Background: Indonesia is an active Twitter user that is the largest ranked in the world. Tweets written by Twitter users vary, from tweets containing positive to negative responses. This agreement will be utilized by the parties concerned for evaluation.Objective: On public comments there are emoticons and sarcasm which have an influence on the process of sentiment analysis. Emoticons are considered to make it easier for someone to express their feelings but not a few are also other opinion researchers, namely by ignoring emoticons, the reason being that it can interfere with the sentiment analysis process, while sarcasm is considered to be produced from the results of the sarcasm sentiment analysis in it.Methods: The emoticon and no emoticon categories will be tested with the same testing data using classification method are Naïve Bayes Classifier and Support Vector Machine. Sarcasm data will be proposed using the Random Forest Classifier, Naïve Bayes Classifier and Support Vector Machine method.Results: The use of emoticon with sarcasm detection can increase the accuracy value in the sentiment analysis process using Naïve Bayes Classifier method.Conclusion: Based on the results, the amount of data greatly affects the value of accuracy. The use of emoticons is excellent in the sentiment analysis process. The detection of superior sarcasm only by using the Naïve Bayes Classifier method due to differences in the amount of sarcasm data and not sarcasm in the research process.Keywords: Emoticon, Naïve Bayes Classifier, Random Forest Classifier, Sarcasm, Support Vector Machine
Deaf and hard-of-hearing people have limitations in communication, espe-cially on aspects of language, intelligence, and social adjustment. To com-municate, deaf people use sign language or lipreading. For normal people, it is very difficult to use sign language. They have to memorize many hand signs. Therefore, lipreading is a necessary for communication between nor-mal and deaf people. In Indonesia, there is still few education media for deaf people to learn lipreading. To overcome this challenge, we develop a lipread-ing educational media to help deaf and hard-of-hearing to learn Bahasa In-donesia, called BacaBicara. User-Centered Design (UCD) is implemented to design the application and to analyze the constraints and conceptual models for the needs of users. This conceptual model uses the picture, lipreading video, text, and sign language to help the users understand the contents. The High fidelity prototype was implemented for evaluating usability testing. Based on the evaluation of the application, the results show that the proto-type matches the usability goals and the user experience.
Metacognition as knowledge and cognition on cognitive phenomenon and one’s own knowledge on his self-cognitive processes and use of this knowledge in order to monitor cognitive processes. Metacognitive skills refer to a person’s procedural knowledge for regulating one’s learning activities including problem solving. Word problems in mathematics have been vastly included in educational literature mainly due to the fact that the issue is considered to be one of the most difficult in math lessons. This research aimed at investigating the contribution of students’ ability to metacognitive thinking to metacognitive thinking skills in the aspects of prediction, planning, monitoring, and evaluation through the provision of mathematical words problems. The data was collected through tests, Metacognitive Awareness Inventory (MAI-Jr-Modified) observation sheets and interviews. The results of the study showed that the score of students metacognitive ability was 75.80 which contributed to the level of students metacognitive thinking skills at 78.98% in the high category based on the four aspects of metacognitive skills namely 78.13%; 81.25%; 84.38% and 71.88%. Learning through the provision of mathematical problems in the form of words problems can develop students metacognitive skills.
Latar Belakang: Buku Kesehatan Ibu dan Anak (KIA) merupakan alat yang digunakan untuk mencatat segala pelayanan kesehatan yang diberikan kepada ibu dan anak sejak ibu hamil, melahirkan, masa nifas, sampai anak berusia lima tahun dengan lengkap. Masih ditemui ibu-ibu hamil enggan membawa buku KIA, terkadang lupa membawa buku KIA ketika kontrol rutin, bahkan buku KIA yang dimilikinya pun hilang. Hal tersebut menyebabkan riwayat pencatatan pasien menjadi hilang. Pelayanan yang diberikan oleh tenaga kesehatan dimungkinkan menjadi tidak berkesinambungan dengan riwayat yang dimiliki pasien sebelumnya. Oleh karena itu, diperlukan sistem informasi agar mempemudah dalam pencatatan pelayanan kesehatan ibu dan anak, serta pihak rumah sakit memiliki back up data pasien.Tujuan: Tujuan pada perancangan yaitu membuat input sistem informasi kesehatan ibu dan anak berbasis web di RSKIA Bhakti Ibu Yogyakarta.Metode: Perancangan dilakukan menggunakan notepad++ dengan bantuan framework bootstrap untuk merancang antarmuka, framework codeigniter untuk koneksi dengan basis data, serta MySQL untuk membuat basis data.Hasil: Hasil yang diperoleh adalah input dari sistem informasi kesehatan ibu dan anak. Input sistem terdiri dari menu pendaftaran pasien baru, catatan kehamilan, rencana persalinan, catatan kelahiran, catatan nifas, catatan pemeriksaan anak, catatan imunisasi, dan catatan pemberian vitamin A.Kesimpulan: Perancang telah membuat input sistem informasi kesehatan ibu dan anak di RSKIA Bhakti Ibu Yogyakarta.
Adanya pandemi covid-19 memberi dampak signifikan pada dunia pendidikan. Bagi siswa kelas 2 mata pelajaran bahasa inggris merupakan mata pelajaran sulit terlebih di saat pandemi covid 19 ini yang melarang pelaksanaan proses pengajaran secara tatap muka. Materi bahasa inggris Kelas 2 Semester 1 diantaranya diajarkan kosakata angka, buah, sayur, baju dan hewan. Pada umumnya anak-anak lebih suka bermain sehingga adanya game edukasi si gelis (genius english) ini bertujuan agar siswa dapat bermain dan belajar. Tujuan dari penelitian ini adalah mengemas materi kosakata kelas 2 sd menjadi sebuah game sehingga diharapkan kemampuan kosakata bahasa inggris dapat meningkat. Untuk menghasilkan game edukasi ini, peneliti menggunakan metode Research and Develompent dengan model pengembangan ADDIE yaitu meliputi Analisys, Design, Development, Implementation, dan Evaluasi. Adapun software yang digunakan adalah Adobe Animate 2017, Adobe Photoshop, Adobe Air dan menggunakan bahasa pemrograman Action Script 3. Pada tahap evaluasi game edukasi ini terlebih dahulu melalui uji kelayakan oleh 2 ahli media dan 2 ahli materi dan menghasilkan nilai rata-rata kelayakan sebesar 90,6% atau sangat baik. Game edukasi ini dapat meningkatkan kemampuan siswa kelas 2 dalam kosa kata bahasa inggris. Pada uji coba penerapan kepada sebanyak 20 siswa menghasilkan peningkatan nilai rata-rata kelas sebesar 32 point. Game edukasi si Gelis (Genius English) ini dapat menjadi suplemen bahan pembelajaran kelas 2 sekolah dasar.The covid-19 pandemic has had a significant impact on the world of education. For grade 2 students, English is a difficult subject, especially during the COVID-19 pandemic which prohibits face-to-face teaching. English materials for Class 2 Semester 1 include numbers, fruits, vegetables, clothes and animals. In general, children prefer to play, so the existence of this educational game Gelis (English Genius) is intended so that students can play and learn. The purpose of this research is to package the vocabulary material for grade 2 sd into a game so that it is expected that the vocabulary skills of English can improve. To produce this educational game, researchers used the Research and Development method with the ADDIE development model which includes Analysis, Design, Development, Implementation, and Evaluation. The software used is Adobe Animate 2017, Adobe Photoshop, Adobe Air and uses the programming language Action Script 3. In the evaluation stage of this educational game, first it goes through a feasibility test by 2 media experts and 2 material experts and produces an average feasibility score of 90, 6% or very good. This educational game can improve the ability of grade 2 students in English vocabulary. In the application trial for as many as 20 students resulted in an increase in the class average score of 32 points. This educational game Si Gelis (Genius English) can be a supplement to the second-grade learning materials for elementary school.
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