This randomized, controlled trial experimental study aimed at comparing the effect of cognitive behavioral counseling between online (Internet-based) and more traditional face-to-face counseling methods. The study is based on 90 students of second-grade level, in junior high schools in Buleleng Regency, Bali, Indonesia, who were invited to be participants of this study. Each participant was assigned randomly into three groups with different conditions; 30 students followed a traditional eight, 55-minute cognitive behavioral group counseling track (face to face counseling); 30 students followed Internet-based cognitive behavioral counseling; and 30 students were in a "waiting-list" control category. The data was gathered by using the 14 items Indonesian version of the psychological subscale, Resilience Youth Development Module, Junior High School. The data was then
Bali is one of the favorite tourist attractions in Indonesia, where the number of foreign tourists visiting Bali is around 4 million over 2015 (Dispar Bali). The number of tourists visiting is spread in various regions and tourist attractions that are located in Bali. Although tourist visits to Bali can be said to be large, the visit was not evenly distributed, there were significant fluctuations in tourist visits. Forecasting or forecasting techniques can find out the pattern of tourist visits.
Forecasting technique aims to predict the previous data pattern so that the next data pattern can be known. In this study using the technique of recurrent neural network in predicting the level of tourist visits. One of the techniques for a recurrent neural network (RNN) used in this study is Long Short-Term Memory (LSTM). This model is better than a simple RNN model. In this study predicting the level of tourist visits using the LSTM algorithm, the data used is data on tourist visits to one of the attractions in Bali. The results obtained using the LSTM model amounted to 15,962. The measured value is an error value, with the MAPE technique. The LSTM architecture used consists of 16 units of neuron units in the hidden layer, a learning rate of 0.01, windows size of 3, and the number of hidden layers is 1.
This study aimed at determining the effectiveness of the application of learning objects based on Articulate Storyline 3 on student cognitive in the Basic Computer System course in the Informatics Engineering Education Study Program at the Ganesha University of Education. This type of research was descriptive quantitative with a pre-experimental research design involving 1 experimental class. The populations used in this study were all semester 1 students of the Informatics Engineering Education study program in the Basic Computer Systems course in the odd semester of the 2020-2021 academic year. Random sampling was using simple random sampling technique. The average pretest result was 57.12 and the post-test average is 79.81. The paired pretest-posttest t-test resulted in the Sig. equal to 0.000 which indicates that there is a significant difference in the average pretest and posttest results. The percentage of student responses to the learning model is 64.19. This shows that self-confidence in learning objects based on Articulate Storyline 3 on student cognitive abilities "Very Practical". The results of the N-Gain value showed the proportion of 60%. It can be sais that the application of learning objects based on Articulate Storyline 3 has a significant effect on cognitive abilities of the students, cognitive ability increases quite effective and the category of student response is very positive.
Pengembangan perangkat lunak sangat bermanfaat untuk membantu di beberapa bidang. Salah satunya adalah bidang pemasaran. Dengan perkembangan internet, proses pemasaran sudah lumbrah dilakukan melalui online dengan beberapa metode jual beli yang dilakukan seperti cash on delivery (COD), bayar di muka, atau bayar barang saja dengan ongkos kurir dibayar setelah barang diterima. Pemasaran online memerlukan E-commerce untuk membantu menghubungkan pembeli dengan penjual. Seperti yang dilakukan oleh kelompok perajin di Singaraja, dengan alamat website yang dapat diakses pada http://umkmbuleleng.com. Website ini sudah online, namun perlu dilakukan uji terkait untuk mengetahui apakah user dapat dengan mudah menggunakan aplikasi secara efektif dan efisien. Hal ini dilakukan untuk mengetahui tingkat kepuasan pengguna. Sebelum produk di launching secara luas, perlu dilakukan proses pengujian ini. Metode yang digunakan untuk melakukan pengujian ini adalah System Usability Scale (SUS). Hasil pengujian diperoleh yaitu baik. Sehingga aplikasi yang dikembangkan untuk perajin secara umum sudah sesuai dengan harapan pengguna
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