
The Accuracy of the RK-4 and RK-5 Technique as a Numerical Solution to the SEIRS Model of Online Game Addiction on Mathematics Students
Author(s) -
Syafruddin Side,
Abdul Saman,
Nur Rezky Ramadhan,
Sahlan Sidjara
Publication year - 2021
Publication title -
journal of physics. conference series
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.21
H-Index - 85
eISSN - 1742-6596
pISSN - 1742-6588
DOI - 10.1088/1742-6596/2123/1/012005
Subject(s) - limit (mathematics) , computer science , population , order (exchange) , mathematics , addiction , mathematical analysis , psychology , demography , finance , neuroscience , sociology , economics
This study aims to determine the accuracy of Runge kutta order-4 (RK-4) and order-5 (RK-4) as a solution to the SEIRS numerical model for online game addiction in mathematics students at Universitas Negeri Makassar. The model used in online game addiction is the Suspected-Exposed-Infected-Recovered-Suspected (SEIRS). This is a quantitative research with secondary data obtained from a closed questionnaire where students were given several answer choices. It starts by examining the SEIRS model of online game addiction, before determining general solutions using the RK-4 and RK-5 techniques. The model is then analyzed and simulated using RK-4 and RK-5 techniques, which are compared to determine the most accurate one. The results show that the SEIRS simulation model is accurate for predicting the number of online game addictions. Furthermore, the Runge-Kutta technique can be used to observe the trend of increasing cases of online games among students. The numerical simulation showed that the RK-4 technique is more accurate than the RK-5 when the population is larger. The simulation results of the SEIRS model using MAPLE provided an estimated increase in online game addiction that can be used by students and their parents to limit the number of permits associated with launching online games.