1,720,982 research outputs found
Design of an Educational Game for Children: \u27Geometry Forest\u27 Using Construct 2
Early childhood education plays a crucial role in building the foundational knowledge and skills that will be used throughout life. This study aims to design and develop an educational game titled "Geometry Forest" using Construct 2, specifically designed to help children understand basic geometry concepts through an interactive and engaging learning experience. The game integrates learning elements such as recognizing geometric shapes, identifying colors, and enhancing cognitive and motor skills, with attractive graphics and a user-friendly interface. The development process includes concept design, asset creation, implementation, and testing, involving young children to evaluate their engagement, enjoyment, and understanding of the material presented. The results show that "Geometry Forest" effectively improves understanding of geometric concepts while providing an enjoyable learning experience, making it a valuable supplementary tool for learning both at school and home, and contributing to the improvement of early childhood education quality through educational game technology
Implementation of Game Design Document (GDD) in the Development of the 2D Android-Based Game Komodo Isle
Game development techniques have evolved in this technological era in line with the rapid advancement of technology. Considering the significant influence of technology today, where young children are already familiar with and proficient in operating technological devices such as mobile phones, this phenomenon can be leveraged for more positive purposes. One such approach is introducing Indonesian culture to children through game-based applications. This study presents an Android-based game application that features one of Indonesia\u27s protected animals as the main character”the Komodo, which originates from the province of East Nusa Tenggara. The game development technique used in this study follows the Game Design Document (GDD) framework, which includes Core Loop, Core Mechanics, and Asset Design. This research aims to serve as a positive initiative to increase children\u27s interest in Indonesian culture, ensuring that Indonesia\u27s noble cultural heritage can be effectively conveyed to the younger generation in the digital era. Additionally, this study can serve as a reference for future research, particularly in game development techniques
Developing a Classic Turn-Based RPG: The Making of \u27Waduh! Aku Pergi Ke Isekai\u27 with RPG Maker MV
The game "Waduh! Aku Pergi ke Isekai" is a classic Role Playing Game (RPG) developed using RPG Maker MV. It tells the story of a young man named Makecar who is suddenly summoned to another world by a Goddess to defeat a Demon God threatening the world\u27s destruction. The game combines classic RPG elements such as a Standard Turn-Based battle system, open-world exploration, and a variety of main and side quests, offering players diverse gameplay experiences. RPG Maker MV was chosen for its ease of use, even for beginner developers, utilizing a graphical user interface and simplified JavaScript scripting. Testing of the game shows that "Waduh! Aku Pergi ke Isekai" provides a deep and challenging gameplay experience, while also highlighting the potential of RPG Maker MV as an effective platform for independent game development. This game aims to inspire other game developers to create similar creative and original games
Peningkatan Akurasi Algoritma K-Means dengan Clustering Purity Sebagai Titik Pusat Cluster Awal (Centroid)
Centroid awal pada K-Means Clustering sangat mempengaruhi hasil dari
algoritma K-Means itu sendiri. Penelitian ini membahas tentang hasil clustering
dari K-Means dengan titik pusat cluster awal (centroid) secara acak dan dengan
metode Purity. Titik pusat cluster awal secara acak pada dataset Iris menghasilkan
jumlah rata-rata iterasi sebanyak 9 iterasi, sedangkan dengan menggunakan
Purity, jumlah iterasinya hanya 5 iterasi. Tingkat akurasi yang diperoleh dengan
menggunakan K-Means secara konvensional adalah sebesar 85.5%, sedangkan
dengan menggunakan Purity, tingkat akurasi yang diperoleh adalah sebesar
88.7%. Metode ini menghasilkan tingkat akurasi sebesar 3.2% lebih baik
daripada K-Means secara konvensional.Initial centroid in K-Means Clustering greatly affects the results of the K-Means
algorithm. This research discusses the results of K-Means Clustering with initial
centroid determination with a random and Purity method. The initial of random
centroid on the data set iris of 150 data with 4 attributes to analyze the average
iterations for the dataset about 9 iterations and the accuracy is 85.5%, whereas
the initial centroid using Purity has only 5 iterations and the accuracy is 88.7%.
The proposed K-Means methods is 3.2% better than the original K-Means
methods.86 HalamanTesis Magiste
Purity Algorithm in Determining System of The Productivity of Rice Harvesting Areas in Kabupaten Aceh Utara
Purity is an algorithm thatcan be used to measure the purity value of the data. This research aims to implement the purity algorithm to provide the information on the area of rice harvest productivity in Kabupaten Aceh Utara. The highest purity value indicates the highest harvest productivity area. With lower Purity value indicates lower harvest productivity areas. The data used in this research obtained from the Dinas Pertanian dan Pangan Kabupaten Aceh Utara in 2015-2019, which consists of 26 sub-districts. The results of this research indicate that the areas that are very productive in producing rice in Aceh Utara are based on planting area (ha), harvested area (ha), productivity (kw/ha), production (ton), and production presentation using Purity. In 2015, the highest purity value was in Muara Batu sub-district with a value of 0.742189869. In 2016, the highest purity value was in Sawang sub-district with a value of 0.732474998. In 2017, the highest purity value was in Sawang sub-district with a value of 0.732862423. In 2018, the highest purity value was in Muara Batu sub-district with a value of 0.742319507. In 2019, the highest purity value was in Tanah Luas sub-district of 0.735502499. The system created on web using the PHP programming language
Analysis of Clustering Results for Crime Incident Data in Indonesia Using Fuzzy C-Means
This study examines the clustering of crime incident data across Indonesia from 2000 to 2024 using the Fuzzy C-Means (FCM) algorithm, with a focus on the impact of data normalization. Comprehensive annual provincial crime statistics from Badan Pusat Statistik (BPS) were preprocessed to handle missing values and then standardized via the Standard Scaler. FCM clustering was performed separately on both the original and normalized datasets, with the number of clusters set to three. Cluster quality was evaluated over ten independent runs using five metrics: Davies-Bouldin Index (DBI), Silhouette Score (SS), Calinski-Harabasz Index (CH), Adjusted Rand Index (ARI), and Normalized Mutual Information (NMI). Results indicate that normalization consistently yields lower DBI values (average 0.824 vs. 0.830) and higher SS (average 0.367 vs. 0.363) and CH scores (average 55.35 vs. 54.09), while ARI and NMI remain stable across treatments. These findings demonstrate that normalization enhances cluster compactness and separation without altering underlying data structures, leading to more interpretable and reliable groupings. By uncovering regional crime patterns and highlighting the methodological importance of preprocessing, this research provides actionable insights for policymakers and law enforcement agencies to allocate resources more effectively and develop targeted crime prevention strategies
Going Beyond Counting First Authors in Author Co-citation Analysis
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
Penerapan Sistem Deteksi Pengisian Ruang Parkir Kendaraan Roda 4 Menggunakan Metode Computer Vision Di Orbit Future Academy
Keberadaan kecerdasan buatan (AI) telah mengubah lanskap teknologi dan membawa perubahan signifikan bagi kehidupan manusia. Di Indonesia terdapat perusahaan Orbit Future Academy (OFA) yang berfokus pada program Artificial Intelligence 4Jobs (AI 4JOBS). AI 4JOBS bertujuan untuk memperkuat kompetensi individudalam kecerdasan buatan (AI) sebagai persiapan untuk terjun ke dunia kerja yangterus berkembang. Program AI 4JOBS di OFA dirancang dengan beragam modulyang mencakup pemahamankonsep AI, keterampilan teknis, aspek etika profesi,dan kesiapan berkarir. Dalam penelitian ini berfokus pada" Penerapan Sistem Deteksi Pengisian Ruang Parkir Kendaraan Roda Menggunakan Metode Computer Vision".Untuk menyelesaikan tugas tersebut, sebuah website AI dibangun dengan memanfaatkan domain AI Computer Vision dengan ruang warna HSV (Hue, Saturation, Value) dan library OpenCV adalah pendekatan yang umum digunakan dalam pengolahan citrauntuk membedakan kendaraan dari latar belakanguntukmengidentifikasitata dalam pengaturan parkir kendaraan roda 4.Melaluiprogram AI 4JOBS di OFA, peneliti berhasil memperoleh pengetahuan yang luastentangAIdanmengasahketerampilanteknisyangsangatdibutuhkandalammenghadapiperkembanganteknologiAI. Selainitu,programinijugamemberiwawasantentangetikaprofesidankesiapanberkarirdieraAI
Profile Matching in Government Scholarship Acceptance System for Student in Aceh Utara
The scholarship program held to ease the burden of students in taking the study period, especially in terms of costs. This research conducted at SMP Negeri 7 Sawang – Paya Gaboh in Sawang sub-district, Kabupaten Aceh Utara. This research discusses the provision of educational scholarships from the government of Kabupaten Aceh Utara for students. Therefore, the researcher intends to offer a solution to determine the scholarship recipients at SMP Negeri 7 Sawang by applying the Profile Matching method to find the criteria for receiving the scholarship. The purpose of this research is to design and build a system to determine students who are entitled to receive the scholarships by applying the Profile Matching method based on core data and secondary factors. The implementation of the results of the criteria for the scholarship recipients will be processed using the Profile Matching method. It will produce an output that later assist the selection team in finding the scholarship recipients. The results of the research indicate that the use of the Profile Matching algorithm in finding scholarship recipients works according to the expected categories. The student with the highest score on rank is the first alternative that deserves to be the recipient of the government scholarship aid of Kabupaten Aceh Utara. The system is builtand implemented using PHP programming language
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