Currently, the growth of information and technology is rapid. It makes a lot of things in various fields including education becoming more effective and efficient. In education, one of its implementation which is a ga...
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ISBN:
(数字)9781728126654
ISBN:
(纸本)9781728126661
Currently, the growth of information and technology is rapid. It makes a lot of things in various fields including education becoming more effective and efficient. In education, one of its implementation which is a game is proven to be a useful tool to support conventional teaching methods and bring a more natural understanding of learning materials. Moreover, as a product of the popular culture in modern society, video game mirrors the general culture practice in real life and reflects it via its own culture inside the game. This makes a video game can give a contribution to the social construction of reality as it affects the player's view towards learning in real life and vice versa. From there, we see that there is an opportunity for learning about religion to be supported by its utilization to provide an interactive and fun learning experience. In this paper, we discuss how a video game is implemented to support religious learning. The game was developed with the scrum method where we surveyed to gather the user requirements before the design step. The game design was made by using the use case diagram and storyboard, and it was built using Unity version 2017.3.0f3.
With its origin in sociology, Social Network Analysis (SNA), quickly emerged and spread to other areas of research, including anthropology, biology, information science, organizational studies, political science, and ...
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Data Envelopment Analysis (DEA) method is a linear programming approach that has been widely used as a framework for evaluating efficiency and measurement. DEA decision making is often faced with situations where the ...
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Traffic signs are important markers in two-wheeled and four-wheeled vehicles. However, there is a change in direction or arrangement on the road that cannot be opened on a map which can cause incorrect information, wh...
Traffic signs are important markers in two-wheeled and four-wheeled vehicles. However, there is a change in direction or arrangement on the road that cannot be opened on a map which can cause incorrect information, which can cause traffic jams. In this journal the author uses a camera mounted on a car that provides a solution for drivers who issue problems that occur on the road that show directions or arrangements that are not directly updated using the HOG and MMOD methods. HOGs and MMODs are methods that can refute objects well, and move images and will be recognized immediately. The information received can be sent directly to an electronic map so that it can be accessed automatically by the driver's information and assistance and other information finds the right path, so that it can help the driver and can avoid traffic jams.
computer security is a very important thing in an information system. The strength of the NTRU algorithm is the difficulty of finding a short vector of a lattice (a discrete subgroup of a collection of vectors that in...
computer security is a very important thing in an information system. The strength of the NTRU algorithm is the difficulty of finding a short vector of a lattice (a discrete subgroup of a collection of vectors that includes the entire vector environment) of a random polynomial that has a large degree. The strength of the RSA algorithm lies in the level of difficulty in factoring non-prime numbers into the primary factor. As long as no efficient algorithm has been found to find the prime factors of large integers, the RSA algorithm is highly recommended for message encryption. And finally this is the TRIPEL DES algorithm designed using a 56-bit key, and that size is enough to run a secure encryption technique. This algorithm provides a simple solution that is running the DES Algorithm 3 times for data blocks. The results of our study of measuring speed on encryption and decryption using the same file are superior to the RSA algorithm compared to the NTRU and TRIPLE DES algorithms.
In this millennial era, a large amount of digital data traffic going through communication media on digital technology every day. Most of the data are documents and other essential information. The existing rapid deve...
In this millennial era, a large amount of digital data traffic going through communication media on digital technology every day. Most of the data are documents and other essential information. The existing rapid development of technology nowadays, information can be easily faked. To make sure the validity of a digital document, a digital signature is required to verify the originality of the document. The purpose of this research is to design software which implemented the group signature algorithm to apply and verify digital signatures. The Signature Group algorithm used in this research is the Tseng-Jan scheme. The Tseng-Jan scheme consists of 5 stages: setup, join, sign, verify, and open. After applying the algorithm using 2 digits key and 3 digits key on the samples, 80% of the verification experiment on 2 digits key was succeeded 70% of the verification experiment on 3 digits key was succeeded.
Game development in 3D is mostly done by characters, items and the environment. Game items such as character weapons modeled in 3D will be the attraction of a game. In this paper, spear motion as a game items is model...
Game development in 3D is mostly done by characters, items and the environment. Game items such as character weapons modeled in 3D will be the attraction of a game. In this paper, spear motion as a game items is modeled in 3D. Nonlinear Equations Six Degrees of Freedom (6 DOF) are used for mathematical models of spear motion. The parameters studied in the motion model are: geometry, mass and aerodynamics. Spear aerodynamic parameters were analyzed using the Datcom method. Numerical simulation of mathematical models of spear motion with variations in the initial velocity of the throw and the direction of the throw. From the results of numerical simulation, the maximum range R = 131.7 m at the initial velocity V0 = 40 m/s, the direction of throw (angle θ0 = 35 deg, angle 0 = 10 deg, ψ0 = 0 deg). And the maximum height Hmax = 12.18 m is achieved at the initial velocity V0 = 20 m/s, direction of throw (angle θ0 = 35 deg, angle 0 = 40 deg, angle ψ0 = 0 deg).
Since the Covid19 epidemic in early 2020, online learning has become the practice for students of all ages in schools, whether in kindergarten, primary, secondary, or even higher education. The transition from classro...
Since the Covid19 epidemic in early 2020, online learning has become the practice for students of all ages in schools, whether in kindergarten, primary, secondary, or even higher education. The transition from classroom activities to digital learning such as quizzes, debates, brainstorming and more tools, have open many opportunities for researchers to analyze, design or develop the application. This research is to regard the gamification in learning which was used by researcher since 2010 in the classroom activities. A literature review was done on the gamification in a learning process before and after the epidemic and how it gives impact on student’s affective elements in learning. Besides the literature review, we conducted a preliminary inquiry after students have had experienced the gamification in their learning before the epidemic. We conducted two forms of methods: a focus group conducted prior to the pandemic and an internet survey conducted after the outbreak. Aside from the investigation, we were able to determine students’ motivation in online classes by pulling real data from their class access time in the morning class via Blackboard Learn online platform. Aligning traditional teaching and activities in the classroom requires work and ingenuity in terms of how to design it on an online platform while maintaining the same level of participation. We are currently transformed our usual classroom activity such as SUDOKU quiz game into a mobile educational game prototype. Due to the short duration of our project grant, the game prototype will be developed using prototype method. Some planned gaming aspects are suggested in the game, which will be discussed later.
The Internet of Things (IoT) is a concept where internet connectivity can exchange information with each other with objects around it. The essence of IoT is interconnected devices that produce and exchange observation...
The Internet of Things (IoT) is a concept where internet connectivity can exchange information with each other with objects around it. The essence of IoT is interconnected devices that produce and exchange observation data, facts, and other data, so that it is available to anyone. In this paper we present how the smart room model is designed using sensors and micro-controllers to automate the use of electronic devices and the security of a room using the concept of the Internet of Things. Implementation of the smart room concept from the results of this study, we hope that the concept in this smart room can be implemented and the automation process in this smart room can have a major impact on the efficiency of operational costs, especially electricity payments and improve home security because there is automatic control.
Diabetes poses a considerable global health challenge, with varying levels of diabetes knowledge among healthcare professionals, highlighting the importance of diabetes training. Large Language Models(LLMs)provide new...
Diabetes poses a considerable global health challenge, with varying levels of diabetes knowledge among healthcare professionals, highlighting the importance of diabetes training. Large Language Models(LLMs)provide new insights into diabetes training, but their performance in diabetes-related queries remains uncertain, especially outside the English language like Chinese. We first evaluated the performance of ten LLMs: Chat GPT-3.5, Chat GPT-4.0, Google Bard, Lla MA-7B, Lla MA2-7B, Baidu ERNIE Bot, Ali Tongyi Qianwen, Med GPT, Huatuo GPT, and Chinese Lla MA2-7B on diabetes-related queries, based on the Chinese National Certificate Examination for Primary Diabetes Care in China(NCE-CPDC) and the English Specialty Certificate Examination in Endocrinology and Diabetes of Membership of the Royal College of Physicians of the United Kingdom. Second, we assessed the training of primary care physicians(PCPs) without and with the assistance of Chat GPT-4.0 in the NCE-CPDC examination to ascertain the reliability of LLMs as medical assistants. We found that Chat GPT-4.0 outperformed other LLMs in the English examination, achieving a passing accuracy of 62.50%, which was significantly higher than that of Google Bard, Lla MA-7B, and Lla MA2-7B. For the NCE-CPFC examination, Chat GPT-4.0, Ali Tongyi Qianwen, Baidu ERNIE Bot, Google Bard, Med GPT, and Chat GPT-3.5 successfully passed, whereas Lla MA2-7B, Huatuo GPT,Chinese LLa MA2-7B, and Lla MA-7B failed. Chat GPT-4.0(84.82%) surpassed all PCPs and assisted most PCPs in the NCE-CPDC examination(improving by 1%–6.13%). In summary, LLMs demonstrated outstanding competence for diabetes-related questions in both the Chinese and English language, and hold great potential to assist future diabetes training for physicians globally.
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