Proses klasifikasi mutu buah pepaya dengan cara konvensional menggunakan visual mata manusia memiliki kelemahan di antaranya yaitu membutuhkan tenaga lebih banyak untuk memilah, tingkat persepsi manusia yang berbeda, tingkat konsistensi manusia dalam menilai mutu buah tidak menjamin karena manusia dapat mengalami kelelahan. Penelitian ini bertujuan merancang dan menyusun program pengolahan citra digital dan algoritma k-Nearest Neighbor untuk klasifikasi pemutuan buah pepaya (Carica Papaya L) Calina IPB-9 ke dalam tiga kelas mutu yaitu kelas Super, A, dan B. Fitur tekstur yang diekstrak meliputi nilai energy, entropy, contras, homogeneity, invers difference moment, variance, dan dissimilarity yang didapatkan berdasarkan GLCM (gray level cooccurrence matrices). Fitur-fitur tersebut dijadikan sebagai input pada algoritma k-Nearest Neighbor untuk menghitung jarak. Hasil pengujian menggunakan jumlah k tetangga 9 menunjukan tingkat akurasi sebesar 88,88%. Kata kunci: Klasifikasi, GLCM, k-Nearest Neighbor, Pepaya
ABSTRAKTeknologi smartphone berbasis android dapat dikembangkan menjadi berbagai macam aplikasi sesuai kebutuhan penggunanya seperti aplikasi media pembelajaran pada sekolah dasar (SD). Metode pembelajaran siswa pada SD Universitas Muhammadiyah Purwokerto masih menggunakan metode ceramah merupakan metode pembelajaran masih tekstual dan tidak interaktif dengan media buku pelajaran sebagai buku panduan dalam proses pembelajaraan Ilmu Pengetahuan Alam (IPA) pada kelas 2. Pembelajaran dalam kelas masih mengalami hambatan pada proses komunikasi antara siswa dan guru ketika menyampaikan materi ajar, Maka perlu mengembangkan metode pembelajaran Ilmu Pengetahuan Alam (IPA) menggunakan suatu media yang lebih interaktif dan animatif yang dapat menarik minat belajar siswa. Dengan adanya aplikasi m-learning yang lebih interaktif dan animatif dapat membantu siswa dalam belajar tidak harus menggunakan buku tetapi juga dapat belajar melalui smartphone untuk memeroleh materi belajar dapat dimana saja dan kapan saja.Kata Kunci : Mobile, Aplikasi, Multimedia, Pembelajaran. ABSTRACTTechnology smartphone based of android can be developed into various applications as needed by users such as learning media applications used in elementary school. Student learning method at elementary school of Muhammadiyah Purwokerto uses conventional lecture method which remains textual and less interactive by using textbook as a guidebook in learning process of natural science subject in the second grade. Barriers to communication process between students and teachers emerge in learning process when teacher is delivering teaching materials. Therefore, it is necessary to develop proper methods for Natural Science learning by using more interactive and animated media that can attract students’ learning interests. With the m-learning application that is more interactive and animatic, it is expected to help students in learning so that they do not have to use a paper book for learning but they also can learn by using smartphones to obtain learning materials anywhere and anytime.Keywords: Mobile ,Application, Multimedia, Learning.
The use of smartphones to play mobile games is increasingly being used by everyone from children to adults. Along with the rapid development of the game industry, game engine software is now popping up, one of which is Construct 2. Construct 2 is an HTML5-based game maker software that is devoted to the 2D platform. Games can be a medium for cultural preservation in a country. One of them is Indonesian culture that needs to be preserved is wayang culture. This adventure game will raise a cultural puppet character named Hanoman, Hanoman is a figure in the form of a white monkey who acts as a character in helping Rama to save Shinta. This Hanoman adventure game in carrying out missions on each level will face the enemy characters who must be defeated to be able to open the next level. In this game, there are 3 levels where each level has different difficulties so that it can provide challenges for its users.
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