development of the Fruit Ninja game using Scratch is an innovative and educational project. By utilizing Scratch, this game development allows users to express their creativity in designing fruit characters, sound effects, and unique game mechanics. This process also provides a deep understanding of basic programming concepts such as logic, loops, branching, and variables, presented in an intuitive and easy-to-understand interface. Additionally, this game development involves in-depth analysis in designing game flow, score management, and difficulty levels, which can enhance users\u27 analytical skills. Through the Scratch platform, users also have the opportunity to collaborate and share projects with the online community, receive feedback, and improve their skills. With a step-by-step approach, users can start with basic features and gradually add additional features to create a fun and educational game. This project combines creativity, programming learning, and community interaction to produce a beneficial and educational product

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Dispelling the Myths Behind First-author Citation Counts

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    We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more sophisticated methods
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