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Analisa Perbandingan Logic Fuzzy Metode Tsukamoto, Sugeno, Dan Mamdani (Studi Kasus : Prediksi Jumlah Pendaftar Mahasiswa Baru Fakultas Sains Dan Teknologi Universitas Islam Negeri Sunan Gunung Djati Bandung)

Universitas Islam Negeri (UIN) Sunan Gunung Djati Bandung salah satu institusi perguruan tinggi yang memiliki kualitas yang bagus dan memiliki potensi yang dapat menyerap mahasiswa baru berdasarkan berlimpahnya data awal yang diperoleh dari tahun ajaran 2013/2014 sampai dengan 2016/2017, dengan tahapan seleksi penerimaan yang banyak bahkan mahasiswa baru yang terserap beberapa tahun terakhir mengalami peningkatan dan penurunan.Dalam penelitian dilakukan analisa perbandingan algoritma fuzzy logic metode Tsukamoto, Sugeno dan Mamdani untuk memprediksi jumlah pendaftar untuk tahun kedepan dilihat dari jumlah mahasiswa yang lulus dan registrasi dari tahun sebelumnya dan dalam membandingkan perhitungannya menggunakan nilai rata-rata dari hasil yang diperoleh pada ketiga metode fuzzy tersebut dengan aplikasi berbasis web.Hasil dari penelitian yang telah dihitung bahwa metode fuzzy Mamdani mempunyai tingkat error yang lebih kecil sebesar 19,76 % dibandingkan dengan metode Tsukamoto sebesar 39,03 % dan Sugeno sebesar 86,41 % pada prediksi jumlah pendaftar mahasiswa baru.
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Penggunaan Gamifikasi Dalam Proses Pembelajaran

- The development of ICT technology has had an impact on the development of the games industry, which makes educators more creative in designing the learning process. some games designers have to learn more about the science of psychology or other sciences that study human motivation and behavior. Gamification is learning approach using elements in the game or video game with the aim to motivate the students in the learning process and maximize the feeling of enjoy and engagement of the learning process, in addition, this medium can be used to capture things that attract students and inspired him to continue learning. Foursquare, SimCity and Pokemon, representing gamified system that combines users with geo-location. Because the terms gamification, it must contain features Point, Badges, Levels, Leaderboards, Challenges, Rewards, onboarding, and Engagement loops. In the process of learning to use gamification, provide an alternative to make the learning process more interesting, fun and effective. Although using game mechanics, applying gamification does not always have to make a game, but how to make learning more fun, build engagement with unnoticed by the learners.
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Self Driving Car: Artificial Intelligence Approach

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Aplikasi Edukasi Budaya Toba Samosir Berbasis Android

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Self Driving Car: Artificial Intelligence Approach

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Aplikasi Edukasi Budaya Toba Samosir Berbasis Android

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Prototype Aplikasi Mobile Belajar Tajwid Berbasis Collaborative Learning

—Technological is advances and growing at this time. It's like required an application of learning Tajwid are easy to carry without bothering someone carrying a Al-Qur'an commentary which usually someone sometimes lazy to bring it when they need it. Thus requiring applications, as well as by using a mobile device application to learn this recitation so users can more quickly find the source of the information about the contents of the translation of the meaning of the recitation anything. At least users can use it any time they need. Data analysis techniques to create a model of collaborative learning method using the Soft Systems Methodology (SSM). Recitation of mobile learning applications based collaborative learning technology was developed using the Java 2 Micro Edition (J2ME). Recitation-based collaborative learning model has the advantage of describing the strong interaction between students and faculty or vice versa. The results of this study are based learning Tajwid interactive collaborative learning in the teaching-learning process and become one of the alternative methods that support interaction between lecture and students. Keywords— Tajwid, JAVA, Mobile Device, J2ME, Collaborative Learning, Soft System Methodology
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