Journal articles on the topic 'Interactive Machine Learning Based Quiz Application'
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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.
Full textSnekha, 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.
Full textRachmawan, 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.
Full textSalsabila, 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.
Full textRoslan, 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.
Full textRahim, 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.
Full textFadila, 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.
Full textBenufinit, 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.
Full textDiva 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.
Full textTagie, 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.
Full textSyahputra, 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.
Full textArisna, 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.
Full textAbdul 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.
Full textVarshini, 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.
Full textGani, 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.
Full textAn, 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.
Full textRahmadhani, 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.
Full textF. 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.
Full textBoynge, 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.
Full textRahmalasari, 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.
Full textRahmayanti, 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.
Full textRidhoni, 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.
Full textSaputri, 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.
Full textHakeel, 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.
Full textMardinata, 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.
Full textDayanty, 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.
Full textHapsari, 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.
Full textBrown, 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.
Full textChang, 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.
Full textNoor, 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.
Full textLi, 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.
Full textMohd 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.
Full textKumar, 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.
Full textLiang, 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.
Full textInayatul 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.
Full textPuspitasari, 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.
Full textMunuyandi, 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.
Full textAini, 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.
Full textRofiq, 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.
Full textKishor 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.
Full textSolkhi 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.
Full textHufron, 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.
Full textZhu, 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.
Full textZhu, 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.
Full textNANDHINI 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.
Full textLoftus, 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.
Full textPrasodjo, 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.
Full textGwalani, 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.
Full textMeriyanti 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.
Full textYang, 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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