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271 Computer and Communication Engineering ABS-438

Development of Sparkol Videoscribe on Mathematical Representation
T Tutut Widiastuti A (a), Ana Faiqoh (a*), Rahayu Kariadinata (a), Hamdan Sugilar (a)

(a) Departement of Mathematics Education, UIN Sunan Gunung Djati Bandung
Jl. A.H. Nasution 105, Bandung 40614, Indonesia
*anafaiqoh98[at]gmail.com


Abstract

This research aims to develop sparkol videoscribe based animation videos on mathematical representation. This research and development use the ADDIE development model (analysis, design, development, implementation, evaluation). This animated video was validated by education experts and media experts, then limited testing was carried out on junior high school students. The results showed that sparkol videoscribe based animation video is a mathematics learning media that has been validated and gets positive responses from students so that it can be used in the process of learning mathematics. Also, the test results of students after learning to use sparkol videoscribe based video animation showed that as many as 7 students obtained a percentage of 28% with incomplete categories, while for 18 students obtained a percentage of 72% with complete categories. Therefore, sparkol videoscribe based animation videos provide good learning outcomes for students mathematical representation capabilities as seen from the percentage of students in achieving a KKM value of 72% with effective criteria

Keywords: Animated Video; Mathematical Representation; Sparkol VideoScribe

Share Link | Plain Format | Corresponding Author (Ana Faiqoh)


272 Computer and Communication Engineering ABS-952

DESIGNING AR NGEUNA 4.0 AS A NUTRITION EDUCATIONAL MEDIUM BASED TRADISIONAL FOOD FOR TEENAGERS
Cica Yulia, Hasbullah, Elis Endang Nikmawati, Muktiarni, Sugeng Rifqi Mubaraq

Universitas Pendidikan Indonesia


Abstract

Development of culinary in area can not be separated from local wisdom and culture in the region itself. The food culture of Indonesia is shaped by several factors such as nature, history, and culture. West Java, with their diversity have a variety of meal and snack distinctive and rich in nutrients. As time Sundanese traditional snack food and the less known by the public, especially teenagers. In the daily consumption of young men more frequently consume fast food compared with a healthy diet, has become a trend among young people more cognizant of foods of fast food and junk food. Solutions to these problems researchers develop media that can be used to introduce traditional food and snacks, with a touch of technology that makes it easy to learn.This application is called Augmented Reality Era Tuangeun Sunda 4.0 (AR-Ngeuna 4.0), Making an application begins with the design storyboards, 3D objects from traditional Sundanese food design software using a blender who explained begin desription products, materials used, and the nutrients contained in the food. To make a video, this paper uses software Wondershare Filmora. In an effort to make AR-Ngeuna 4.0 compatible with many platforms, Unity 3D is used. There are trials using multiple devices such as iPad, tabs and smart phones and applications run properly on all devices. Expected Augmented Reality Era Tuangeun Sunda 4.0 (AR-Ngeuna 4.0) with AR-books contribute to the development of media and performance-based online nutrition education as a learning medium that preserve Indonesia and Sundanese culture

Keywords: Adolescent Nutrition Education, AR-Ngeuna 4.0, West Java Traditional Food

Share Link | Plain Format | Corresponding Author (CICA YULIA)


273 Computer and Communication Engineering ABS-708

Making Muslim Rahmatan Lil Alamin through The UMMA Application
Arfan Aziz; Asad isma

UIN Sulthan Thaha Saifuddin Jambi


Abstract

The UMMA application was launched in April 2019 and by March 2020 around 5 million Android users had been downloaded. The Start-up targets digital Muslim communities in social engineering Muslim rahmatan lil ‘alamin and connected with Youtube, Facebook, Twitter, Instagram and Linktr. The feature ‘Community’ in UMMA are projected to encourage communication between users to discuss online and offline on social religious issues and forming Islamic communities. This paper aims to describe the history and development of UMMA as the digital religion practiced in Indonesia; the features in UMMA, and the responses of this application users to its content and facilities. The study found that the UMMA as a start-up digital Islamic application experienced rapid development with 21 applicative features and received positive response from its users.

Keywords: Umma; Islamic apps; Indonesian muslims.

Share Link | Plain Format | Corresponding Author (Yusria M)


274 Computer and Communication Engineering ABS-966

Development of Prototype E-Learning Mathematics Learning Tools Using Moodle
Erdawaty Kamaruddin, Yuliatri Sastra Wijaya, Ratu Amilia Avianti, Imam Arif Rahardjo, Aris Sunawar

Faculty of Engineering, Universitas Negeri Jakarta
*erda_kamaruddin[at]yahoo.com


Abstract

E-learning is very supporting the implementation of learning because it uses independent teaching materials, so it can be accessed at any time. E-learning can improve students absorption of subject matter, active student participation, and the ability and quality of information that, when using ordinary devices, will be difficult. If carefully designed, e-learning can increase levels of learning interactions. Unlike the case with conventional learning, not all students can ask questions or express their opinions in the discussion, because the opportunities are minimal. Usually, this opportunity tends to be dominated by some students who are responsive and brave. This situation will not occur in e-learning. Students who lack the courage will get broad opportunities to ask questions and express opinions without feeling watched or under pressure from classmates. Based on these assumptions, it is necessary to conduct a study of the e-learning prototype development strategy. Specifically, the purpose of this study was to develop a prototype of an electronic learning device using Moodle. This research is Research and Development. The results of the study were in the form of a prototype e-learning Mathematics learning device. In conclusion, the prototype can be developed into complete mathematics learning media.

Keywords: electronic learning, mathematics, moodle

Share Link | Plain Format | Corresponding Author (Ir. Dra. Erdawaty Kamaruddin, M.Pd.)


275 Computer and Communication Engineering ABS-205

Bibliometric Analysis of Development of Indonesian Islamic Studies in International Publications on Scopus Database
Husnul Qodim, Deni Miharja, Busro, Ilim Abdul Halim, Dadang Darmawan

Faculty of Ushuluddin UIN Sunan Gunung Djati Bandung


Abstract

The purpose of this study is to determine the development trends of studies on Indonesian Islam in international publications. The data collection process was carried out by searching the Scopus database with Islamic and Indonesian keywords contained in the article title, abstract, and keywords in the period 1954-2019. The data is analyzed using the Excel application and mapping using the VOS viewer. The results showed that the development of Indonesian Islamic studies from the period of 1954-2019 was highest in 2019. Most studies in Indonesian Islam were published in the Journal of Indonesian Islam and the Studia Islamika. Whereas the most productive researcher in the study of Indonesian Islam is Robert W. Hefner.

Keywords: Islam Indonesia, Islam, Scopus, Bibliometric

Share Link | Plain Format | Corresponding Author (Busro Busro)


276 Computer and Communication Engineering ABS-977

INNOVATION OF VISUAL STUDIO e-KAMUS LEARNING MEDIA IN IMPROVING ORIENTAL FOOD LEARNING OUTCOMES (Using Pre & Post Test Statistic Analysis)
Nur Riska (a*), Mahdiyah (b), Sachriani (c)

Universitas Negeri Jakarta


Abstract

This instructional innovation media research aims at developing an e-dictionary learning media based on visual-studio to improve learning outcomes at the oriental culinary course by electronic designated, therefore the analysis or review of the material is absolutely necessary. This innovation is expected to facilitate student access to the oriental culinary, especially herbs and spices that can be operated on a private Personal Computer.
The process of understanding the oriental culinary, especially herbs and spices are done conventionally in which college students write and translate their own herbs and spices used in oriental food, college student have difficulty in translating. Therefore the use of e-dictionary would be better for them to absorb information (herbs and spices). Thus, it makes in a positive response and active interaction.
The results of trials media web and program based shows that the average results of the media expert test 4.53, material expert test 4.2 , one to one test 4.02 , small group test 4.14, and field test 4.54 . The essential value of these media done using the phase test in which the effectiveness of the media web and media program shows significant distinction.

Keywords: Innovation, visual studio, e-kamus learing, outcomes

Share Link | Plain Format | Corresponding Author (nur riska)


277 Computer and Communication Engineering ABS-985

Energy Saving Management with Suggestion Method in Home Automation based on User Habits
Muhammad Fahmi Nurfadilah (a*), Ary Setijadi Prihatmanto (b), Nurman Hariyanto (b), Rifki Wijaya (b), Vitradisa Pratama (b)

School of Electrical Engineering and Informatics, Bandung Institute of Technology
Jalan Ganesha 10, Bandung 40132, Indonesia


Abstract

In designing an automation system to help make it easier for humans to control and monitor household appliances or smart houses often experience problems with the problem of estimating the increasing burden of electric current because it uses additional tools to control the household appliances. To reduce this view, it can be solved by regulating the energy to be consumed from the household appliance by using a smart meter as a monitoring device specifically designed with excess internet to send data taken from the energy meter and then the incoming data can be processed analyzed from the peak current demand of electric current using the User Habits method which will be combined with the energy scheduling method and combined with suggestion turning on or off the household appliances, so that it is expected to provide comfort and effectiveness in using Home Automation..

Keywords: energy meter; peak current; home automation; suggestion; user habits

Share Link | Plain Format | Corresponding Author (Muhammad Fahmi Nurfadilah)


278 Computer and Communication Engineering ABS-986

Comparison of Motion Graphic-Based Learning Videos With Powerpoint Against Student Learning Outcomes in Subjects of Basic Graphic Design at Vocational Multimedia Expertise Program
Hamidillah Ajie, Miftahul Zannah

Universitas Negeri Jakarta


Abstract

This research aims to determine the comparison of motion graphic learning media and PowerPoint learning media against the learning outcomes of students in basic graphic design subjects in class X SMK Negeri 2 Jakarta and SMK Negeri 51 Jakarta. This research was conducted in August until December 2019. The motion graphics learning media was applied in the experimental class of X MM-1 class at SMK Negeri 2 Jakarta and the PowerPoint learning media was applied in the control class that is X MM-1 class at SMK Negeri 51 Jakarta.
The population in this study were class X SMK Negeri 2 Jakarta and SMK Negeri 51 Jakarta in the academic year 2019/2020, with a total of 60 students. The method used in this research is a quantitative method of experimentation, namely by treating two classes with different treatments or actions. The sampling process uses a simple random sampling technique. To get data from this study, the students were tested by giving a final test (post-test) to measure cognitive abilities with multiple-choice tests. Based on the results of the study it can be concluded that there are differences in learning outcomes between motion graphic learning media and PowerPoint learning media. In grade X in basic graphic design subjects in SMK Negeri 2 Jakarta and Multimedia X class SMK Negeri 51 Jakarta as evidenced by the results of data analysis (t-test) that is obtained tcount = 2.53 and ttable = 2.03. Because tcount (2.53)> ttable (2.03), it can be said that H0 is rejected. Learning outcomes of students who use motion graphic learning media get an average value of 83.267, while students who are applied with Powerpoint learning media get an average value of 80.667. This proves that students who are taught by using motion graphic learning media have higher average values compared to students who are taught using PowerPoint learning media.

Keywords: Keywords: Motion graphic, PowerPoint, learning media

Share Link | Plain Format | Corresponding Author (Hamidillah Ajie)


279 Computer and Communication Engineering ABS-220

Bibliometric Analysis of Qur’an Studies Development in International Publications on Scopus Database
Jajang A Rohmana, B Busro, Ai Yeni Yuliyanti, Irma Riyani, Izzah Faizah Siti Rusydati Khaerani

UIN Sunan Gunung Djati Bandung


Abstract

The purpose of this study is to determine the development of Qur’an studies in international publications. Scopus database is data source with Quran OR Koran keyword on three categories: article titles, abstracts and keywords published in 2010-2019. This research uses Excel as data analysis and VosViewer application for mapping process. The results showed there were 3,622 scientific publications related to Koran topic with the highest number in 2018 of 450 scientific publications (12%). The highest number was obtained from Journal of Quranic Studies publishing with 99 publications. The most prolific writer is Eric Steven Atwell with 17 publications. Whereas the institutions that contributed the most in Koran studies was International Islamic University Malaysia with 196 publications. Koran studies was the most popular studies in the arts and humanities with 1953 publications and published in journal article form.

Keywords: Quran, Bibliometric, scopus

Share Link | Plain Format | Corresponding Author (Busro Busro)


280 Computer and Communication Engineering ABS-989

Development Of Web Service New Postgraduate Student Enrollment In State University Of Jakarta
Hamidillah Ajie, Hendrik Praditya

Universitas Negeri Jakarta


Abstract

The enrollment process of new Postgraduate students at Jakarta State University is carried out manually by several Faculties and Postgraduate Programs. This raises several problems such as difficulty in data collection and difficulty in registering prospective students from outside Jakarta. The enrollment process will be held every year, so they need a web-based application that is able to adapt to changes that occur. The purpose of this research is to produce a web service that can be used in the postgraduate new student admission system at the State University of Jakarta and has an adaptive nature to changes in the future. Development of a web service system for online Postgraduate new admissions using the concept of Service Oriented Architecture and developed using the Laravel framework and MySQL database that produces 20 endpoints. Unit testing method is carried out on 20 endpoints using the Postman plugin in Google Chrome. The test results showed that the 20 endpoints tested were functioning properly, and were adequate of being used as a backend for a new student admission web at the Postgraduate State University of Jakarta.

Keywords: Service oriented architecture, laravel, unit testing, student enrollment

Share Link | Plain Format | Corresponding Author (Hamidillah Ajie)


281 Computer and Communication Engineering ABS-228

Developing Online Comic of Indonesian Folklore as a Literature Learning Media for Millennials
Meina Febriani (a*), Diyamon Prasandha (b), Nas Haryati Setyaningsih (c), Santi Pratiwi Tri Utami (d), Tommi Yuniawan (e), Eko Sugiarto (f)

(a) Department of Indonesian Language Education, Universitas Negeri Semarang, Indonesia
*meinafebri[at]mail.unnes.ac.id
(b) Department of Indonesian Language Education, Universitas Negeri Semarang, Indonesia
(c) Department of Indonesian Language Education, Universitas Negeri Semarang, Indonesia
(d) Department of Indonesian Language Education, Universitas Negeri Semarang, Indonesia
(e) Department of Indonesian Language Education, Universitas Negeri Semarang, Indonesia
(f) Department of Visual Art Education, Universitas Negeri Semarang, Indonesia


Abstract

Online comic of Indonesian Folklore is an oral-digital transformation which is less developed as a media of literature for millenials. Therefore, the main purpose of this study is to develop online comic with Indonesian folklore content for Millennials, it can also be used in education field. This study and development was carried out by using the ADDIE model (analysis, design, development, implementation and evaluation). The feasibility of online comic of Indonesian folklore was assessed by literary experts and digital art media experts. It was tested to 30 final year students. The result of the development is in the form of online comic of Indonesian folklore that contain of story about Ratu Shima. All stages of the development of online comic were carried out digitally, starting from the digital sketch process to its publication on the online comic platform. Online comic of Indonesian folklore prove to be feasible to be used based on software indicators, easy to use, visual communication, and story content. Online comic is highly recommended as a new media of literature for millennials.

Keywords: comic, digital, earning, folklore, literature, online

Share Link | Plain Format | Corresponding Author (Meina Febriani)


282 Computer and Communication Engineering ABS-232

implementation of the AYA combat robot control system using arduino-based romote control
Adi Ardiansyah, Nur Rachman Supadmana Muda , Desyderius Minggu, Eko Kuncoro

Military Telecommunication, Politeknik Angkatan Darat KODIKLATAD, Jl. Ksatriaan Arhanud, Pendem, Batu 65324, Indonesia


Abstract

abstract — Control of the tractor by using a remote control can reduce power because it can improve work efficiency so it does not take long enough, it is necessary to have training and mentoring along with certain stages in order to operate the tractor with a remote control. This resulted in the use of hand tractors to be not optimal. The limitations of farmers applying hand tractor technology cause farmers to need additional labor to produce it. Meanwhile, labor costs are currently quite high. This tractor technology is also equipped with a weapon system to help the Army task unsafe because it can be trapped automatically by remote control. This can be useful in the TNI AD environment. two functions during war can be used and in times of peace can also help in agriculture to assist the main tasks of farmers in Indonesia.

Keywords: Tracktor, Arduino Uno, Remote Control

Share Link | Plain Format | Corresponding Author (adi ardiansyah)


283 Computer and Communication Engineering ABS-503

Development Of Vocational School Mobile Apps Integrated Global Positioning System As School Location Information
Ari Apriyansa (a*), Rumono (b), Muhammad Yusro (c)

a) Faculty of Engineering, Universitas Negeri Jakarta, Jakarta, Indonesia
*anak.rangkas[at]gmail.com
b) Faculty of Engineering, Universitas Negeri Jakarta, Jakarta, Indonesia
c) Faculty of Engineering, Universitas Negeri Jakarta, Jakarta, Indonesia


Abstract

The use of mobile applications in education is an influence of the digital 4.0 era. Vocational High Schools in Indonesia also use mobile apps to facilitate students in finding school positions. This study aims to make vocational school applications integrated with the Global Positing System (GPS) and determine the feasibility of the media. Application testing uses ISO 25010 Software Quality Standards on aspects of functional suitability, compatibility, performance efficiency, and usability. The development of this research includes R&D research using the System Development Life Cycle (SDLC) with the stages of development: 1. Analysis, 2. Design, 3. Implementation, 4. Testing, and 5. Maintenance. There are 50 vocational schools involved in the development of mobile apps in the Lebak district - Banten. The results of this study address the results of making media with design development, and analysis of limited trials. The conclusion of this study, shows that the making of vocational school Mobile App has the potential to be applied in vocational schools with the Global Positioning System feature.

Keywords: Mobile App; Vocational School; Global Positing System

Share Link | Plain Format | Corresponding Author (Ari Apriyansa)


284 Computer and Communication Engineering ABS-1016

Video development for make-up puff pastry
Ahqid Tyas Pambudi, Andian Ari Anggraeni

Department of Culinary Science, Faculty of Engineering, Universitas Negeri Yogyakarta


Abstract

The aims of this study was to: 1) develop a learning video in the subject of make-up puff pastry for Pastry and Bakery course in Culinary Art, Vocational High School (VHS), 2) assess the feasibility of the video. This study was a research &develop (R & D) approach by using 4D models (define, design, develop, and disseminate). The research was conducted in August 2019 - February 2020 in Department of Culinary Science, Faculty of Engineering, Universitas Negeri Yogyakarta. The feasibility of the video was evaluated by 2 contents experts, a media expert, and 30 students of XII grade at VHS 2 Godean. The video was developed through 4 stages. Define stage contained problem analysis, need analysis, and content analysis. Design stage compiled video script, and the production team. Develop stage was consisted of video production, revisions and assessment. The video has 13 minutes 24 seconds duration and consists of 7 parts. Disseminate stage contained video feasibility by the students and video uploading to YouTube in https://youtu.be/s0oss2m5mDY. Video feasibility assessments were as follow: 1) 97.9% by material experts, 95.8% by media experts and 91.2% by students as prospective users. Therefore, the make-up puff pastry video was very feasible to be used as learning media for Pastry and Bakery course in Culinary Art VHS.

Keywords: Learning video; Make-up puff pastry; Pastry and bakery; Culinary art; VHS

Share Link | Plain Format | Corresponding Author (Andian Ari Anggraeni)


285 Computer and Communication Engineering ABS-1017

Augmented Reality in Nutrition Education: a literature review
Aurora Paramita, Cica Yulia, E. E. Nikmawati

Universitas Pendidikan Indonesia


Abstract

Abstract. This research synthesizes findings of studies on augmented reality in nutritional education as a solution to the nutrition knowledge problem. Journals examined from 2010 to 2019. This paper focuses on the issue of nutrition and augmented reality knowledge as one of the media solutions for nutrition education and how the influence of providing nutrition knowledge through augmented reality. With the presence of nutrition knowledge through this Augmented Reality users of various age ranges can use it and complete a whole set of programmed, and users can change the eating behaviour and diet, users are interested and prefer to learn nutrition, and are proven to provide convenience and minimize boredom in learning the material. The results of the test received a very good rating which assessed that Augmented Reality application is very useful and makes users more quickly understand and remember the material in nutrition learning. We expect the number of positive responses from the use of augmented reality in nutrition education to be more developed such technology to support the improvement of education and nutrition behaviour of the community.

Keywords: Augmented Reality, nutrition education, nutrition knowledge

Share Link | Plain Format | Corresponding Author (Aurora Paramita Siswanto)


286 Computer and Communication Engineering ABS-1021

Developing learning video of making mango sorbet for agriculture product processing course
Andian Ari Anggraeni, Wahyu Agung Adi Setiawan

Culinary Science Study Program, Faculty of Engineering, Universitas Negeri Yogyakarta


Abstract

The research objectives were to: 1) develop the video of making mango sorbet for Agriculture Product Processing course in Vocational High School (VHS), 2) evaluate the feasibility of the video. This is a research & development (R&D) study using 4D models (Define, Design, Develop and Disseminate). The feasibility test was performed by 2 material experts, a media expert, and 30 students in VHS 1 Cangkringan. The date was analysed descriptively. The video had a duration of 11 min 29 sec with mp4 format. The video consisted of 3 parts: a) the opening section, explaining about definition, production techniques, and packaging; b) the content section, consisting of utensils and ingredients preparation, product making, and packaging; c) the closing section, explaining about evaluation and conclusion. The video was uploaded to YouTube channel Boga UNY with URL of https://youtu.be/9R2QJFlUoZE. The video feasibility measurement according to the material experts was 95,00%, the media expert was 93,94% and students were 88,06%. Hence, the making mango sorbet video is considered to be very feasible to be utilized as a learning media in VHS for Agriculture Product Processing course.

Keywords: learning video; mango sorbet; Agriculture product processing course; VHS

Share Link | Plain Format | Corresponding Author (Andian Ari Anggraeni)


287 Computer Science ABS-2

Designing Mobile Application Gamification for Tourism Village in Indonesia
Fedelis Brian Putra Prakasa, Suyoto, Andi W.R. Emanuel

Universitas Atma Jaya Yogyakarta


Abstract

Tourism in Indonesia is one of the contributing factors for income for the country, especially in the non-oil and gas sectors. Also, Indonesian tourism is also expected to help the economy of the community, especially villages. Because of this reason, a tourist village was created. However, in its development, tourist villages are still experiencing some challenges. Among them is a stagnation in the development of attractiveness, weak tourist competitiveness, limited human resources, and lack of promotion. All of these challenges can be solved by using the gamification method. Therefore, the purpose of this study is to propose a prototype of a mobile application for a tourist village using gamification. Gamification uses motivation in its application, and this method can have a beneficial effect on the tourism sector. These effects include raising brand awareness, loyalty/repeat visits, and enhancing tourism experiences. Therefore, in this study, a prototype mobile gamification application design will be made for tourism villages, especially in Indonesia. The design is performed based on the needs of a tourist village and based on the responses of several respondents.

Keywords: gamification; tourism village; mobile design; Indonesia

Share Link | Plain Format | Corresponding Author (Andi Wahju Rahardjo Emanuel)


288 Computer Science ABS-1026

Combining of Readiness the Implementation Information System Success in Higher Learning Institutions
Reni Haerani1, Titik Khawa Binti Abdul Rahman2, Lia Kamelia3

1Informatics Management Study Program Politeknik PGRI Banten
2School of Scinece & Technology Asia e University
3Electrical Engineering Department,UIN Sunan Gunung Djati Bandung


Abstract

The information system is used to support the needs of institutional stakeholders, students, staff, faculty, and management in conducting business. So that it becomes a measure of the success implementations of the information system model to evaluate the influence of the organizational hierarchical culture so that the information system fits the needs of the organization. This study was conducted to determine the effect of organizational hierarchical culture factors on the successful implementation of information system, where organizational hierarchical culture is the norm and value that directs the behaviour of members of the organization, so the organizational hierarchical culture is measured through the higher management dimension in which the organization operates. Whereas implementation information system success is measured using the Delone and McLean adoption models. By using the Structural Equation Model-Partial Least Squares (SEM-PLS) found that organizational hierarchical culture significantly influence the successful implementation of information system where the most significant influence is the higher management policy in the successful implementation of information system.

Keywords: Organizational Hirarchical Culture, Information System Success, SEM-PLS

Share Link | Plain Format | Corresponding Author (Reni Haerani)


289 Computer Science ABS-776

Design and Usability Evaluation of Voter Data Processing Information System at the Secretariat of the Purwakarta Regency Election Commission (KPU) at the District Level On the District Election Committee (PPK) using the Rapid Application Development Method
Halimil Fathi (1*), Tiawan (2), Heti Mulyani (3)

1) Politeknik Enjinering Indorama, Jl. Kembangkuning Jatiluhur, Purwakarta-Jawabarat 41152, Indonesia
halimil.fathi[at]pei.ac.id
2)Politeknik Enjinering Indorama, Jl. Kembangkuning Jatiluhur, Purwakarta-Jawabarat 41152, Indonesia
tiawan[at]pei.ac.id
3)Politeknik Enjinering Indorama, Jl. Kembangkuning Jatiluhur, Purwakarta-Jawabarat 41152, Indonesia
heti.mulyani[at]pei.ac.id


Abstract

In the Simultaneous General Election in the Election of Regent, Deputy Regent, Legislature, President, Vice President as organizer, the General Election Commission (KPU) of Purwakarta Regency forms an Ad hoc Committee for Sub district Election Committees (PPK) at the District Level to carry out Elections at the sub district level and at the village level.
Voter data understanding in the management of Election Data in the General Election organizer which does not yet have voter data that is managed into a database, especially at the sub-district level, so that the District Election Committee (PPK) has difficulty in managing Voter Data. The method used in the design of voter data processing information systems based on Rapid Application Development (RAD), which has a real database in managing voter data that can provide information that is appropriate in the organization of the General Election. the method used in this study uses RAD.
The purpose of this research in building a system that can process Voter data. Design and Usability Evaluation Prototype (UEP) Information system for voter data processing using the RAD Method which uses the concept of a database server system that has a Multitier architecture.

Keywords: General Election Commission, General Election, Voter Data, RAD, UEP.

Share Link | Plain Format | Corresponding Author (Halimil Fathi)


290 Computer Science ABS-267

Information Retrieval Search on pronouns (dhamir) in the Quran
Rosihon Anwar (*a), Ahmad Izzan (b), Izzah Faizah (c), Cecep Nurul Alam (d)

UIN Sunang Gunung Djati Bandung, Jl. A. H. Nasution No. 105, Bandung 40614, Indonesia.
*rosihonanwar[at]uinsgd.ac.id


Abstract

Dhamir Al-Quran is a pronoun in the Quran that functions to summarize several subjects that are mentioned in the editorial of the Quran. In addition to summarizing, the function of dhamir is to replace the subject mentioned earlier. The problem often arises is that strong Arabic language skill is needed to find out the subject contained in the dhamir. Mistakes in determining subjects in dhamir will cause errors in understanding, translating or interpreting the Quran. This study aims to help make it easier to find the subject referred to in the pronouns (dhamir) contained in the Koran. The results of this study rediscovered dhamir referred to in the Quran include 14 dhamirs in the form of muttashil, munfasil and subjects referred to by dhamir. The results of this study are packaged in a data retrieval information retrieval application in a database that is named Dhamir Phedia. The methods used in the Dhamir Phedia application are classification, clustering, and patterns. Classification is used to find a model for the sake of searching for dhamir. While clustering is used to classify data based on similarity. Data or words that are included dhamir before being inputted are selected first and then the level of similarity is searched by interpretation of dhamir references. After the categorization process is done, then the patterning process is carried out to get a new pattern that suits the system requirements. The final results of the process are then entered into a database for later use in the search process to speed up and improve the precision of information retrieval results.

Keywords: Information Search; Dhamir

Share Link | Plain Format | Corresponding Author (Cecep Nurul Alam)


291 Computer Science ABS-1036

Digital Surface Model Filtering for Building Object Extraction
Handoko Dwi Julian

Universitas Indo Global Mandiri


Abstract

Light Detection and Ranging (LiDAR) technology offers height data in the form of point cloud that can be used to extract building objects in urban areas.
Building object extraction is done using software which is carried out interactively and uses Digital Surface Model and Digital Terrain Model data which are produced from LiDAR point cloud data processing.
The value of Digital Surface Model and Digital Terrain Model is then taken to the difference value to obtain the value of Normalized Digital Surface Model (nDSM)
Image segmentation method is used to extract building objects using normalized Digital Surface Model (NDSM) data and using orthophoto image data as additional data
The results of the study include the number of buildings successfully extracted using NDSM data and orthophoto imagery in urban areas
Buildings that have not been extracted have the maximum results so they need to be further studied by adding other data such as LiDAR intensity data.

Keywords: Point Cloud, Segmentasi, LiDAR

Share Link | Plain Format | Corresponding Author (Handoko Dwi Julian)


292 Computer Science ABS-269

Implementation Of Multi Attribute Utility Theory (MAUT) Method For Selecting Overseas Diplomates
Ichsan Taufik, Cecep Nurul Alam, Zainuri Mustofa, Ahmad Rusdiana, Wisnu Uriawan

UIN Sunan Gunung Djati Bandung


Abstract

Diplomatic relations between countries increasingly show how important the meaning of relations between these countries. Representatives are needed in order to establish cooperative relationships in several fields such as culture, politics, and education. The Ministry of Foreign Affairs is expected to recommend objective representatives to be placed as foreign diplomats. Finding suitable representatives and the number of representatives to be dispatched in accordance with the criteria and rules that apply in the foreign ministry becomes complicated. With this objective and value-weighted recommendation made, it is easier for superiors in the ministry to make representative selection. The method used is the Multi Attribute Utility Method (MAUT) which can make effective and specific selections. Based on the results of testing of 50 sample data to calculate the selection of foreign diplomats using the MAUT method the results were 94%.

Keywords: diplomat, selection, MAUT, overseas

Share Link | Plain Format | Corresponding Author (Ichsan Taufik)


293 Computer Science ABS-16

Application Of Interval Type-1 Fuzzy Inference System to Analyze The Quality Of Memorization Quran Of Madrasah Ibtidaiyah Student
Jamaaluddin Jamaaluddin; Nisa, NM.; Ruli Astuti; Syamsudduha Syahrorini; Akhmad Ahfas

Universitas Muhammadiyah Sidoarjo, Jawa Timur, Indonesia


Abstract

Abstract. In this modern world, the use of artificial intelligence needed. One of the intelligence methods raised in this study is to use the Interval Type-1- Fuzzy Inference System (IT-1-FIS). In Muslim schools (Madrasah Ibtidaiyah) where there is subject matter memorizing the Quran. The fluency determines the quality of memorization of the Quran in pronouncing letters (Input-1), Tajweed Rules (Input-2), and reading fluency (Input-3). These three points become input for forecasting Memorization Quality Of The Quran. IT-1-FIS requires primary inputs and rules to obtain the output of forecasting Memorization Quality Of The Quran. By using IT-1-FIS, it can predict that students will get the quality of memorization based on the trace value obtained on each point. So from the beginning the teacher will know the quality of a students memorization in the future. The estimated condition in memorization of the Quran can be known faster, and the teacher will be able to increase the points that are less to get the desired quality of memorization of the Quran by the habits practiced by students. These students patterns are the basic rules of input in the IT-1-FIS process.

Keywords: The Quality Of Memorization Quran; Interval Type-1 Fuzzy Inference System; Life in modern word; Madrasah Ibtidaiyah Student.

Share Link | Plain Format | Corresponding Author (Jamaaluddin Jamaaluddin)


294 Computer Science ABS-528

GAME OPEN ONLINE PHYSICS INSTRUCTIONAL (GOOPI) FOR IMPROVING 21ST-CENTURY CAREERS: CREATIVITY SKILL
Firmanul Catur Wibowo (a*), Hadi Nasbey (a), Lari Andres Sanjaya (a), Dina Rahmi Darman (b), Yosi Gumala (c), Agus Setyo Budi (a)

aDepartment of Physics Education, Universitas Negeri Jakarta
Jl. Pemuda 10, Rawamangaun, Jakarta 13220, Indonesia
bDepartment of Physics Education, Universitas Sultan Ageng Tirtayasa
Jl. Ciwaru Raya No 25, Serang, Banten, Indonesia
cDepartment of Primary Teacher Education, Universitas Bhayangkara Jakarta Raya
Jl. Perjuangan No.81, Marga Mulya, Bekasi City, West Java, Indonesia


Abstract

Physics is fundamentally formed from scientific processes that take place continuously and sustainable through experimental stages known as the scientific method. The scientific method will give a positive meaning if the Instructional Physics can be applied in learning through online games to improve 21st-century careers: creativity skills. This study aims to Development of Open Online Physics Instructional Games (GOOPI) for improving 21st Century Careers: Creativity Skills. The research method used was ADDIE (Analysis, Design, Develop, Implement, and Evaluate) with the research subjects being 90 students aged 21-25 years. The results showed that the average normalized gain score <g> creative thinking skills increased by 0.64 with a higher category. These results indicate that GOOPI is significant in improving 21st-century careers: creativity skills.

Keywords: Game Open Online Physics Instructional (GOOPI), 21st-Century Careers, Creativity Skill.

Share Link | Plain Format | Corresponding Author (agus setyo budi)


295 Computer Science ABS-529

Classification based on K-Nearest Neighbor and logistic regression method of coffee using Electronic Nose
D R Prehanto(1*), A D Indriyanti(1), I K D Nuryana(1), G S Permadi(2)

Universitas Negeri Surabaya


Abstract

Coffee has its own scent of identity which can be felt directly with the ability of the human sense of smell. With a specific coffee aroma that can be used to identify the type of coffee. In this study we propose that E-Nose (Electronic Nose) can be used to identify coffee based on the aroma of coffee converted into value data used for the classification process. The initial step is the data validation process using the calculation of the average value, standard deviation, Minmax. After conducting the dataset validation process, the next step is to implement the Logistic Regression (LR) and K-Nearest Neighbor (KNN) classification methods. The accuracy
value is derived from the Confusion Matrix evaluation method, TP, TN, FP and FN values. This study focuses on finding the best classification accuracy value with the criteria having the highest accuracy value. This system can be used to classify types of coffee with a mixture of coffee and
milk. This study will compare the results of classification using the two classification methods. Based on the results of the accuracy of the two methods presented the best results using the KNN method with a statistical calculation is 97.7%.

Keywords: classification;KNN;Logistic Regression;coffee

Share Link | Plain Format | Corresponding Author (Dedy Rahman Prehanto)


296 Computer Science ABS-530

E-CHARACTER MENTAL REVOLUTION (E-CMR) BASED ON MOBILE DIGITAL EDUCATION (MDE) TO IMPROVE STUDENT SKILLS
Suherman(a*), Dina Rahmi Darman (b), Firmanul Catur Wibowo (c), Yosi Gumala (d), Agus Setyo Budi (c)

aDepartment of Non-Formal Education, Universitas Sultan Ageng Tirtayasa
Jl. Ciwaru Raya No 25, Serang, Banten, Indonesia
bDepartment of Physics Education, Universitas Sultan Ageng Tirtayasa
Jl. Ciwaru Raya No 25, Serang, Banten, Indonesia
cDepartment of Physics Education, Universitas Negeri Jakarta
Jl. Pemuda 10, Rawamangaun, Jakarta 13220, Indonesia
dDepartment of Primary Teacher Education, Universitas Bhayangkara Jakarta Raya
Jl. Perjuangan No.81, Marga Mulya, Bekasi City, West Java, Indonesia


Abstract

Ubiquitously, flexibility, accessibility, and a variety of cellular technology capabilities make it valuable and a necessity today. However, in general, it is underutilized in learning physics. The purpose of this study is in development of E-Character Mental Revolution (E-CMR) Based on Mobile Digital Education (MDE) to Improve Student Skills. The research method used was ADDIE (Analysis, Design, Develop, Implement, and Evaluate) with the research subjects being 60 student teacher candidates at one of the state universities in Jakarta, Indonesia and the ages 22-24 years. The N-gain scores were analyzed using quantitative results show that E-CMR based MDE can improve the competency skills students with an N-gain score of 7.6 in the high category. It can be concluded that MDE-based E-KRM is significant in increasing student skill competency.

Keywords: E-Character Mental Revolution (E-CMR), Mobile Digital Education (MDE), Student skills.

Share Link | Plain Format | Corresponding Author (agus setyo budi)


297 Computer Science ABS-792

Level of Readiness of Users of Integrated Information Systems at UIN Sunan Gunung Djati Bandung Using Framework Strategy, Technology, Organization, People, Environment (STOPE)
Rachmat Jaenal Abidin 1, Mohamad Irfan 2, Cecep Nurul Alam 3, Muhammad Abdul Azis 4

1, 2, 3, 4 Department of Informatics, Faculty of Science and Technology Sunan Gunung Djati State Islamic University Bandung
Jalan A.H. Nasution No. 105, Cipadung, Cibiru, Kota Bandung, Jawa Barat 40614


Abstract

Level of Readiness of Users of Integrated Information Systems at UIN Sunan Gunung Djati Bandung Using Framework Strategy, Technology, Organization, People, Environment (STOPE)

Rachmat Jaenal Abidin, Mohamad Irfan, Cecep Nurul Alam, Muhammad Abdul Azis

Department of Informatics, Faculty of Science and Technology Sunan Gunung Djati State Islamic University Bandung

Abstract
The optimal utilization of integrated information systems at state universities will be obtained if there readiness users in the implementation of information technology. Knowing the readiness level of users required as readiness evaluation in the application of an integrated information system. evaluation of users readiness level at the State Islamic University of Sunan Gunung Jati Bandung in the application of integrated information systems base on STOPE Framework, this is aim to measure users readiness level at State Islamic University of Sunan Gunung Djati Bandung to integrated information systems and providing a recommendation base on evaluation result and influence identification of domains on STOPE Framework. Approaching methods or frameworks are made and suggested to analyze the level readiness. One of them is the STOPE framework approaching, that used for this research. Strategy, Technology, Organization, People, and Environment (STOPE) are the development of the Listone method wich research the development of technology in society by notice 3 of the main domain, such technology,” T”, Institution or organization and individual or people. The goal of this research is to give valuation through the readiness of integrated information system users wich useful for developing an integrated information system. The valuation of readiness in this research by using the STOPE framework, evaluation of 5 domains,16 issues, and 39 Factors. The result of the analysis shows that from all the Strategy, Technology, Organization, People, and Environment Islamic State University Sunan Gunung Djati Bandung ranked 3 on scale 4 through the Integrated information system. As a whole of the STOPE framework level, Islamic State University of Bandung is ranked 3 on scale 4 through the integrated system.

Keywords: Readiness Level, Integrated Information System, STOPE framework.

Keywords: Readiness Level, Integrated Information System, STOPE framework

Share Link | Plain Format | Corresponding Author (Rachmat Jaenal Abidin)


298 Computer Science ABS-798

Gamification and Dimension of Student Engagement
Y Purwanti 1*, I Nasrulloh1, K A N Imania1, D Rahadian1 and S H Bariah1

1 Prodi Pendidikan Teknologi Informasi, Institut Pendidikan Indonesia Garut, Jl. Terusan Pahlawan 32, Garut 44151, Jawa Barat Indonesia.

*yuniar[at]institutpendidikan.ac.id


Abstract


Some literature states that educational games can increase student engagement. The research method used in this study is a mixed method that uses quantitative and qualitative. The research involved 29 students of information technology education. The results showed that learning by applying educational games has a real relationship with the cognitive and emotional dimensions. Cognitive engagement obtained shows good priority in terms of using cognitive strategies, control and task relevance. Emotional engagement that invites students affective reactions an interest in learning.

Keywords: Gamification, Students engagement

Share Link | Plain Format | Corresponding Author (Yuniar Purwanti)


299 Computer Science ABS-33

Teaching English Tenses in an Informal Cooperative Study Group Using Smart Multimedia and Gamification
Arefin Islam Sourav (a*), Ninyikiriza Deborah Lynn (b), Suyoto (b)

a) Magister Teknik Informatika
Universitas Atma Jaya Yogyakarta, Yogyakarta, Indonesia
*arefinactive[at]gmail.com

b) Magister Teknik Informatika
Universitas Atma Jaya Yogyakarta, Yogyakarta, Indonesia


Abstract

English is an international language, and it dominates almost every primary sector of everyday human life. Despite learning English as a first foreign language from elementary school, Indonesian student faces difficulties to be fluent in the primary usage of the word like speaking and writing even during higher education. Researchers claim that traditional teaching methods are failed to motivate the students to keep constant attention. As a result, for less engagement in the learning process in early-stage, students face a lack of understanding. This study aims to introduce a mixed teaching method to learn tenses in English grammar. This combined teaching approach can increase performance, motivation and competitive mentality among the students. The method applied is using smart multimedia along with gamification in an informal cooperative learning group. The finding indicates that using gamification and smart multimedia in an informal cooperative learning group can increase student performance, motivation, and satisfaction in the learning process.

Keywords: Cooperative Learning; Gamification; Smart Multimedia

Share Link | Plain Format | Corresponding Author (Arefin Islam Sourav)


300 Computer Science ABS-802

Implementation of Simple Additive Weighting Method and Technique Order Preference by Similarity to Idela Solution for Giving Website Based Motorcycle Recommendations
Esa Firmansyah (1,2,3), Bambang Tri Yuda (1), Diena Rauda Ramdania (1), Nur Lukman (1)

1 Department of Informatics, UIN Sunan Gunung Djati Bandung, Bandung, Indonesia
2 Department of Informatics, STMIK Sumedang, Sumedang, Indonesia
3 School of Science and Technology Asia e Universitas Wisma Subang Jaya, Malaysia


Abstract

Transportation is the most important requirement for the community. Of the many means of transportation that have the type of motorbike vehicles most widely used because the price is affordable, flexible, and faster to use especially for urban areas in order to avoid congestion. Many motorcycle vehicle manufacturers such as YAMAHA, HONDA, SUZUKI, KAWASAKI, and others. Motorcycle vehicles have several types such as automatic, sports, cub, road bike and offroad vehicles. Of the many motorcycle vehicles that make buyers or potential users of motorcycle vehicles become confused in determining the suitable vehicle in accordance with the desired criteria. The concept of calculation from the combination of the Simple Additive Weighting (SAW) method and the Technique Order Preference by Similarity to Ideal Solution (TOPSIS) method starts from the calculation of the normalized matrix R using the SAW method and continues with the Y normalized matrix calculation the TOPSIS method is continued by determining the solution of positive ideas and a negative idea solution and determine the distance of a positive idea and the distance of a negative idea, then the preference value of each alternative is obtained. From the results of testing the algorithm and testing of the system, valid results are obtained for both, in the sense that the system can run in accordance with the scales that have been made, seen from the 6 test tests it can be concluded that all sample tests show valid results.

Keywords: Combining the SAW method and the TOPSIS method, motorcycle vehicles, motorcycle vehicle recommendations

Share Link | Plain Format | Corresponding Author (Esa Firmansyah)


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