Serverless computing menjadi paradigma tren baru di cloud komputasi, memungkinkan pengembang untuk fokus pada aplikasi inti logika dan aplikasi prototipe cepat. Serverless computing memiliki biaya yang lebih rendah dan kenyamanan yang diberikannya kepada pengguna yang tidak perlu fokus pada manajemen server. Karena prospeknya yang bagus Serverless computing, dalam beberapa tahun terakhir, sebagian besar vendor cloud utama telah meluncurkan platform komputasi tanpa server komoditas mereka. Namun, karakteristik platform ini belum dipelajari secara sistematis. Perlunya analisis platform ini secara kualitatif yaitu mulai dari pengembangan, penyebaran, dan aspek runtime untuk membentuk taksonomi karakteristik. Google Cloud Platform memiliki beberapa jenis serverless Computing, dalam artikel ini akan dijelaskan mengenai perbandingan antara beberapa Serverless Computing yaitu diantaranya Cloud Functions, App Engine, Cloud Run,dan Google Kuberenetes Engine (GKE).
The current technological development of science and knowledge can easily be provided through various media. Learning media have become part of the learning and teaching process. In its use these media can be anything such as videos, motion animations, power points, including games. Educational games can be used as learning media in schools so that learning activities can be more interesting and enjoyable. Games made as learning media are certainly not merely entertainment but must contain elements and educational values. The purpose of this research is to make an educational game of natural science where the questions / questions in the quiz section can be scrambled by themselves. The design of the construction of this environmental quiz game uses the method of Multimedia Development Life Cycle (MDLC) and Fisher Yates Shuffle algorithm for randomization of questions. This environmental game contains natural science lessons about the organization of life systems, the interaction of living things with the environment and environmental pollution. Components in this game are in the form of material and quiz games, puzzles and drag and drop. In this study there are 10 questions that will be randomized to each quiz. The result of the implementation of the Fisher Yates Shuffle algorithm in this quiz section is that the quiz questions that come out can be scrambled, so the questions / questions that come out are different and the user does not easily guess the next question.Keywords: Quiz Game, Adobe Flash, Actionscript, Fisher Yates Shuffle
Menurut UUD No. 10 th’2009 objek pariwisata merupakan suatu kegiatan perjalanan yang dilakukan dengan senang hati dan kegiatan ini bersifat sementara. Yang artinya perjalanan ini tidak hanya di lakukan pada semua tempat atau lokasi wisata tersebut, tetapi hanya beberapa tempat-tempat wisata tertentu yang hanya dikagumi pada awalnya. Dalam dunia pariwisata, jumlah wisatawan sangat berpengaruh pada lokasi wisata tersebut. Peranan teknologi informasi informasi dan komunikasi dalam dunia pariwisata sangatlah berpengaruh. Teknologi informasi dan komunikasi ini merupakan hardware dan software yang di dalamnya termasuk pada jaringan telekomunikasi yang biasanya dalam konteks bisnis dan usaha. Dalam pengertian lain teknologi informasi ialah suatu proses yang digunakan untuk mengolah data. Penelitian ini bertempat pada salah satu tempat objek wisata di daerah Jawa Barat yaitu Palabuhanratu. Perencanaan sistem ini dilakukan untuk mendapatkan jalur-jalur atau rute terdekat pada setiap daerah wisata dikawasan Palabuhanratu dengan menggunakan metode yang terdapat pada Algoritma Greedy.
Abstract. Android based Muhammadiyah Movement History education game is one of learning media purposed to learn Muhammadiyah history in Muhammadiyah-Based elementary schools much easier and more interesting. This research is carried out since we know that, in reality, learning process about Muhammadiyah history subject usually uses a conventional methodthat is very monotonous. To upgrade students’ interest in learning the history of Muhammadiyah, education game is created to solve the problem. Because of its interface and interactive characteristics, students would be more motivated to learn the history of Muhammadiyah. The steps of this research started by collecting the data, analyzing system, designing system, implementing system, and testing and finalizing the system. System design makes use of UML model and animation design uses Adobe Flash software, while Testing uses blackbox testing and user questionnaire. The final result of this research is in the form of a tool for learning proces about history of Muhammadiyah. It can also be a good method for young people to learn more about Muhammadiyah.Keywords: Education Game, Puzzle, Mobile Application, Android Abstrak. Game Edukasi Sejarah Gerakan Kemuhammadiyahan dengan Metode Picture and Picture Berbasis Android. Game Edukasi Sejarah Gerakan Muhammadiyah Berbasis Android merupakan salah satu media pembelajaran yang ditujukan untuk mempermudah memahami tentang sejarah Muhammadiyah pada Sekolah Dasar berbasis Muhammadiyah. Penelitian ini dibuat karena melihat kondisi yang terjadi di lapangan bahwa proses pembelajaran sejarah gerakan Muhammadiyah sebagian besar dilakukan dengan cara konvensional, sehingga terkesan monoton. Untuk meningkatkan minat pembelajaran sejarah Muhammadiyah, maka dari itu dibuat sebuah game edukasi, karena model tampilan dari game yang interaktif dan menarik diharapakan akan lebih meningkatkan motivasi siswa dalam belajar dan memahami tentang sejarah Muhammadiyah. Tahapan penelitian ini, yaitu dimulai dari pengumpulan data, analisis, perancangan, implementasi, pengujian dan finalisasi sistem. Perancangan sistem dengan pemodelan UML dan perancangan animasi menggunakan Adobe Flash, serta pengujian menggunakan metode blackbox testing dan umpan balik pengguna. Hasil akhir dari penelitian ini secara khusus sebagai alat untuk proses pembelajaran sejarah Muhammadiyah, juga diharapkan dapat menjadi cara kaderisasi yang menarik bagi warga Muhammadiyah sejak dini.Kata kunci: Game Edukasi, Puzzle, Aplikasi Mobile, Android
A buffet restaurant is a restaurant that provides buffet food that is served directly at the dining table so that customers can order more food according to their needs. This study uses the association rule method which is one of the methods of data mining and a priori algorithms. Data mining is the process of discovering patterns or rules in data, in which the process must be automatic or semi-automatic. Association rules are one of the techniques of data mining that is used to look for relationships between items in a dataset. While the apriori algorithm is a very well-known algorithm for finding high-frequency patterns, this a priori algorithm is a type of association rule in data mining. High- frequency patterns are patterns of items in the database that have frequencies or support. This high-frequency pattern is used to develop rules and also some other data mining techniques. The composition of the food menu in the Asgar restaurant is now arranged randomly without being prepared on the food menu between one another. The result of this research is to support the composition of the food menu at the Asgar restaurant so that it is easier to take food menu with one another.
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