The level of student satisfaction with learning services in higher education is one factor in the quality of college learning. To determine the level of student satisfaction with learning services in higher education, it is necessary to analyze the level of student satisfaction with learning services. K-Means method is a technique of grouping data based on the level of similarity of each member. K-Means can be used to classify the student satisfaction index on learning services. The K-Means method can also be optimized with genetic algorithms to determine the best centroid value. K-means optimization with Genetic Algorithms can be used as a technique to determine the level of student satisfaction with learning services. Obtained by Davies Bouldien Index from the K-Means and Genetics method is 1.593 with cluster number 5
The development of smartphones at this time is improving very fast and rapidly can affects to the renewal of all applications in the smartphone. At this time we can do anything with a smartphone in hand. In other hand smartphone also can reduce the saturation and boredom of many games made for smartphones. One of example is the crossword game application. Filling or playing crossword puzzles turns out many benefits, in addition to increasing the freshness of the mind from routine activities, this game can also add to our insight in various things, such as vocabulary, various important terms and popular words we often find in filling out cross-breeding. The backtracking algorithm is used to determine the exact steps to be taken in completing the crossword puzzle game. By using the backtracking algorithm, it is can expected the completion of the crossword puzzle game so this game can be more easily to solved. The system is built using Java with the ADT IDE for Eclipse as a programming language. The result of this final project is an application of a crossword puzzle game about the term computer and informatics that can give correct answers automatically.
Abstrak: Menurunnya tingkat pemahaman siswa terhadap materi olah raga pada masa pandemi Covid-19 sangat besar yang ditandai dengan menurunnya rata-rata nilai siswa. Hal tersebut diakibatkan karena kurangnya inovasi media pembelajaran pada masa pandemi saat ini yang masih mengandalkan media presentasi yang tidak dilengkapi dengan gambaran yang jelas, sehingga menyulitkan siswa dalam memahami materi pembelajaran terutama olah raga yang penuh dengan materi praktikum. Penelitian ini merupakan penelitian pengembangan atau Research and Development (R&D) yang menggunakan model pengembangan ADDIE yaitu: Analysis (Analisis), Design (Perancangan), Development (Pengembangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Hasil penelitian ini menunjukkan bahwa sistem dapat berjalan dengan baik dan layak di gunakan untuk pembelajaran siswa hingga saat ini. Kata kunci: Sistem Informasi, Olahraga, Pandemi, Research and Development, Android Abstract: The decline in the level of students' understanding of sports material during the Covid-19 pandemic was very large, which calculated the decrease in the average student's score. This is due to the lack of innovative learning media during the current pandemic who still rely on media presentations that are not equipped with clear descriptions, making it difficult for students to understand learning materials, especially sports which are full of practicum material. This research is a research and development (R&D) which uses the ADDIE model, namely: Analysis, Design, Development, Implementation, and Evaluation. The results show that the system can run well and is feasible to use for student learning to date. Keywords: Information Systems, Sports, Pandemic, Research and Development, Android
Marketplace is expected to be a solution in streamlining activities between sellers and buyers. Information systems that discuss distribution and sales among batik craftsmen are very rare. Especially information systems regarding the distribution and sale of products from batik craftsmen, the development of information is very minimal in the current era of technology and information. The purpose of the dodolan application Marketplace is a location for buying and selling products where sellers and buyers meet in a place or referred to as an electronic market. By using this system, the craftsmen can inform the results to outsiders quickly through the marketplace concept which will be built using the Business to Business (B2B) concept. Based on the observations of batik artisans in the Trusmi area, the marketing and sales system still uses the conventional one where the craftsmen sell their products to the showroom of their handicrafts, so that the selling price obtained by batik craftsmen is relatively cheaper. In addition, the conventional buying and selling marketing system is considered less effective from the point of view of time because it has to send goods to a shoroom that is quite far away. The result of making the "Dodolan" Mobile Commerce application is to break the sales chain from craftsmen to batik showroom sellers. So that batik craftsmen do not need to sell their results to batik sellers' sorum, with the intention that craftsmen can get greater profits. This Android-based batik "Dodolan" Mobile Commerce application can carry out the buying and selling process that can be accessed by buyers and admins. Buyers can process purchases, while admins can process purchase transactions and can also sell products
Product availability is one of the important factors to increase sales and maintain customer satisfaction in meeting their needs. With this, the company needs to analyze sales data, both for the best-selling products or those that are not selling well from sales reports every month, especially for food products. Of course, this is not easy, especially for a large enough retailer such as the Yogya Siliwangi Toserba which has thousands of product items and thousands of sales data every month. The above problems can be solved by grouping the data using the k-means clustering algorithm on rapidminer with variables taken by the name of goods, incoming goods, outgoing goods and stock. The goal is to maximize sales and maintain product stock availability to meet the diverse needs of consumers. From the calculation of the k-means algorithm using the rapidminer application, the results obtained are in the form of three clusters, cluster_1 3 items, cluster_2 13 items and cluster_0 454 items with Devies Bouldin results being 0.478.
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