scholarly journals “M-Auto” The Augmented Reality-Based (AR) Learning Media Application for the Finite-State Automata (FA) Reduction Subject of Language and Automata Theory Courses

2020 ◽  
Vol 1 (2) ◽  
pp. 45
Author(s):  
Fajar Ananda Saputra ◽  
F Ti Ayyu Sayyidul Laily ◽  
Dimas Prasetyo Buseri ◽  
Imro’aturrozaniyah Imro’aturrozaniyah ◽  
Kartika Candra Kirana

AbstractA proper learning process should contain innovative, amusing, challenging, and motivating aspects. It should be able to provide an opportunity for the students to develop their creativity and independence based on their interests and talent. Less interesting and tedious classroom learning activity indicates the factor of the students’ learning interest degradation, for example as in the language and automata theory and finite-state automata reduction subject. The current research aims to aid language and automata theory in a learning activity to be easier to acquire. With the Augmented Reality-based learning media, the researcher hopes that the students can develop their understanding and their interest in a learning activity, especially for finite-state automata subjects. The subject of the current research is the Augmented Reality-based application as the learning media for language and automata theory and finite-state automata material. The researcher employs several research methodologies such as literature review, library research, and questionnaire to support the current research. The application is designed according to system development that consists of problem identification, appropriateness study, need analysis, concept designing, content designing, script designing, graphic designing, system production, and system examination. The result of the current research is the AR-based learning media application for the finite-state automata reduction subject of language and automata theory. Keywords: Learning Media, Finite-State Automata Reduction, Augmented Reality

Jurnal Socius ◽  
2017 ◽  
Vol 6 (02) ◽  
Author(s):  
Riduansyah Riduansyah

The purpose of this research is to know the description of interest, understanding of history subject, and creativity, effectiveness of teaching and learning activity in class in history subject at SMA Negeri 2 Banjarmasin. The research used qualitative method and the research type used was classroom action research. Descriptive research aims to give factual and accurate description regarding the facts of situation at SMA Negeri 2 Banjarmasin, especially on the role play  method in increasing the history learning interest. Data taken consist of primary and secondary data.The result of research indicates that role playing method in increasing the interest of  history at SMA Negeri 2 Banjarmasin has run well and succeeded. The assessment seen from the cognition , psychomotor, and affective aspect  of students has depicted on overall students’ learning results and objectivity. The problems faced in applying role playing method were (1) limitation of time , (2) limitation of materials which are required in the subject, (3) lack of knowledge of teacher in role playing method, and (4) less comprehension of students about role playing. Keywords: Interest and method of role playing Tujuan dari penelitian ini untuk mengetahui gambaran minat, pemahaman pelajaran sejarah, dan kreativitas, efektifitas kegiatan belajar mengajar siswa pada mata pelajaran sejarah di SMA Negeri 2 Banjarmasin.Penelitian ini menggunakan pendekatan kualitatif dan jenis penelitian yang digunakan adalah penelitian tindakan kelas. Penelitian deskriptif bertujuan untuk memberikan gambaran secara faktual dan akurat mengenai fakta-fakta tentang keadaan Sekolah Menengah Atas Negeri  2 Banjarmasin, khususnya dalam hal metode Bermain Peran (Role Playing) untuk meningkatkan minat  belajar sejarah. Data yang diambil terdiri dari data primer dan data sekunder.Hasil penelitian menunjukkanmetode Bermain Peran (Role Playing) untuk meningkatkan minat  belajar sejarah pada Mata Pelajaran Sejarah kelas XII IPS-4 SMA Negeri 2 Banjarmasin sudah dapat dikatakan berjalan dengan semestinya dan berhasil.Penilaian dengan melihat aspek kognitif, psikomotor, dan afektif siswa sudah menggambarkan keseluruhan hasil belajar siswa dan objektivitas.Masalah-masalah yang dihadapi dalam penerapan metode Bermain Peran (Role Playing) disini adalah (1) sedikitnya waktu, (2) materi yang dibutuhkan dalam pelajaran ini sangat terbatas, (3) guru kurangnya pengetahuan tentang metode bermain peran, dan (4) siswa kurang memahami tentang Bermain Peran.Kata Kunci:Minat dan metode  bermain peran (Role Playing)


2020 ◽  
Vol 5 (2) ◽  
pp. 176
Author(s):  
Maulana Muhamad Sulaiman ◽  
Romi Andrianto ◽  
Muhamad Arief Yulianto

The language and automata theory are which required course must implemented by college student in informatic engineering study program. In this course, there are finite state automata (FSA) and deterministic finite automata (DFA) which are important materials in language and automata theory. This material requires more understanding of mathematical logic from students to determine an input which can be accepted or rejected in an abstract machine system. The assist students  to understand the material, it is need to develop the learning media for mobile learning applications for language  and automata theory on finite state automata (FSA) and deterministic finite automata (DFA) based on android as an evaluation of learning media for students. And the development of this learning media use the ADDIE development model (analysis, design, development, implementation, evaluation) to  design language and automata theory applications learning so can be support the learning process for students and then assist lecturer to explain the material more dynamic and applicative.


2019 ◽  
Vol 7 (1) ◽  
pp. 1776-1785
Author(s):  
Fergie Joanda Kaunang ◽  
Jacquline Waworundeng

Introduction: Amusement Park is a place that provides various attractions for entertainment purpose. People can enjoy games, rides such as roller coaster rides, merry-go-round, etc. Over the time, technology has grown. Many things that are usually done manually by humans are now being replaced by computers. With an automated ticket selling machine, the process of buying the ticket of an amusement park becomes easier for the user. Automata theory is a theoretical branch that has not been widely known to many yet plays essential role in the field of computer science. The main concept of automata theory itself is how to make machines works automatically. Therefore, this study aims to show the implementation the concept of Automata theory in an amusement park automatic ticket selling machine.   Methods: The method used to develop the application is formal methods known as Finite State Automata. Formal method is a mathematical modelling that links the production, development, and verification of software and hardware.  In this application, the concept of Finite State Automata was applied to recognize and then capture the pattern on the process of ticket selling machine.   Results: The result of this study shows that Finite State Automata can become one of the alternatives to design an automatic ticket selling machine for an amusement park by reading each input given by the user and then converts it to the language know by the Finite State Automata.   Discussion: In this application, the payment method is by inserting a certain amount of cash into the machine and the machine will proceed to the next process. However, for future development another payment method can be added. For example, instead of inserting cash, user can choose to pay using debit as well as credit card.


1996 ◽  
Vol 2 (1) ◽  
pp. 61-80 ◽  
Author(s):  
MEHRYAR MOHRI

We describe new applications of the theory of automata to natural language processing: the representation of very large scale dictionaries and the indexation of natural language texts. They are based on new algorithms that we introduce and describe in detail. In particular, we give pseudocodes for the determinisation of string to string transducers, the deterministic union of p-subsequential string to string transducers, and the indexation by automata. We report on several experiments illustrating the applications.


Most interactions between users and augmented reality system (ARS) are that user assigns a marker to ARS, and the ARS responds the marker. In this context, a marker is mapped to an ARS's response, or in general, an array of markers is mapped to an array of ARS's responses. This interaction is a constant or linear complexity interaction since there is only a bijective mapping between a set of markers and a set of ARS's responses. In this research, we propose the expansion of user - ARS complexity into the polynomial. It is an interaction in which not only one marker for a single response (or an array of markers for an array of ARS's responses), but the interaction by which user provides a string of markers as a word of markers (i.e., a combination of multiple markers as a word) for a single ARS's response. The set of strings of markers to the ARS provided by users built a regular language. So that, the complexity of the user-ARS interaction became polynomial. This interaction was implemented by stating the user's language by means of a generalization of finite state automata (gFSA) and placing a universal Turing machine (UTM) between user and ARS, where the UTM as an interpreter translating or mapping the user language to ARS. To summarize our research, overall we apply the idea of a formal language into the interaction between the user and ARS, thereby changing the complexity of the interaction to polynomial even expandable to nondeterministic polynomials.


2021 ◽  
Vol 5 (1) ◽  
pp. 80-88
Author(s):  
Yanto Yanto ◽  
◽  
Dinar Ismunandar ◽  
Erni Erni ◽  
Santoso Setiawan ◽  
...  

This study discusses how Finite State Automata (FSA) can be used as a model to design a Tajweed Science game application as a business diagram. This study aims to facilitate early childhood in learning the science of recitation by grouping hijaiyah letters into grouping the science of recitation by using a touch of the hand. The type of automata theory used is a non-deterministic finite automata with epsilon transition (E) or better known as E-NFA. Each transition, input, state that exists from the NFA, is basically to show the characteristics or states that occur in a game application. The importance of this research, in addition to learning recitation from an early age, is to show that automata theory can be used to help design a system in making game applications. The results of this Tajweed Science game application design are a rough display because there will still be further development stages and can ensure that game applications can be built from E-NFA modeling.


Author(s):  
Femy Septiani And Busmin Gurning

This study concerns on how reading text materials are developed for vocational school. This study was conducted by using developmental research. The subject of this research was class XII SMK Sandhy Putra 2 Medan consisting of 36 students. Instrumentations for collecting data were questionnaire and interview. After analyzing the data, the writer got the students’ need in learning English in term of vocation that they have. Based on the students’ need analysis, then it was got some basic competences which need to be reached by the students, and based on the basic competences, syllabus can be designed. After syllabus had been designed, developing teaching materials was done. The developed teaching materials were related to the vocation that the students had; it was culinary art. The development of materials followed four stages; those were pre-development/ planning, development, evaluation, and revision.


Author(s):  
Anggi Yulihar And Nora Ronita Dewi

The study deals with the developing interactive media for senior high school students. The objective of this study is to find out how to develop interactive media for better speaking skill of senior high school students. The research was conducted by using Research and Development (R&D). The subject of this research was 2016/2017 students of the eleventh grade of Class XI IPA4 in SMAN 1 Batang Kuis. The number of the students was 30 students. The data of this study was collected by using need analysis questionnaire and experts’ judgment. Need analysis questionnaire was calculated by using percentage to get the information of students’ need before developing interactive media. Experts’ judgment was calculated by using likert data, mean and criteria interval of expert judgment to know the validity of interactive media which has been developed. After the data analyzed, it was found that the experts’ judgment result was 4.80 which had a very good criteria interval. The result of the research find that interactive media is a very good to be used in teaching speaking skill.


2018 ◽  
Vol 2 (2) ◽  
pp. 225
Author(s):  
Titik Umiyati

Abstrak:Tujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika danmenganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metodepenelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blorapada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptifkomparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasilpenelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematikadengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehinggaaktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkatditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus IInilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaranmatematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistarbilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semuasiswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkandalam permainan mistar bilangan. Abstract:The purpose of this research is to study the learningprocess ofmath and analyseincreasing of learning achievement through rulernumbers game. The method usedin thisresearch is class action which is done in2 cycles. The subject of the research are fourth gradestudents of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semesterof the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle,first cycle and second cycle. The results of the research that is done two cycles indicate thatmath learning process by using ruler numbers game can make the students feel pleased sothatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease,it can be showed from the average score of the first cycle is 60.48 and the completeness scorereaches57.1%. The average score of thesecond cycle is 75.24 and the completeness scorereaches 85.7%. The conclusion of the research ismath learning about addition and deductionof integer through ruler numbers game can improve learning activity and the results of studentlearning show that all students are interested to obtain the task and get moreenjoyableexperience in using rulernumbers game.


Author(s):  
Aida Khakimova ◽  
Oleg Zolotarev ◽  
Lyudmila Sharapova ◽  
Daler Mirzoev ◽  
Aleksanra Belaya ◽  
...  

The image of the city is a spatio-temporal continuum in which everything is interconnected, it exists as a single monolith expressing itself in the general atmosphere. The visual image of the city may contain two planes of meanings: culturally ratified and universally valid, expressed by cultural codes, and also significant only to those who are viewing the image. Therefore, the content of the visual image depends on who the subject of perception is, what he pays attention to and in what situation the process of perception of the image occurs.


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