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1.
Journal of Applied Engineering and Technological Science ; 4(1):532-538, 2022.
Article in English | Scopus | ID: covidwho-2288143

ABSTRACT

The Covid-19 pandemic has hit Indonesia for more than 2 years. To overcome Covid-19, Indonesian government implemented a vaccination program with a target of 70% of the population being vaccinated. However, the recorded population that has been vaccinated to reduce the risk of being exposed to Covid-19 is still low. Several studies have stated that information and invitations to vaccines through mass media are considered insufficient to convince the population to vaccinate. Residents who are still unsure and do not even want to vaccinate need really comprehensive information from experts. To answer this problem, a chatbot that can replace experts in explaining everything related to vaccines can be one solution. This is evidenced by a study which states that the interaction between people who have not been vaccinated with a chatbot that explains about vaccination can reduce the level of doubt of the population about the vaccine by up to 20%. The purpose of this research is to build a chatbot using deep learning technique. Meanwhile, the deep learning technique used to build a conversational chatbot is the Multilayer Perceptron Network (MLP). Based on the result of our study, our chatbot can answer 83% questions correctly out of 30 questions. © 2022, Intellectual Research and Development Education Foundation (YRPI). All rights reserved.

2.
Journal of Applied Engineering and Technological Science ; 4(1):478-487, 2022.
Article in English | Scopus | ID: covidwho-2283180

ABSTRACT

The Covid-19 pandemic that occurred forced us to carry out the learning process through the internet network (online or online). Learning carried out online creates many problems, so it is considered ineffective and causes learning loss. Various methods have been taken to overcome this learning loss, including collaborating with various parties and issuing various regulations. In addition, teachers are also required to provide a new spirit in creating and innovating to provide effective, efficient, and competitive learning media. One way is to do educational game-based learning. Educational games are considered adequate for overcoming learning losses because learning media with educational games require players to participate in determining outcomes, have an entertainment side, and can increase creativity and problem-solving skills. The planned research method stages for collecting the required data are observation, interviews, and literature study. As for the development of educational games in this study, the prototype development method will be used. This study's result is that the Educational Game design has produced output that meets the needs. In future research, when this design is implemented, it is hoped that it will be an alternative medium for accelerating post-pandemic learning. © 2022, Intellectual Research and Development Education Foundation (YRPI). All rights reserved.

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