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Journal articles on the topic 'Interactive Machine Learning Based Quiz Application'

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1

Hirulkar, Sagar Ravindra, and Prof. Samata V. Athawale. "Quiz Master AI: An Interactive Machine Learning-Based Quiz Generator." International Journal of Ingenious Research, Invention and Development (IJIRID) 3, no. 5 (2024): 474–82. https://doi.org/10.5281/zenodo.14208814.

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Quiz Master AI is an innovative machine learning-based application designed to create an interactive and engaging platform for quiz-based learning. The primary goal of the project is to develop a system that generates multiple-choice questions (MCQs) from user-provided content and allows users to participate in quizzes, enhancing their learning experience. Participants can level up based on their performance, fostering a competitive and collaborative environment for knowledge acquisition. In Quiz Master AI, users can form groups with a designated group author who provides a paragraph or passage as input. This input is processed by a machine learning model trained to extract key information, identify important concepts, and generate contextually accurate and diverse multiple-choice questions. The goal is to test the comprehension and retention of the paragraph's content, making the learning process more interactive and effective. Once the questions are generated, the group members take the quiz, answering the MCQs based on their understanding of the input passage. After the quiz is completed, participants are scored, and each individual's performance determines their progression through different levels. This "level-up" system is designed to motivate users by rewarding them for their learning achievements and providing a sense of accomplishment as they improve. Quiz Master AI leverages natural language processing (NLP) techniques to ensure the questions are relevant, unambiguous, and educational. The model can handle a wide range of content topics, making it suitable for various educational purposes, from school subjects to professional training. Additionally, the platform's gamified approach encourages healthy competition and collaboration among users, making learning both fun and productive.
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Snekha, S., and N. Ayyanathan. "An Educational CRM Chatbot for Learning Management System." Shanlax International Journal of Education 11, no. 4 (2023): 58–62. http://dx.doi.org/10.34293/education.v11i4.6360.

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An educational customer relationship management (CRM) Chatbot is a learner support service automation tool that enhances the human computer interaction and user experience in higher education institutions through effective online conversation and information exchange. The machine with embedded knowledge is trained to identify the sentences and taking a right decision itself in response to answer a question. An E-learning platform is a web-based platform designed to streamline the administration, delivery of online educational courses and training programs. It serves as a centralized hub where educators, learners, and administrators can interact, collaborate, and access learning resources anytime, anywhere. The research objective is to design and build a E-Learning Management System with CRM chatbot for effective user interaction. A website is developed for managing course materials in the form of videos, flip-books and quiz using HTML, CSS, JavaScript, PHP, and MySQL. Students can access the course materials from anywhere and anytime. The queries may arise from user at any moment. In this case, the chat bot will primarily assist students and will respond to queries by guiding them through the functionalities and features of this application at any time. Chatbot will enhance customer service. This proposed CRM-chatbot uses natural language processing (NLP) and Feed forward Neural Network model to understand students questions and automate responses to them.
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Rachmawan, Idham Kholed, and Enny Itje Sela. "Perancangan Aplikasi Quiz Sebagai Media Pembelajaran Sejarah." Jurnal Indonesia : Manajemen Informatika dan Komunikasi 5, no. 1 (2024): 1056–63. http://dx.doi.org/10.35870/jimik.v5i1.575.

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Mastery of historical concepts is important for students in increasing their understanding of country’s past dan history. However, conventional history learning metodhs still often experience difficulties in attracting and motivating students to learn. Therefore, we need an interactive and fun learning media to increase students’ learning history. One alternative interactive learning media is an interactive quiz application. This study aims to help teachers in the learning process so that students are more interested in learning history with learning media in the form of interactive quiz applications. The interactive quiz application developed in this final project is an android-based application that makes it easier for students to learn history in a fun way. This application provides quizzes rellated to history subject matter wich are presented interactively. In addition, this application also provides an evaluation feature to evaluate students’ ability to master historical concepts.
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Salsabila, Unik Hanifah, Nashrul Nashrul Mu'minin, Mohammad Naufal Zuhdi, Ikhwan Tegar Maulana, and Muhammad Ginajar. "Interactive PAI Science Quiz to Increase Students' Competitive Power through Kodular Applications." ATRIA : Jurnal Multidisiplin Riset Ilmiah 1, no. 1 (2024): 30–37. http://dx.doi.org/10.62554/n6b1b268.

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This research aims to increase student involvement in Islamic Religious Education (PAI) subjects by utilizing a mobile learning application equipped with an interactive quiz feature built using the Kodular platform. The basis of this research was inspired by the results of previous research which showed that the use of technology can be effective in increasing students' motivation and level of participation in the PAI learning process. In order to achieve this goal, this research adopts a research and development (R&D) approach to design and implement a PAI interactive quiz application that utilizes the Kodular platform. The application is aimed at junior high school (SMP) students. In the development stage, the research team designed and developed the PAI interactive quiz application using the Kodular platform which allows creating mobile applications visually without requiring complex programming. This application is equipped with an interactive quiz feature that supports PAI learning. The result of this research is a Kodular-based learning media application. In conclusion, the integration of mobile learning technology offers an interactive, flexible and interesting learning experience for students, which contributes to increasing student motivation and participation in PAI learning. This research contributes to the development ofinnovative and effective PAI teaching methods through the use of technology.
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Roslan, Anis, Tajul Rosli Razak, Mohammad Hafiz Ismail, and Iman Hazwam Abd Halim. "An E-Quiz System: A Pathway to Improve English Learning for Preschoolers in Rural Areas." Journal of Computing Research and Innovation 7, no. 2 (2022): 272–82. http://dx.doi.org/10.24191/jcrinn.v7i2.319.

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E-Quiz Systems is a system that replaces manual techniques, which are paperless methods often utilised in rural preschools. This paper presents an interactive web-based solution to assist students and teachers in rural regions with English language learning and instruction. This study attempts to motivate preschoolers in rural locations to learn English while providing instructors with interactive web-based methods to measure their students’ knowledge levels. A web-based application system is created to display e-quiz questions using the interactive multimedia principles of multiple media types and navigation with user input. Using interactive multimedia concepts, an E-Quiz System is designed to serve as an interactive quiz for English learning. ADDIE Model was the approach employed in this project. In addition, this project underwent testing for functionality and usability. As a contribution, it has been established that this study will give a pathway that piques children’s interest in learning English and makes it simpler for instructors to evaluate children’s growth using the E-Quiz System score.
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Rahim, Refka. "Utilization of Quizlet as an Interactive Quiz to Improve Student Learning Achievement." World Psychology 2, no. 3 (2023): 226–42. http://dx.doi.org/10.55849/wp.v2i3.516.

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Along with the many advances in technology in the world of education, especially in website-based learning. Student learning achievement can be improved by using the Quizlet application. Quizlet is a platform used to make learning evaluations using the internet network. The purpose of this research is to determine the benefits of the Quizlet application as an interactive quiz to improve student learning achievement. This research uses quantitative methods using surveys and in-depth interviews, the survey was conducted online. The results of this research explain that the Quizlet platform can be used to create online-based interactive quizzes and can improve student achievement. The conclusion of this research explains that in using the applicationQuizlet really helps educators and students in the teaching and learning process, especially in implementing quizzes in learning. The limitation of this research is that the researcher only uses the Quizlet platform as an interactive quiz and the researcher hopes that future researchers can carry out the same research but with a more interesting Quiz application or can be used offline.
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Fadila, Sindi, Fita Fitriah, Nurhafni Nurhafni, and Mariana Mariana. "Meningkatkan Hasil Belajar Peserta Didik dengan Model Problem Based Learning (PBL) Menggunakan Kuis Interaktif Mata Pelajaran IPAS Kelas VI SD Negeri 101771 Tembung." Indo-MathEdu Intellectuals Journal 5, no. 6 (2024): 7976–84. https://doi.org/10.54373/imeij.v5i6.2378.

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This research began with the learning conditions that occurred at SD Negeri 101771 Tembung which requires students to be responsible for their learning outcomes, with learning that is always monotonous to package books, new innovations are needed in carrying out creative learning with a problem-based learning model. This research aims to improve student learning outcomes through technology-based interactive quiz media, namely using a Wordwall application with a based learning model. This research was carried out in class VI A SD Negeri 101771 Tembung which was carried out in August 2024 with a research object of 32 students. The research was carried out with as many as 2 (two) cycles and 1 (one) cycle consisting of 1 (one) meeting. The results of the study concluded that learning with the problem-based learning method assisted by technology-based interactive quizzes has a positive impact on improving student learning outcomes, characterized by the completeness of student learning in the second cycle. This increase is due to students' interest in using interactive quiz media and raising their sense of competition in achieving maximum learning outcomes. The application of this quiz method can increase students' motivation and enthusiasm for learning which has an impact on improving student learning outcomes.
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Benufinit, Yonly Adrianus, Jhon Enstein, and Fitry Hestriyani Patola. "PENERAPAN MEDIA KUIS INTERAKTIF EASY TEST MAKER PADA SISWA KELAS XI SMA NEGERI 7 KUPANG." HINEF : Jurnal Rumpun Ilmu Pendidikan 3, no. 1 (2024): 131–44. http://dx.doi.org/10.37792/hinef.v3i1.1208.

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Abstract. The lack of use of online-based learning media during learning activities is something that needs to be considered in today's technological developments. Teachers need to optimize various online learning media in order to facilitate and attract students' attention in learning in class and at home. The application of interactive quiz media is one of the steps in introducing students to online learning media. This research is intended to determine students' understanding in the application of interactive quiz media. The purpose of this study was to determine how the process of applying online-based interactive quiz media and to see students' responses to the results of using online-based quiz media in informatics subject learning activities in class XI SMA Negeri 7 Kupang. This research belongs to the type of ex-post facto research (Kerlinger, 1993). In this study, research instruments are needed which include the application of online-based interactive quiz media related to the level of satisfaction and the results of student questionnaires, then the data obtained are processed by inferential analysis. The data collection technique was carried out by means of a questionnaire. In this study, the independent variable (X) is the application of online-based interactive quiz media in learning informatics subjects. For the dependent variable (Y) in this study is student satisfaction when learning using online-based interactive quiz media. The results of the study obtained from the questionnaire calculation of the process of applying online-based interactive quiz media obtained 89% of students at the Sangat Setuju level. Then the results of the calculation of student questionnaires about the satisfaction of online learning on average learning outcomes of 92%. This means that all students are said to be satisfied and successful in using online-based interactive quiz media when learning informatics subjects. Abstrak. Minimnya penggunaan media pembelajaran berbasis online saat kegiatan pembelajaran menjadi hal yang perlu diperhatikan dalam perkembangan teknologi sekarang ini. Guru perlu mengoptimalkan berbagai media pembelajaran online agar dapat memudahkan dan menarik perhatian siswa dalam belajar di kelas maupun di rumah. Penerapan media kuis interaktif merupakan merupakan salah satu langkah dalam mengenalkan kepada siswa tentang media pembelajaran online. Penelitian ini dimaksudkan untuk mengetahui pemahaman siswa dalam penerapan media kuis interaktif. Tujuan dari penelitian ini untuk mengetahui bagaimana proses penerapan media kuis interaktif berbasis online dan melihat tanggapan siswa terhadap hasil penggunaan media kuis berbasis online pada kegiatan pembelajaran mata pelajaran informatika di kelas XI SMA Negeri 7 Kupang. Penelitian ini termasuk ke dalam jenis penelitian ex-post facto (Kerlinger, 1993). Dalam penelitian ini diperlukan instrumen penelitian yang meliputi penerapan media kuis interaktif berbasis online berkaitan dengan tingkat kepuasan dan hasil angket siswa, kemudian data yang diperoleh diolah dengan analisis inferensial. Teknik pengumpulan data dilakukan dengan cara kuesioner. Dalam penelitian ini variabel bebas (X) adalah penerapan media kuis interaktif berbasis online dalam pembelajaran mata Pelajaran informatika. Untuk variabel terikat (Y) dalam penelitian ini yaitu kepuasan siswa saat pembelajaran menggunakan media kuis interaktif berbasis online. Hasil penelitian didapatkan dari perhitungan angket proses penerapan media kuis interaktif berbasis online diperoleh 89% siswa pada tingkat Sangat Setuju. Kemudian hasil perhitungan angket siswa tentang kepuasan pembelajaran online rata-rata hasil belajar sebesar 92%. Berarti semua siswa dikatakan puas dan berhasil dalam penggunaan media kuis interaktif berbasis online saat pembelajaran mata pelajaran informatika.
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Diva Amilia Ramadhani, Nurul Oktavia Ramadani, Nabila Fitri Angelika Ika, and Putra Viratama. "Peningkatan Media Belajar yang Menarik Melalui Aplikasi Quizz untuk Meningkatkan (Kekompakan, Kreatifitas, Berpikir Kritis) pada Siswa di Tingkat SD/MI." Populer: Jurnal Penelitian Mahasiswa 4, no. 1 (2025): 119–31. https://doi.org/10.58192/populer.v4i1.2981.

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The purpose of this research is to evaluate the effectiveness of using the Quiz application as an interactive learning medium to enhance cooperation, creativity, and critical thinking skills among fourth-grade elementary school students (SD/MI). The Classroom Action Research (CAR) method was employed to analyze the impact of digital quiz-based learning on students. The study was conducted over two cycles, which included planning, action, observation, and reflection. The results indicated that the use of the Quiz application could improve student cooperation through interaction and group collaboration, foster creativity through innovative problem-solving, and enhance critical thinking skills through analysis and evaluation of issues. Improvement was reflected in the average achievement scores for indicators of cooperation, creativity, and critical thinking, which reached 85%, 82%, and 80% respectively in the second cycle. This research concludes that the Quiz application, as an interactive learning medium, can create a dynamic, enjoyable, and meaningful learning atmosphere, and is relevant to the needs of today's digital generation.
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Tagie, Gladys, Hairulnisak Merman, Nurul Shima Taharuddin, and Rozarina Johari. "Correlation of Interactive Learning and Student's Intellectual Emotion." Idealogy Journal 8, no. 1 (2023): 160–75. http://dx.doi.org/10.24191/idealogy.v8i1.419.

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This research aims to explore the correlation between interactive learning methods and students’ intellectual emotions conducted on the subject VCS 105 (An appreciation of art and design history), a compulsory subject for the first-semester Diploma of Creative art. This subject requires deep understanding, memorizing art history, facts, and characters of art globally throughout the ages. The biggest problem in teaching and learning in the new norm is attracting attention from students along with the rapid development of technology. As an educator, we need to creatively change the teaching method from traditional method to Online based education. The interactive learning method is proposed as an effective approach to gain a short-term attention span among students. Finally, the researcher can evaluate students' perceptions of learning in class as well as their level of acceptance of the knowledge that has been delivered. In this study, online game-based interactive learning has been specially designed creatively to obtain the extent of the effectiveness of teaching and learning. The researcher used the Quiz Whizzer online application as a main pillar of this study. Quiz Whizzer is a website-based application as an online educational game that provides easy means in the learning process. Furthermore, Quiz Whizzer is a game-based learning platform, used as educational technology in educational institutions. The focus of this activity is the use of making interactive games, developing social skills, and relationships among group members. This gamification creatively combines the technology of QR codes to solve the puzzle online. The implementation of interactive learning, not only develops the interpersonal relations between students but also demonstrates their active participation in class. The findings of this study demonstrated that these students have a positive attitude toward learning. For instance, they believe that applying interactive learning such as online games in a subject will improve their knowledge. Most importantly, the result of this study revealed the effectiveness of interactive learning in relation to the intellectual emotion of students.
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Syahputra, Fahmy, Tansa Trisna Astono Putri, Hanifah Mardhiyah, Frans Jhonatan Saragi, and Alya Rahmi. "Developing a Desktop-Based OSI Model Interactive Learning Application Using VB.NET." QISTINA: Jurnal Multidisiplin Indonesia 3, no. 2 (2024): 1458–67. https://doi.org/10.57235/qistina.v3i2.4227.

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This research focuses on developing a desktop-based learning application to help students understand the concept of OSI Model using VB.NET. The purpose of this application is to provide interactive learning media that can facilitate understanding of the seven layers of OSI and the process of data transmission in the network. This research applies the Waterfall method, starting from requirements analysis, system design, implementation, testing, to the operation and maintenance stage. The development results show that this application is equipped with structured learning material features, evaluation quizzes, and user-friendly navigation. The application trial shows performance in accordance with the design, where the quiz evaluation feature is able to provide an accurate assessment of student understanding. In conclusion, this learning application can be an innovative solution in the delivery of OSI Model material, with further development opportunities that include the addition of interactive simulations and support for mobile devices.
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Arisna, Fitri, Pulung Sumantri, and Sitti Aisyah. "Application of Kahoot Interactive Quiz Learning Media to Increase Interest in Learning History of Class XI Comet Students at SMA Negeri 2 Medan." Jurnal Akuntansi Hukum dan Edukasi 1, no. 2 (2024): 79–83. http://dx.doi.org/10.57235/jahe.v1i2.3564.

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The aim of this research is to see the effectiveness of implementing Kahoot-based interactive quiz learning media in increasing interest in learning history in class XI Komet students at SMA Negeri 2 Medan. The method used in this research is classroom action research (PTK) methodology which consists of II stages (Cycles) using a quantitative approach. Questionnaires and observations are data collection instruments (techniques) that are used to see the level of students' interest in learning after using the Kahoot quiz learning media. The population taken was students from SMA Negeri 2 Medan with a sample of class XI Komet students consisting of 36 students consisting of 10 male students and 26 female students. Based on the results of the research that has been carried out, it is known that the results of the analysis of observation and questionnaire data in stage I which was carried out on 09 August 2024 obtained a percentage of 72.69% and in stage II which was carried out on 12 August 2024 it increased by 89.40%. Based on the conclusions that have been produced, the researcher states that the use of Kahoot-based interactive quiz learning media has been proven to stimulate and foster students' interest in learning.
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Abdul Majid, Basrul, and Fitri Yanti M. "QUIS INTERAKTIF MATEMATIKA TEBAK GAMBAR TINGKAT SD KELAS 1 DAN 2 BERBASIS POWER POINT." JURNAL HURRIAH: Jurnal Evaluasi Pendidikan dan Penelitian 3, no. 1 (2022): 104–9. http://dx.doi.org/10.56806/jh.v3i1.70.

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English: Learning mathematics at this time still many students do not like and feel bored in learning mathematics, this could be due to teachers who cannot convey the material well, students who are bored and lazy in learning mathematics, or students who have difficulty understanding the explanations from the teacher. So here the researcher wants to design an interactive math quiz application based on guessing pictures, the goal is that students who take part in math learning do not feel bored in answering the questions given by the teacher and also help students in imagining the pictures in this picture-guessing learning quiz. There are several models used for the development of an interactive math quiz application based on guessing pictures, namely: Concept, Design, Material Collecting, and Assembly. After the system is used by the user, the child continues with the system testing on an interactive math quiz for shooting pictures for elementary school children based on Power Point. Bahasa: Pembelajaran matematika pada saat ini masih saja banyak siswa tidak menyukai dan merasa bosan pada pembelajaran matematika, ini bisa jadi dikarenakan guru yang belum mampu menyampaikan materi dengan baik, siswa yang bosan dan malas dalam belajar matematika, atau siswa yang susah mengerti penjelasan dari guru. Jadi disini peneliti ingin merancang aplikasi quis interkatif matematika berbasis tebak gambar, tujuannya supaya siswa yang mengikuti pembelajaran matematika tidak merasa bosan dalam menjawab soal yang diberikan guru dan juga membantu siswa dalam berimajinasi tentang gambar-gambar yang ada pada quis pembelajaran berbasis tebak gambar ini. ada beberapa model yang digunakan untuk pengembangan aplikasi quis interaktif matematika berbasis tebak gambar yaitu : Concept, Design, Material Collecting, dan Assembly. Setelah sistem digunakan oleh user, maka selanjutnya dilakukan dengan pengujian sistem pada quis interaktif matematika tembak gambar untuk anak sekolah SD Berbasis Power Point.
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Varshini, J., Dharshana S., and Yazhini K. "Quiz and Assessment Application Using Mern." Research and Applications of Web Development and Design 8, no. 3 (2025): 42–45. https://doi.org/10.5281/zenodo.15583063.

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<em>In the rapidly evolving context of digital education and e-learning, the need for a more robust, interactive and scalable assessment platform is becoming increasingly clear. This article presents the construction and implementation of a quiz and evaluation application, presented in Mern Stack Mongodb, Express.js, React.js, node.js. It has been developed. The purpose of this application is to provide a comprehensive solution for efficient implementation of online reviews, providing both academic and corporate training environments. The system architecture follows modular and component-based designs that ensure separation of concern and maintainability. Developed with React.JS, FrontEnd offers a responsive and dynamic user interface that supports a variety of question formats, including multiple selection, True/False, and description types. The backend built with node.js and express.js manages business logic, handles relaxed APIs, and ensures secure authentication and authorization with JWT. MongoDB as a NOSQL database stores questions and user data, making it more flexible and scalable. The application offers essential features such as real-time and timer-based quiz assessments, role-based access for students and administrators, result analysis, and comprehensive dashboards for managing users and quizzes. It also implements crucial security practices like input validation.</em> <em>&nbsp;</em>
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Gani, Abdul, Qurratun ‘Akyun, and Muhammad Nazar. "The Development of Pisa-Based Buffer Solutions and Its Application Using the Kahoot Platform." Jurnal Penelitian Pendidikan IPA 8, no. 6 (2022): 2662–69. http://dx.doi.org/10.29303/jppipa.v8i6.1739.

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An innovation in media technology that can be used in the field of education is Kahoot!. Kahoot! is an online application in the form of a platform. Kahoot app! as a learning technology platform can combine the implementation of interactive quizzes. The problems that exist in SMA Negeri 3 Banda Aceh for students in learning chemistry are about understanding concepts that are still lacking. For this reason, it is necessary to conduct research on "Development of Pisa-Based Buffer Solution Material Problems and Its Application Using the Kahoot Platform". This study uses a quantitative approach with the type of Research and Development (R&amp;D) research using the ADDIE model. The result of the research is that the feasibility of interactive quiz media based on the educational game Kahoot! on the material of the buffer solution carried out by the lecturer of the Department of Chemistry Education still needs a feasibility test through one stage of improvement. The teacher's response to the four indicators received a positive response. Students' responses to the use of the quiz media also received positive responses from students, besides that it also increased student learning outcomes and did not cause students to feel monotonous. The suggestion from the author is, with the results of this study, it is hoped that other schools will apply Kahoot-based learning techniques
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An, Chang. "Student Status Supervision in Ideological and Political Machine Teaching Based on Machine Learning." E3S Web of Conferences 275 (2021): 03028. http://dx.doi.org/10.1051/e3sconf/202127503028.

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Under the premise of active in the field of machine learning, this paper takes online teaching system of ideological and Political education as an example to study machine learning and machine teaching system. In order to specifically understand the current situation of the construction and application of machine teaching based on supervised teaching of ideological and political theory courses in local colleges and universities, this experiment first conducted a statistical analysis of the learning results of the surveyed classes in two semesters from March 2020 to December 2020. The experimental data show that there is a positive interaction between teachers and students. Most students use the interactive communication mode of machines, while a small number of students use real-time interactive discussions with teachers. The experimental results show that the excellent rate of ABC classes in the first semester is 80%, 82% and 90%, respectively, through the machine-supervised teaching mode. Therefore, supervised machine learning can greatly help students improve their academic performance. In the future, we should further explore the application of other personalized and extensible machine learning methods in quality education.
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Rahmadhani, Elfi. "Pelatihan pembuatan media interractive quiz menggunakan power point dan quiziz." Rengganis Jurnal Pengabdian Masyarakat 2, no. 1 (2022): 117–23. http://dx.doi.org/10.29303/rengganis.v2i1.125.

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Teachers are the main key in efforts to improve the quality of education. Improving and developing the professionalism of teachers in the 21st century, it can be done with ICT-based learning. One alternative is to make interactive quiz media using PowerPoint and quiziz. Making this media was chosen because some teachers have never evaluated learning using technology. Especially during the current pandemic conditions, teachers are expected to be more creative in providing subject matter and keep students enthusiastic about learning from home. With the implementation of this training, it is expected that teachers can master and utilize the PowerPoint media and quiziz application in providing learning evaluations. Based on the training that has been given, it is known that the participants are very interested and feel helped by this interactive quiz media creation training. It can be seen from the results of the evaluation of the questionnaire given at the last meeting, that 85% of the participants were very satisfied with the training provided.
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F. Kadullah, Nursiyah, Abdullah Abdullah, and Dzulkifli Mooduto. "The Effect of Word Wall Application on the Interest in Learning Arabic Language of Students in Class VIII MTS.N 3 Kab.Gorontalo." Al-Kalim : Jurnal Pendidikan Bahasa Arab dan Kebahasaaraban 2, no. 1 (2023): 89–101. http://dx.doi.org/10.60040/jak.v2i1.19.

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The low interest in learning students is caused by the lack of use of media which can make the learning atmosphere more enjoyable. The word wall application is a website that has various types of interactive quiz games. The word wall application is a website that has various types of interactive quiz games. The purpose of the study was to find the effect of using word wall applications on learning outcomes. This type of research is experimental research and uses a Quasi-Experimental research design, which can compare with the situation before and after treatment. The results of the research that the author did are, that the word wall application has an influence on student learning interest in Arabic subjects, Based on the results of the analysis that there is an influence of word wall applications on student learning interest in Arabic subjects, this can be seen in the Independent Sample Test test to obtain a significance value (2-tailed) &lt; 0.05, then there is a significant influence on the experimental class. It can be concluded that H1 is accepted and H0 is rejected.
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Boynge, Abyan Taqy, Shevti Arbekti Arman, and R. Tommy Gumelar. "Mobile-Based Mathematics Quiz Application (Case Study of International Mental Arithmetic Course)." Journal of Computer Science Advancements 1, no. 5 (2024): 291–305. http://dx.doi.org/10.70177/jsca.v1i5.533.

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A mobile application is a program that can run on the operating system of a mobile device, such as a smartphone. The background of this research is that when registering and taking courses at IMA Indonesia, the course institutions are still using conventional learning methods and not applying technology to enhance more interactive learning. The purpose of this study was to design a Mathematics Application for learning mobile-based arithmetic quizzes for elementary school students at IMA Indonesia. In this study, researchers used qualitative research methods. The use of qualitative methods can provide a broad understanding of the experiences and views of students and teachers regarding the effectiveness of using Mathematics applications in arithmetic quizzes. Qualitative data collection methods through observation and interview techniques. The application is designed using the Extreme Programming (XP) method. The goal of the XP method is to produce quality, productive, and cost-effective software during changes in the software development stage. The results of this study designed a Mathematics Application for mobile-based arithmetic quizzes using the Flutter framework and the Firebase database which has learning menu contents and quizzes. Based on the conclusions of this study, namely the application of mathematics to Android-based arithmetic quizzes at IMA Indonesia can improve the quality of learning in the application of mathematics to Android-based arithmetic quizzes
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Rahmalasari, Putri, Caska Caska, and Mujiono Mujiono. "The Use of Kahoot Application-Based Interactive Quiz Learning Media as an Effort to Improve Learning Outcomes of Class X Students at SMA Negeri 1 Rimba Melintang." JETISH: Journal of Education Technology Information Social Sciences and Health 3, no. 1 (2024): 50–59. http://dx.doi.org/10.57235/jetish.v3i1.1040.

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This study aims to determine the increase in student learning outcomes through the use of interactive quiz learning media based on the kahoot application in class X-1 economics at SMA Negeri 1 Rimba Melintag. This research is a type of Classroom Action Research (CAR). The research subjects were 26 students of class X-1 SMA Negeri 1 Rimba Melintang. The data collection is done through documentation and tests. This study uses two cycles where there are several actions, namely action planning, action implementation, observation, and reflection. Data collection techniques using observation, and learning achievement tests. Based on the results of research on learning outcomes there is an increase in each cycle. In cycle I, the Pre-Test score of 65% (17 students) achieved a score above KKM 70 and 35% (9 students) had not achieved learning completeness, the Post-Test score (22 students) achieved learning completeness and (4 students students) have not yet achieved mastery learning. In cycle II, the Pre-Test score was 73% (19 students) achieving a score above the KKM and 27% (7 students) did not achieve learning completeness, the Post-Test score was 100% (26 students) learning completeness. Thus it can be concluded that the use of interactive quiz media based on the kahoot application can improve the learning outcomes of class X-1 students of SMA Negeri 1 Rimba Melintang.
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Rahmayanti, Jesica Dwi, Siti Lailiyah, and Alvina Nanda Setiaputri. "THE EFFECT OF EDUCAPLAY-BASED INTERACTIVE QUIZ ON STUDENTS' LEARNING INTEREST AND LEARNING OUTCOMES IN ELEMENTARY SCHOOLS." AULADUNA: Jurnal Pendidikan Dasar Islam 11, no. 2 (2024): 175–89. https://doi.org/10.24252/auladuna.v11i2a6.2024.

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Abstract Learning interest is one of the components that determines the success or failure of learning. In the digital era, students are easily distracted by social networks, online games, or other cyberspace. The inability to process technology carefully will affect students' interest in learning. Teachers must be able to innovate to overcome students' low interest in learning, for example, by presenting interactive digital-based teaching media. This research aims to analyze the influence of Educaplay interactive quizzes on students' interest and Mathematics learning outcomes in class IV of SD Muhammadiyah 1 Menganti Gresik. This research is quantitative research with a quasi-experimental type. The sample consisted of 28 students in class IV-A. Questionnaires and tests are used in the data collection stage. Data analysis was carried out through the linear regression test stage with simultaneous F Test and Partial T Test assisted by the IBM SPSS Statistics Version 25.0 application. The research findings indicated that the data analysis obtained was significant for the variable of interest of 0.005 and a significance value for the learning outcome variable of 0.007. This result shows that the interactive quiz media of Educaplay affects students' learning interest and Mathematics learning outcomes in class IV of the Creative School of Muhammadiyah 1 Elementary School, Menganti, Gresik.
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Ridhoni, Izza Wildan, and Muhammad Sholeh. "Application of Augmented Reality-Based Solar System Recognition Using Metaverse Studio." International Journal of Applied Sciences and Smart Technologies 5, no. 1 (2023): 55–66. http://dx.doi.org/10.24071/ijasst.v5i1.5447.

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Learning media is currently developing with various innovations, especially in utilizing information technology. One of the technologies used for the learning process is Augmented Reality (AR). The purpose of the research is to provide alternative learning media using information technology, especially focusing on the use of AR. The learning that will be developed in this case is learning aimed at children to introduce learning about the solar system using interactive AR. The content of the learning media developed includes several things, namely learning the solar system and quizzes to test children's knowledge about the solar system. The research method used in developing learning media uses the Research and Development (R&amp;D) method. The application development process can be done by adding features. The results of this study produce an AR-based application that describes learning the solar system in 2D/3D form and is equipped with a quiz to train children's knowledge.
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Saputri, Saputri, Azwardi Azwardi, and Rian Rahmanda Putra. "Rancang Bangun Media Pembelajaran Interaktif Berbasis Game Edukasi Materi Rukun Sholat Dengan Menggunakan Metode Waterfall." Rancang Bangun Media Pembelajaran Interaktif Berbasis Game Edukasi Materi Rukun Sholat Dengan Menggunakan Metode Waterfall 1, no. 1 (2024): 1–10. https://doi.org/10.5281/zenodo.14233143.

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<em>This study aims to design and build game-based interactive learning media in PAI subjects with pillars of prayer material. This game was created as a learning medium for elementary school students at SD Negeri 07 Pedamaran. This educational game-based learning media application can be used as an alternative to learning media aids for students. The method used in designing and building applications using the waterfall method, consists of five stages, namely needs analysis, design, implementation, testing, and maintenance. Based on the results of application implementation and testing, that the application can run properly according to the required specifications, and can be used as a student learning medium. Quiz features contained in learning applications can be used as material for evaluating student learning</em>
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Hakeel, Mohamed, Aji Primajaya, and E. Haodudin Nurfikli. "SYMPTOM-BASED DISEASE PREDICTION USING MACHINE LEARNING." JATI (Jurnal Mahasiswa Teknik Informatika) 9, no. 4 (2025): 6704–8. https://doi.org/10.36040/jati.v9i4.14087.

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There are now more opportunities to increase diagnostic accessibility and accuracy thanks to the application of machine learning (ML) in healthcare, especially in environments with limited resources. The Random Forest Classifier (RFC) and Multi-Layer Perceptron (MLP) models emphasize this study's strong framework for symptom-based disease prediction utilizing machine learning methods. Our approach emphasizes the significance of data preparation, feature engineering, and model evaluation while addressing important issues, including missing data, symptom overlap, and ethical implications using Kaggle datasets. According to our findings, the RFC model performs better than the MLP classifier, with 99% accuracy. We also created an interactive platform for disease prediction, data addition, and model retraining using a web application built using Streamlit. Especially in poverty-stricken areas, this approach provides a scalable and dependable tool for early disease diagnosis, lowering diagnostic mistakes and enhancing healthcare accessibility.
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Mardinata, Erwin, Nora Dery Sofya, Shinta Esabella, Fatihhurroyyan, and Bayu Fajar Pratama. "Game Edukasi Bahasa Sumbawa Indonesia Untuk Anak Usia Dini Berbasis Android." Bulletin of Information Technology (BIT) 4, no. 1 (2023): 1–8. http://dx.doi.org/10.47065/bit.v4i1.444.

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The Android-based Sumbawa Early Childhood Education Game was successfully built using Adobe Illustrator for graphic design, Unity for the game engine, and Visual Study Code as a text editor. This educational game has two main menus, namely the learning menu with nine sub-category menus and the second main menu, namely the quiz menu. Games that are designed with attractive images and interactive audio are built using prototype software development methods and application testing using black boxes. Based on the results of application testing, all the features contained in the application run well and according to their functions. Interactive applications such as educational games are a means that can be optimized to improve children's motor development. Thus, this Sumbawa Indonesian learning educational game can be a means for parents to introduce Sumbawa language to children and become an interactive learning tool for teachers to students at school. Therefore, having an Android-based Sumbawa Indonesian educational game for early childhood is one way to introduce and preserve the local language
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Dayanty, Agustien Dwi, and Teofilus Ardian Hopeman. "TEAM QUIZ LEARNING ASSISTED BY THE QUIZIZZ APPLICATION: AN EFFORT TO INCREASE STUDENT LEARNING MOTIVATION AT BOJONGLONGOK STATE ELEMENTARY SCHOOL." Dinamika Jurnal Ilmiah Pendidikan Dasar 16, no. 2 (2024): 103. https://doi.org/10.30595/dinamika.v16i2.20917.

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The purpose of this research is to develop soft skill-based interactive media, to know the quality of This Classroom Action Research aims to describe the increase in learning motivation of class VI-B students at Bojonglongok State Elementary School after learning was implemented as a team quiz with the help of a quiz application. This research is Classroom Action Research, conducted at Bojonglongok State Elementary School, especially in class VI-B with a total of 36 research participants. The results of Classroom Action Research show that the attention indicator for sub-indicator 1 reached 67% in pre-cycle, 97.2% in cycles 1 and 2, while sub-indicator 2 reached 10.1% in pre-cycle, 67 % in cycle 1 and 94.4% in cycle 2. The indicator's relevance reached 17% in the pre-cycle, 75% in cycle 1, and 97.2% in cycle 2. The confidence indicator reached 31% in the pre-cycle -cycle, 67% in cycle 1, and 100% in cycle 2. Finally, the satisfaction indicator reached 10.1% in pre-cycle, 100% in cycle 1, and 86% in cycle 2, which means a decrease of 14% from cycle 1 to cycle 2. However, student learning motivation can be said to have motivation to learn. Thus, it can be concluded that quiz team learning assisted by the quiz application can increase the learning motivation of class VI-B students at Bojonglongok State Elementary School.
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Hapsari, Putri, Nurul Hidayati Utami, and Noorhidayati Noorhidayati. "Validity test of "Sigeram" as an android-based biology learning interactive media on human movement system topic." Assimilation: Indonesian Journal of Biology Education 6, no. 1 (2023): 65–74. http://dx.doi.org/10.17509/aijbe.v6i1.55633.

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This study aims to describe the suitability of "Sigeram" derived from the acronym "sistem gerak manusia” or human movement system to become an android-based interactive learning media for biology subjects. This study uses descriptive research with four stages, namely analysis, design, development, and validation. The data collection technique used a validity questionnaire. The validity test subjects consisted of three practitioners, including a teacher from Senior Hugh School 12 Banjarmasin and two lecturers from the study program of Biology Education, Universitas Lambung Mangkurat. “Sigeram” application consists of some menus, including learning prerequisites, identity, learning implementation components, meeting schedule, concept map, then the material section, summary, glossary, quiz, bibliography, and profile. Additional features in the interactive media are the "Bio Info", "Let's Find Out", "Let's Discuss", "Act Creatively", "Habituation", "Reflection", and "Final Project". Testing the validity of "Sigeram" as an interactive media for learning Biology based on android showed a validity score of 4.29 with a very valid category, so that "Sigeram" can be used as an interactive media for learning biology, especially in human movement system topic.
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Brown, Kaitlyn, Mary Commandant, Adi Kartolo, et al. "Case Based Learning Teaching Methodology in Undergraduate Health Sciences." Revue interdisciplinaire des sciences de la santé - Interdisciplinary Journal of Health Sciences 2, no. 2 (2012): 48. http://dx.doi.org/10.18192/riss-ijhs.v2i2.1521.

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Case-based learning (CBL) is an interactive teaching approach involving small-group discussion to determine a range of solutions for a presented patient case. In light of the success that the approach has achieved in numerous professional and undergraduate programs, a pilot project was introduced in 2009 by senior health sciences students, who acted as CBL facilitators, at the University of Ottawa for undergraduate courses in the Interdisciplinary School of Health Sciences (ISHS). In collaboration with faculty professors, the facilitators developed CBL sessions consisting of patient cases that were reflective of the core objectives of health sciences courses. A total of 144 undergraduate students from three ISHS courses took part in these sessions; they were evaluated based on the calibre of their participation and a quiz. The quiz consisted of 5 questions that evaluated the students’ mastery of the concepts covered in the CBL session. The students also completed an evaluation of the pilot project. On a nominal scale of one to five, the students on average scored 4.13 out of a possible 5.00 (SD 1.48) marks on the quiz. In the evaluation, the students rated the project as having an overall learning benefit of 3.82 on a nominal scale of one to four. The evaluation indicates that the students perceived the program as having significant learning value and the quiz marks confirmed that CBL promoted the application of lecture content to practical scenarios. These preliminary findings suggest that implementing CBL in ISHS would enhance students’ academic experience. Further sessions based on this model would improve from more rigorous pre- and post- session assessments.
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Chang, Ching-Lung, Shuo-Tsung Chen, Chuan-Yu Chang, and You-Chen Jhou. "Application of Machine Learning in Air Hockey Interactive Control System." Sensors 20, no. 24 (2020): 7233. http://dx.doi.org/10.3390/s20247233.

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In recent years, chip design technology and AI (artificial intelligence) have made significant progress. This forces all of fields to investigate how to increase the competitiveness of products with machine learning technology. In this work, we mainly use deep learning coupled with motor control to realize the real-time interactive system of air hockey, and to verify the feasibility of machine learning in the real-time interactive system. In particular, we use the convolutional neural network YOLO (“you only look once”) to capture the hockey current position. At the same time, the law of reflection and neural networking are applied to predict the end position of the puck Based on the predicted location, the system will control the stepping motor to move the linear slide to realize the real-time interactive air hockey system. Finally, we discuss and verify the accuracy of the prediction of the puck end position and improve the system response time to meet the system requirements.
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Noor, Mohd Ariff Brahin, Mohd Nasir Haslinah, Zakwan Jidin Aiman, Faizal Zulkifli Mohd, and Sutikno Tole. "Development of vocabulary learning application by using machine learning technique." Bulletin of Electrical Engineering and Informatics 9, no. 1 (2020): 362–69. https://doi.org/10.11591/eei.v9i1.1616.

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Nowadays an educational mobile application has been widely accepted and opened new windows of opportunity to explore. With its flexibility and practicality, the mobile application can promote learning through playing with an interactive environment especially to the children. This paper describes the development of mobile learning to help children above 4 years old in learning English and Arabic language in a playful and fun way. The application is developed with a combination of Android Studio and the machine learning technique, TensorFlow object detection API in order to predict the output result. Developed application namely &ldquo;LearnWithIman&rdquo; has successfully been implemented and the results show the prediction of application is accurate based on the captured image with the list item. The inclusion of the user database for lesson
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Li, Jiahang. "Research on Interactive System of Movie Subtitle Speech Based on Machine Learning Technology." Frontiers in Computing and Intelligent Systems 2, no. 2 (2022): 22–24. http://dx.doi.org/10.54097/fcis.v2i2.3744.

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The composition elements of subtitles, from the early single text, have developed into the present text, graphics, colors, animation, special effects and other combinations. With the development of speech technology and natural language understanding, speech interaction system has become a hot research field. Different from the traditional data interaction between keyboard, mouse and display, using hearing to transmit data makes the interactive system of movie subtitles more anthropomorphic and intelligent. It is the most natural and convenient means for human beings to exchange information with intelligent systems by incorporating machines and equipment with voice information processing capabilities into human voice interactive objects and endowing movie subtitle interactive systems with biological language recognition functions. A machine learning-based movie subtitle voice interactive system is constructed, which can well expand the application of voice interactive system and improve the user experience. In this paper, a movie subtitle voice interactive system based on machine learning technology is proposed, so as to better and effectively realize human-computer voice interaction.
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32

Mohd Ariff Brahin, Noor, Haslinah Mohd Nasir, Aiman Zakwan Jidin, Mohd Faizal Zulkifli, and Tole Sutikno. "Development of vocabulary learning application by using machine learning technique." Bulletin of Electrical Engineering and Informatics 9, no. 1 (2020): 362–69. http://dx.doi.org/10.11591/eei.v9i1.1616.

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Nowadays an educational mobile application has been widely accepted and opened new windows of opportunity to explore. With its flexibility and practicality, the mobile application can promote learning through playing with an interactive environment especially to the children. This paper describes the development of mobile learning to help children above 4 years old in learning English and Arabic language in a playful and fun way. The application is developed with a combination of Android Studio and the machine learning technique, TensorFlow object detection API in order to predict the output result. Developed application namely “LearnWithIman” has successfully been implemented and the results show the prediction of application is accurate based on the captured image with the list item. The inclusion of the user database for lesson tracking and new lesson will be added for improvement in the future.
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Kumar, Ashwani. "Theory and Practice of Interactive Maps Based on Machine Learning Algorithm." YMER Digital 21, no. 03 (2022): 413–21. http://dx.doi.org/10.37896/ymer21.03/44.

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This speculative proposes an approach towards enhancing the real time experience while using the Maps. It is an all-in-one for most of the information about a particular area, cities, states, countries, which include salient features like, ‘Crime Report’, ‘Population Density’, ‘Covid Cases’, ‘Average Temperature Change’, ‘Climate Change’, ’Sex Ratio’. The interactive maps assist us in conveying complicated information in a more straightforward manner. They help the user to have more engaging usage of application than regular static map. Interactive maps involve representing the maps which allows zoom in and zoom out, identifying the specific features by just hovering over the map without typing queries. The map also maintains highdefinition picture quality while zooming in. This is used to produce a summary and various ways to use or visualize data source on the map. The GSI (Global Information System) is used in interactive mapping to display pinpoint data on a map. The many tiers of geographical information are layered on top of each other using a layering approach. Unlike static maps, interactive maps offer a lot of characteristics that help to display a vast quantity of complex data more effectively.
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34

Liang, Jinliang. "Teaching Reform and Exploration of Python Programming Course Based on Knowledge Graph." Journal of Educational Research and Policies 7, no. 1 (2025): 24–29. https://doi.org/10.53469/jerp.2025.07(01).06.

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This paper explores the application of knowledge graphs in the reform and exploration of Python programming education, using a case study from Nanfang College Guangzhou. The study investigates the impact of knowledge graphs on student learning outcomes in a Python programming course, comparing an experimental group (EG) that utilized an interactive knowledge graph-based learning tool with a control group (CG) that followed traditional teaching methods. A mixed-methods approach was adopted, combining quantitative assessments (pre- and post-course quiz, final exams, and practical coding assignments) with qualitative feedback from students through surveys. The results reveal that the EG outperformed the CG in all assessment categories, showing a significant increase in quiz scores, final exam performance, and practical coding assignments. Specifically, the EG demonstrated a 13% improvement in quiz scores, a 15% increase in final exam scores, and an 18% improvement in coding assignments compared to the CG. Statistical analysis confirmed the significance of these differences, with p-values below 0.05 for all measures. Qualitative feedback from the EG also highlighted the effectiveness of the knowledge graphs in enhancing understanding of abstract programming concepts, improving problem-solving skills, and boosting confidence in applying Python programming to real-world problems. These findings suggest that knowledge graphs can serve as a powerful teaching tool in programming education, offering students a visual and interactive method to comprehend complex relationships between programming concepts. The study highlights the potential for integrating KGs into computer science curricula to foster deeper learning, reduce cognitive load, and improve student outcomes. Further research is recommended to explore the long-term impact of knowledge graphs on programming education and their applicability across different programming languages and educational contexts.
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Inayatul karimah, Ribut Prastiwi Sriwijayanti, and Ludfi Arya Wardana. "Penerapan Model Pembelajaran Problem Based Learning Berbasis Kuis Interaktif Untuk Meningkatkan Hasil Belajar Pada Mata Pelajaran Matematika Kelas Iv SD Negeri Jatiurip 1." NUSRA : Jurnal Penelitian dan Ilmu Pendidikan 6, no. 2 (2025): 332–41. https://doi.org/10.55681/nusra.v6i2.3714.

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This study originated from the problem of many fourth grade students at SDN Jatiurip 1 who get low learning scores. In addition, in the teaching and learning process, the materials used are only LKS, without any variation of other teaching materials. Due to these various problems, the researcher planned to conduct research using the class action research method, to observe and improve the problems faced by fourth grade students. The purpose of this study was to improve student learning outcomes in grade IV math at SDN Jatiurip 1 after the application of the PBL learning model using interactive quizzes. This type of research is a class action research (PTK) with a focus on class IV students consisting of 15 people. The model used in this research refers to Kemmis and Mc Taggart. The research was conducted in 2 cycles, and each cycle involved 2 meetings. Each cycle consists of 4 stages, namely planning, implementing actions, observing, and reflecting. Based on the research conducted, in the first cycle, the level of student learning engagement reached 64.2%, while in the second cycle it increased to 83.93%. This increase was due to the use of interactive quiz after learning with PBL model. In addition, in cycle I, the average percentage of students who achieved learning standards was 46.6% of a total of 15 students, while in cycle II, the average learning outcomes increased to 86.6%. Student learning data was obtained from analyzing the pretest and posttest scores done by the students. From the results of this study, it can be concluded that the interactive quiz-based PBL model proved effective in improving student learning outcomes in mathematics subjects about fractions worth.
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Puspitasari, Tuti, Lilis Tri Handayani, and Fajar Hari Mahardika. "Aplikasi Game Tebak Gambar Menggunakan Bahasa Inggris Sebagai Media Belajar Siswa SD Bumi Ayu Berbasis Android." JELTec (Journal of Learning Technology) 3, no. 1 (2025): 15–22. https://doi.org/10.56327/jeltec.v3i1.100.

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This study aims to develop an Android-based educational game application that uses an English picture guessing method as a learning medium for elementary school students at SD Bumi Ayu. The application is designed to enhance students’ interest and understanding of English vocabulary through an interactive and engaging approach. The development process follows the Waterfall model, consisting of requirement analysis, design, implementation, testing, and maintenance. The testing results show that the application performs well on various Android devices and receives positive feedback from both students and teachers. The use of attractive images and visual-based quiz challenges is considered effective in helping students learn and retain English vocabulary. Therefore, this application has the potential to serve as an alternative learning tool that supports teaching and learning processes at the elementary school level.
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Munuyandi, Thulasirani A/P, Salina Husain, Mohd Azidan Abdul Jabar, and Zuraini Jusoh. "Effectiveness Of Quizizz in Interactive Teaching and Learning Malay Grammar." Asian Journal of University Education 17, no. 3 (2021): 109. http://dx.doi.org/10.24191/ajue.v17i3.14516.

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Abstract: For teaching and learning Malay language grammar, there are many types of online assessment tools and applications have been developed in Malaysia. One such application is Quizizz, a game-based online quiz that facilitates teaching and learning. The purpose of this research is to measure the effectiveness of Quizizz application to teach and learn Malay grammar. We have used descriptive questionnaire research design, and chosen 130 students from Tamil schools by following the simple random sampling strategy. We have explored the effectiveness of Quizizz application as a formative quizzing tool for teaching and learning Malay grammar in year-four Tamil school students from 15 Tamil schools in Manjung district. The results showed that it was imperative to use Quizizz as a formative assessment tool to learn and teach Malay grammar to Tamil students. Students also responded positively to the use of Quizizz in the classroom through survey questionnaire results. At the end, we conclude that it is important for teachers to consider using fun and entertainment technology quizzing tools to teach Malay grammar.&#x0D; &#x0D; Keywords: Malay grammar, Quizizz, Self-assessment, Teaching and learning
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Aini, Ismi Naili Qurrotul, Agung Triayudi, and Ira Diana Sholihati. "Aplikasi Pembelajaran Interaktif Augmented Reality Tata Surya Sekolah Dasar Menggunakan Metode Marker Based Tracking." JURNAL MEDIA INFORMATIKA BUDIDARMA 4, no. 1 (2020): 178. http://dx.doi.org/10.30865/mib.v4i1.1875.

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Along with the times, the learning media also continues to grow. In solar system subjects usually, the media is used is books, where students can only see 2D forms. The purpose of this research is to build an application that can create a 3D object accompanied by an explanation, so as to make learning more interactive and easily understood using Augmented Reality (AR) technology. In previous journals, a solar system learning application has been made using AR technology, and this research will be developed by creating a quiz menu and true or false to find out how far students understand the material being taught. To ensure the application runs well, testing images, distance and angle markers, application features, and questionnaires using a black box. Marker test results can be distinguished well, markers can be detected well at a distance of 30-90 cm with an angle of 45ᴼ-90ᴼ, then questionnaires to 10 elementary school students related to this application 100% like the solar system AR application as a learning medium.
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39

Rofiq, Hanif Noer, and Galuh Mafela Mutiara Sujak. "CodelessML: A Beginner's Web Application for Getting Started with Machine Learning." Journal of Computer and Education Research 12, no. 24 (2024): 582–99. http://dx.doi.org/10.18009/jcer.1506864.

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Building machine learning models requires intensive coding and installation of certain software. This is frequently a barrier for beginners learning about machine learning. To overcome this situation, we present CodelessML, a reproducible web-based application designed for Machine Learning beginners due to its coding-free and installation-free design, published under Code Ocean capsule. It provides a common workflow that eases the process of building Machine Learning models and using the model for predictions. Using the Agile method, CodelessML was successfully built using Python, Anaconda, and Streamlit It. By using CodelessML, users can get a walkthrough and interactive experience of building machine learning through a simplified machine learning process: exploratory data analytics (EDA), modelling, and prediction. The impact of the software was evaluated based on feedback from 79 respondents, which showed that based on a 5-scale Likert, CodelessML received average ratings of 4.4 in accessibility, 4.3 in content, and 4.4 in functionality. CodelessML serves as an accessible entry point for learning machine learning, offering online, free, and reproducible features.
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40

Kishor Panda, Nanda, Shubham Bhardwaj, H. Bharadwaj, and Rohil Singhvi. "IOT based Advanced Medicine Dispenser Integrated with an Interactive Web Application." International Journal of Engineering & Technology 7, no. 4.10 (2018): 46. http://dx.doi.org/10.14419/ijet.v7i4.10.20704.

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Internet of Things (IOT) is a development of the internet which plays a major role in integrating human-machine interaction by allowing everyday objects to send and receive data in a variety of applications. Using IOT in healthcare monitoring provides an avenue for doctors and patients to interact and to track the dosage of medication administered. The paper presents an interactive, user friendly network integrated with an automated medicine dispenser which uses IOT, cloud computing and machine learning. The network was built on a python tornado framework with a front end developed using materialise CSS. The feasibility of this approach was validated by building a prototype and conducting a survey.
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Solkhi Albari, Abi, Mahira Putri Salsabila, M. Fahmi Aziz, Nur Faizah, Satrio Bagus Putra, and Efvelin B.S. "Analysis of The Effect of The 'Kahoot' Quiz Method on Student Enthusiasm." International Journal on Education Issues 1, no. 1 (2025): 35–39. https://doi.org/10.59966/s03ymr57.

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This study aims to analyze the effect of Kahoot application-based quisis method on students' enthusiasm in participating in Islamic Religious Education and Cultivation (PAIBP) lessons in class 12 AKL 3 SMK Bhakti Praja Adiwerna, Tegal. The Kahoot quiz method was chosen because of its ability to increase student interaction and engagement. The research method used was quantitative with an experimental design. The study population consisted of 30 students, and data was collected through a questionnaire that measured the level of student enthusiasm before and after the application of the Kahoot method. Data analysis was conducted using descriptive statistics and t-test to determine significant differences in student enthusiasm. The results showed that there was a significant increase in students' enthusiasm after the application of the Kahoot method, with the average enthusiasm score increasing from 65 before the application to 85 afterwards. This finding indicates that the use of Kahoot quiz method can be an effective alternative in increasing students' enthusiasm in EAP learning. This research is expected to contribute to the development of more interesting and interactive learning methods in schools.
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Hufron, Ahmad, MH Chaerulamin, Laelatul Nurul Arifin, and Leni Ulviyana. "Implementation of Cooperative Learning Method in Enhancing Collaboration and Communication of 12th-Grade Students at SMA Takhassus Al-Quran." International Journal on Education Issues 1, no. 1 (2025): 40–44. https://doi.org/10.59966/f5fjb137.

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This study aims to analyze the effect of Kahoot application-based quisis method on students' enthusiasm in participating in Islamic Religious Education and Cultivation (PAIBP) lessons in class 12 AKL 3 SMK Bhakti Praja Adiwerna, Tegal. The Kahoot quiz method was chosen because of its ability to increase student interaction and engagement. The research method used was quantitative with an experimental design. The study population consisted of 30 students, and data was collected through a questionnaire that measured the level of student enthusiasm before and after the application of the Kahoot method. Data analysis was conducted using descriptive statistics and t-test to determine significant differences in student enthusiasm. The results showed that there was a significant increase in students' enthusiasm after the application of the Kahoot method, with the average enthusiasm score increasing from 65 before the application to 85 afterwards. This finding indicates that the use of Kahoot quiz method can be an effective alternative in increasing students' enthusiasm in EAP learning. This research is expected to contribute to the development of more interesting and interactive learning methods in schools.
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43

Zhu, Wen, and Junxia Feng. "Auxiliary Teaching Software for English Reading Based on Machine Learning." Advances in Engineering Technology Research 1, no. 2 (2022): 484. http://dx.doi.org/10.56028/aetr.1.2.484.

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With the development of modern computer-aided design theory, English-assisted teaching software has entered a new era. Auxiliary teaching software is playing an increasingly important role in every corner of modern education, and is even irreplaceable in some aspects. This paper designs an auxiliary teaching software for English reading based on machine learning . The hardware part includes a wireless dedicated fingerprint handheld terminal and an interactive handwriting board, which are the basis of the entire teaching-aiding software. After a survey on the satisfaction of application the software, it has been found that teachers and students are very satisfied with the auxiliary teaching software, and the application of the auxiliary teaching software also cultivates students' interest in English reading, and improves the students’ vocabulary and reading level.
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44

Zhu, Wen, and Junxia Feng. "Auxiliary Teaching Software for English Reading Based on Machine Learning." Advances in Engineering Technology Research 2, no. 1 (2022): 484. http://dx.doi.org/10.56028/aetr.2.1.484.

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With the development of modern computer-aided design theory, English-assisted teaching software has entered a new era. Auxiliary teaching software is playing an increasingly important role in every corner of modern education, and is even irreplaceable in some aspects. This paper designs an auxiliary teaching software for English reading based on machine learning . The hardware part includes a wireless dedicated fingerprint handheld terminal and an interactive handwriting board, which are the basis of the entire teaching-aiding software. After a survey on the satisfaction of application the software, it has been found that teachers and students are very satisfied with the auxiliary teaching software, and the application of the auxiliary teaching software also cultivates students' interest in English reading, and improves the students’ vocabulary and reading level.
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45

NANDHINI K, Ms. "SALES FORECASTING USING MACHINE LEARNING." International Scientific Journal of Engineering and Management 04, no. 05 (2025): 1–7. https://doi.org/10.55041/isjem03473.

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Abstract - Sales forecasting remains a critical component in the strategic planning and operational efficiency of retail enterprises. This study presents a data-driven forecasting model tailored for retail sales prediction, using a real-world dataset comprising historical sales records, outlet characteristics, and product features. The methodology emphasizes robust data preprocessing, including handling of missing values, outlier treatment, and categorical encoding, followed by the application of ensemble-based regression. Among various algorithms evaluated, the Extreme Gradient Boosting Random Forest Regressor (XGBRFRegressor) demonstrated superior predictive performance, achieving consistent accuracy across cross-validation folds. To enhance practical applicability, the forecasting system was integrated into an interactive interface, enabling real-time prediction based on user-defined input parameters. The proposed approach offers a scalable and reliable framework for informed decision-making in retail operations, particularly in inventory management, demand planning, and revenue optimization. Key Words: predicting, forecasting, demand planning, sales
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Loftus, Neil, and Husnu S. Narman. "Use of Machine Learning in Interactive Cybersecurity and Network Education." Sensors 23, no. 6 (2023): 2977. http://dx.doi.org/10.3390/s23062977.

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Cybersecurity is a complex subject for students to pursue. Hands-on online learning through labs and simulations can help students become more familiar with the subject at security classes to pursue cybersecurity education. There are several online tools and simulation platforms for cybersecurity education. However, those platforms need more constructive feedback mechanisms, and customizable hands-on exercises for users, or they oversimplify or misrepresent the content. In this paper, we aim to develop a platform for cybersecurity education that can be used either with a user interface or command line and provide auto constructive feedback for command line practices. Moreover, the platform currently has nine levels to practice for different subjects of networking and cybersecurity and a customizable level to create a customized network structure to test. The difficulty of objectives increases at each level. Moreover, an automatic feedback mechanism is developed by using a machine learning model to warn users about their typographical errors while using the command line to practice. A trial was performed with students completing a survey before and after using the application to test the effects of auto-feedback on users’ understanding of the subjects and engagement with the application. The machine learning-based version of the application has a net increase in the user ratings of almost every survey field, such as user-friendliness and overall experience.
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Prasodjo, Pandu, and Glenn Ponto. "Kahoot! and EFL Learners' Confidence in A Vocabulary Classroom: A Correlative Study." Journal Of English Teaching For Young And Adult Learners 2, no. 1 (2023): 1–11. http://dx.doi.org/10.21137/jeeyal.2023.2.1.1.

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The prevalence of English in recent years cannot be understated and this very sentiment rings true for almost every country worldwide. Among the various tools that are available for teaching, gamification tools of learning such as the application Kahoot! is seeing prominence in usage. Kahoot! promotes engagement and adds a fun factor in learning due to its interactive nature. Kahoot! also encourages competitiveness as it is a quiz-based application. A previous research found mentioned that Kahoot! decreases students’ confidence because of the competitiveness that stems from the quiz aspect of the application. The present study wishes to challenge the statement into test. The participants of this research are 36 first-year EFL students from a private university in Batam, Indonesia. The research conducted a correlational research design, providing quantitative data through the use of questionnaire and observation, which will be triangulated with a qualitative data gathered by the means of a guided interview. Spearman rule was used to analyse the correlation between the students’ ranking confidence and finding the correlation between both cycles. The study found that student’s confidence in learning vocabulary through the use of Kahoot! is initially positive and it grows with the passage of time.
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Gwalani, Prof H. T. "Human Disease Prediction Using Machine Learning." International Journal for Research in Applied Science and Engineering Technology 12, no. 4 (2024): 2886–94. http://dx.doi.org/10.22214/ijraset.2024.60512.

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Abstract: The Human Disease Prediction A machine learning system is based on predictive modeling and uses the symptoms the user enters into the system to predict the disease of the patient or user. The application has three login methods: user or patient login, doctor login, and administrator login. The tool evaluates the symptoms provided by the user or patient as input and provides the results of the disease as output based on predictive algorithms. A smart health assessment is done using a Naive Bayes classifier. The Naive Bayes classifier evaluates the probability of the disease, taking into account all subjects during the study period. Accurate interpretation of disease data facilitates patient/user disease prediction and provides users with a clear view of the disease. After the prediction, the user or patient can consult the specialist using the interactive window. It uses machine-learning algorithms and database management technology to extract new patterns from historical data. By using machine learning algorithms, prediction accuracy will be improved, and users or patients will have easy and convenient access to the application.
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Meriyanti Sari, Tyas Masito Mutiara, and Kurnisar Kurnisar. "Penggunaan Media Quizizz Dalam Proses Evaluasi Pembelajaran Untuk Meningkatkan Hasil Belajar di Kelas XI IPS 3 SMA Negeri 3 Palembang." ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya 4, no. 2 (2024): 321–27. http://dx.doi.org/10.37304/enggang.v4i2.10232.

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The problems found in the field based on observations that have been carried out include: students obtain low learning outcomes and students are less active in working on learning evaluations. This study aims to describe the use of the Quizizz application as an interactive quiz medium in the learning evaluation process to improve student learning outcomes in Civics subjects. This research is a Classroom Action Research which consists of planning, implementation, observation, and reflection stages. Data analysis was performed using descriptive analysis (mean and percentage). While the learning completeness criteria are based on individual and classical mastery. The completeness of the learning outcomes obtained in the study were: in the pre-cycle of 46%, in the first cycle of 68%, and in the second cycle of 89%, there was an increase in each cycle. Based on this analysis, it can be said that the use of the Quizizz application can improve the learning outcomes of class XI senior high school students.
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Yang, Yimin. "Heart Disease Prediction and GUI Interaction based on Machine Learning." Transactions on Computer Science and Intelligent Systems Research 5 (August 12, 2024): 209–18. http://dx.doi.org/10.62051/z195z943.

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Machine learning is now being used to detect heart disease. Considering that failure to diagnose a heart disease patient can lead to serious consequences, including delayed treatment, worsening of the condition, and even life-threatening situations, it is crucial to ensure that as many true patients as possible are confirmed. Thus, it is important to consider recall rates while maintaining a focus on accuracy. This article compares the application of four machine learning models, including Decision Trees (DT), Random Forests (RF), K-Nearest Neighbors (KNN), and Support Vector Machines (SVM), in heart disease prediction, and measures the effectiveness of these models by using accuracy, recall rates, and F1 score. The outcomes of the experiment reveal that the SVM model performs the best with a recall rate of 0.97. The balance of the model ensures that it achieves high recall without affecting accuracy. In addition, the author combines it with a Graphical User Interface (GUI) to achieve interactive effects. The model and its interactive functions selected in this experiment can easily avoid missing patients in the first screening and improve the accuracy of disease diagnosis.
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