The purpose of this research was to design, produce and evaluate a stray child warning system. The device has been designed by using 2 ESP8266 boards to receive signals as specified. The system will notify the informa...
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The purpose of this research was to develop a power consumer service support system, a case study of the Provincial Electricity Authority, Chumphon Province. By applying the ITIL version 3 operating framework to be ap...
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The purpose of this research was to develop a device that would facilitate visually impaired people in the use of lidded bins. And reduce the risk of spreading COVID-19 and other pathogens that may be contaminated wit...
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The purpose of this research is to study and develop an alarm clock to help wake up at the set time. Without having to snooze the alarm and not be so sleepy that you have to go back to sleep again. to help reduce the ...
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The use of technology nowadays does not feel strange. Everyday people who use technology for their daily needs, starting with each other, seeking knowledge, can even earn income by doing business using technology. Soc...
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Currently, the performance of the police in Indonesia is often in the spotlight of the public with cases that occur, both on a national and regional scale, including personal experiences who also feel disappointed wit...
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This research explores multiple varieties of effective and child-friendly learning approaches for mathematics and memorization among young children in today's increasingly digital age considering their specific de...
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ISBN:
(数字)9798350368802
ISBN:
(纸本)9798350368819
This research explores multiple varieties of effective and child-friendly learning approaches for mathematics and memorization among young children in today's increasingly digital age considering their specific developmental needs. This type of approach includes in-person teaching, engaging online videos, interactive textbooks, and innovative educational games. This research employs a detailed comparative analysis, considering both ‘User Experience’ and measurable learning outcome factors, and spans a range of age groups from preschoolers to elementary school children. Through highlighting the strengths and weaknesses of each method, this research aims to inspire the adoption of efficient, child-centric, and novel teaching techniques by educators and institutions, thereby advancing the quality of education in Indonesia. The results show that using serious game in education presents high usefulness score alongside positive user experience, suggesting its viability for educational purposes.
Batik is an Indonesian world cultural heritage. Batik consists of many kinds of patterns depending on where the batik comes from, Batik-making techniques continue to develop along with technology development. Among th...
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This paper proposes a measurement technique for an integrated complex filter. The proposed method is based on two measurement methods with integrated circuitry for calibration. It is accomplished by applying square wa...
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Tourist destination reviews on Google Maps have become a valuable point of reference for visitors seeking enjoyable spots to visit. Additionally, users can gain insight into the reasons for writing reviews. Text class...
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