Pub Date : 2022-02-28DOI: 10.31937/ijnmt.v8i2.2429
Ester Lumba, Alexander Waworuntu
This study aims to provide an overview of the application of software design patterns, namely Model View Controller (MVC) in object-oriented programming learning. In the software development industry, most application development uses frameworks. MVC architecture is a design pattern that is widely used by various frameworks. Students as prospective programmers or software developers must master and be able to translate object-oriented programming concepts into programming languages. In this study, the Java programming language is used to apply the object-oriented concept and implement the MVC architecture. This research resulted in an increase in students' programming skills and abilities as well as being able to apply the MVC architecture in developing applications using Java.
{"title":"Implementation of Model View Controller Architecture in Object Oriented Programming Learning","authors":"Ester Lumba, Alexander Waworuntu","doi":"10.31937/ijnmt.v8i2.2429","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i2.2429","url":null,"abstract":"This study aims to provide an overview of the application of software design patterns, namely Model View Controller (MVC) in object-oriented programming learning. In the software development industry, most application development uses frameworks. MVC architecture is a design pattern that is widely used by various frameworks. Students as prospective programmers or software developers must master and be able to translate object-oriented programming concepts into programming languages. In this study, the Java programming language is used to apply the object-oriented concept and implement the MVC architecture. This research resulted in an increase in students' programming skills and abilities as well as being able to apply the MVC architecture in developing applications using Java.","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122022115","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-06-28DOI: 10.31937/ijnmt.v8i1.2063
Justin A. Haratua, A. E. Widjaja, Kusno Prasetya, H. Hery
PT. Palugada Indonesia still records their transactions and inventory of goods in traditional ways, which could result in some errors caused primarily by human interventions. The aim of this research is to assist PT. Palugada Indonesia to control their inventory through an information system. Specifically, a web-based application that can process product data, supplier data, customer data, user data and transaction data was purposefully developed in this study. In addition, the developed application has notification and sales forecast features. These features are expected to further assist PT. Palugada Indonesia to control their inventory optimally. Moreover, the application also has some other useful features, for instance in displaying more informative data, by bringing up sales forecasts and notifications. The developed application was modeled using UML diagram 2.0 and developed using HTML, PHP, and MySQL database. Index Terms—inventory; web-based application; saels forecast; PT. Palugada Indonesia
PT. Palugada Indonesia仍然以传统的方式记录他们的交易和货物库存,这可能会导致一些主要由人为干预引起的错误。这项研究的目的是协助印尼帕卢加公司通过一个信息系统控制其库存。具体来说,本研究有目的地开发了一个基于web的应用程序,可以处理产品数据、供应商数据、客户数据、用户数据和交易数据。此外,开发的应用程序具有通知和销售预测功能。这些功能预计将进一步帮助PT. Palugada印度尼西亚公司以最佳方式控制其库存。此外,该应用程序还有其他一些有用的功能,例如,通过提出销售预测和通知来显示更多信息数据。开发的应用程序使用UML图2.0建模,并使用HTML、PHP和MySQL数据库进行开发。指数Terms-inventory;基于web的应用程序;saels预测;印度尼西亚帕卢加达
{"title":"Web-Based Inventory Application Development for PT. Palugada Indonesia","authors":"Justin A. Haratua, A. E. Widjaja, Kusno Prasetya, H. Hery","doi":"10.31937/ijnmt.v8i1.2063","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.2063","url":null,"abstract":"PT. Palugada Indonesia still records their transactions and inventory of goods in traditional ways, which could result in some errors caused primarily by human interventions. The aim of this research is to assist PT. Palugada Indonesia to control their inventory through an information system. Specifically, a web-based application that can process product data, supplier data, customer data, user data and transaction data was purposefully developed in this study. In addition, the developed application has notification and sales forecast features. These features are expected to further assist PT. Palugada Indonesia to control their inventory optimally. Moreover, the application also has some other useful features, for instance in displaying more informative data, by bringing up sales forecasts and notifications. The developed application was modeled using UML diagram 2.0 and developed using HTML, PHP, and MySQL database. \u0000Index Terms—inventory; web-based application; saels forecast; PT. Palugada Indonesia","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127175973","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-06-27DOI: 10.31937/ijnmt.v8i1.2047
Lionel Reinhart Halim, A. Suryadibrata
Depression and social anxiety are the two main negative impacts of cyberbullying. Unfortunately, a survey conducted by UNICEF on 3rd September 2019 showed that 1 in 3 young people in 30 countries had been victims of cyberbullying. Sentiment analysis research will be conducted to detect a comment that contains cyberbullying. Dataset of cyberbullying is obtained from the Kaggle website, named, Toxic Comment Classification Challenge. The pre-processing process consists of 4 stages, namely comment generalization (convert text into lowercase and remove punctuation), tokenization, stop words removal, and lemmatization. Word Embedding will be used to conduct sentiment analysis by implementing Word2Vec. After that, One-Against-All (OAA) method with the Support Vector Machine (SVM) model will be used to make predictions in the form of multi labelling. The SVM model will go through a hyperparameter tuning process using Randomized Search CV. Then, evaluation will be carried out using Micro Averaged F1 Score to assess the prediction accuracy and Hamming Loss to assess the numbers of pairs of sample and label that are incorrectly classified. Implementation result of Word2Vec and OAA SVM model provide the best result for the data undergoing the process of pre-processing using comment generalization, tokenization, stop words removal, and lemmatization which is stored into 100 features in Word2Vec model. Micro Averaged F1 and Hamming Loss percentage that is produced by the tuned model is 83.40% and 15.13% respectively. Index Terms— Sentiment Analysis; Word Embedding; Word2Vec; One-Against-All; Support Vector Machine; Toxic Comment Classification Challenge; Multi Labelling
抑郁和社交焦虑是网络欺凌的两个主要负面影响。不幸的是,联合国儿童基金会于2019年9月3日进行的一项调查显示,30个国家中有三分之一的年轻人是网络欺凌的受害者。将进行情感分析研究,以发现含有网络欺凌的评论。网络欺凌的数据集来自Kaggle网站,命名为“有毒评论分类挑战”。预处理过程包括4个阶段,即注释泛化(将文本转换为小写并去除标点符号)、标记化、停止词去除和词序化。Word Embedding将通过实现Word2Vec来进行情感分析。然后,使用支持向量机(SVM)模型的One-Against-All (OAA)方法以多标签的形式进行预测。SVM模型将通过随机搜索CV的超参数调整过程。然后,用Micro average F1 Score评估预测的准确性,用Hamming Loss评估样本和标签错误分类的对数。Word2Vec和OAA支持向量机模型的实现结果为经过评论泛化、标记化、停用词去除和词序化预处理的数据提供了最好的结果,这些数据存储在Word2Vec模型的100个特征中。调整后模型产生的微平均F1和Hamming Loss百分比分别为83.40%和15.13%。指数术语-情绪分析;字嵌入;Word2Vec;One-Against-All;支持向量机;有毒评论分类挑战;多标签
{"title":"Cyberbullying Sentiment Analysis with Word2Vec and One-Against-All Support Vector Machine","authors":"Lionel Reinhart Halim, A. Suryadibrata","doi":"10.31937/ijnmt.v8i1.2047","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.2047","url":null,"abstract":"Depression and social anxiety are the two main negative impacts of cyberbullying. Unfortunately, a survey conducted by UNICEF on 3rd September 2019 showed that 1 in 3 young people in 30 countries had been victims of cyberbullying. Sentiment analysis research will be conducted to detect a comment that contains cyberbullying. Dataset of cyberbullying is obtained from the Kaggle website, named, Toxic Comment Classification Challenge. The pre-processing process consists of 4 stages, namely comment generalization (convert text into lowercase and remove punctuation), tokenization, stop words removal, and lemmatization. Word Embedding will be used to conduct sentiment analysis by implementing Word2Vec. After that, One-Against-All (OAA) method with the Support Vector Machine (SVM) model will be used to make predictions in the form of multi labelling. The SVM model will go through a hyperparameter tuning process using Randomized Search CV. Then, evaluation will be carried out using Micro Averaged F1 Score to assess the prediction accuracy and Hamming Loss to assess the numbers of pairs of sample and label that are incorrectly classified. Implementation result of Word2Vec and OAA SVM model provide the best result for the data undergoing the process of pre-processing using comment generalization, tokenization, stop words removal, and lemmatization which is stored into 100 features in Word2Vec model. Micro Averaged F1 and Hamming Loss percentage that is produced by the tuned model is 83.40% and 15.13% respectively. \u0000 \u0000Index Terms— Sentiment Analysis; Word Embedding; Word2Vec; One-Against-All; Support Vector Machine; Toxic Comment Classification Challenge; Multi Labelling","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133879667","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-06-27DOI: 10.31937/ijnmt.v8i1.1865
Hansrenee Willysandro, J. Setiawan, Agus Sulaiman
Data is an important thing as a base of an analytic or a hypothesis for concluding participant vote data in the Indonesian General Election. The data needs to be processed and secured, so the integrity of the data is in good condition. It also needs to protect the participant voting rights, so the information is correctly displayed. The research problems include creating a system that protects the integrity of election data and creating a system that protects election rights for each voter. Based on the problems, this research discusses a blockchain-based electronic voting information system that would secure the integrity of data and also protecting the participant voting rights in a General Election. The system uses Ethereum as a blockchain with Solidity as a programming language to build a smart contract and is built in Microsoft Windows platform. In this research, consortium blockchain and biometric fingerprint authentication are used as a problem-solving method, and waterfall steps is used as a system development method. The result of this research is a proposed design of the e-voting system. The conclusion based on this research is a blockchain-based e-voting system that secures the integrity of the data in a selection process and ensures protection to each vote right. Index Terms—Authentication; Blockchain; Data; Integrity; E-Voting; System
{"title":"Designing a Blockchain-Based Pemilu E-Voting Information System","authors":"Hansrenee Willysandro, J. Setiawan, Agus Sulaiman","doi":"10.31937/ijnmt.v8i1.1865","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.1865","url":null,"abstract":"Data is an important thing as a base of an analytic or a hypothesis for concluding participant vote data in the Indonesian General Election. The data needs to be processed and secured, so the integrity of the data is in good condition. It also needs to protect the participant voting rights, so the information is correctly displayed. The research problems include creating a system that protects the integrity of election data and creating a system that protects election rights for each voter. Based on the problems, this research discusses a blockchain-based electronic voting information system that would secure the integrity of data and also protecting the participant voting rights in a General Election. The system uses Ethereum as a blockchain with Solidity as a programming language to build a smart contract and is built in Microsoft Windows platform. In this research, consortium blockchain and biometric fingerprint authentication are used as a problem-solving method, and waterfall steps is used as a system development method. The result of this research is a proposed design of the e-voting system. The conclusion based on this research is a blockchain-based e-voting system that secures the integrity of the data in a selection process and ensures protection to each vote right. \u0000 \u0000Index Terms—Authentication; Blockchain; Data; Integrity; E-Voting; System","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"375 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133374046","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-06-27DOI: 10.31937/ijnmt.v8i1.2049
L. Christopher, Alexander Waworuntu
Java programming language is rated as the second most active language in the world based on GitHub active repository statistic. Meanwhile, many university students are found lack interest to learn Java. Many researches have shown the positive impact of gamification in many areas of life, include education and learning. The purpose of this study is to design and build an application to learn java programming language with gamification in mind. We use Octalysis Gamification Framework to design the usage of game mechanics in the application. The application was tested on second year students to learn Java for the first half semester and evaluated using the Unified Theory of Acceptance and Use of Technology (UTAUT) Model and get the result of 74.27% agree that the application is well accepted by the students. Index Terms—gamification; java programming language; octalysis gamification framework
{"title":"Java Programming Language Learning Application Based on Octalysis Gamification Framework","authors":"L. Christopher, Alexander Waworuntu","doi":"10.31937/ijnmt.v8i1.2049","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.2049","url":null,"abstract":"Java programming language is rated as the second most active language in the world based on GitHub active repository statistic. Meanwhile, many university students are found lack interest to learn Java. Many researches have shown the positive impact of gamification in many areas of life, include education and learning. The purpose of this study is to design and build an application to learn java programming language with gamification in mind. We use Octalysis Gamification Framework to design the usage of game mechanics in the application. The application was tested on second year students to learn Java for the first half semester and evaluated using the Unified Theory of Acceptance and Use of Technology (UTAUT) Model and get the result of 74.27% agree that the application is well accepted by the students. \u0000 \u0000Index Terms—gamification; java programming language; octalysis gamification framework","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115193011","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-06-27DOI: 10.31937/ijnmt.v8i1.1731
M. F. Wicaksono, M. D. Rahmatya
The access time of using the portal in certain blocks in a residential area can be a problem for some residents. Another problem that arises is if the officer holding the portal key is not in place. The purpose of this study is to create a system to regulate access rights to a particular block within a residential area so that the opening and closing of the portal can be done at any time by residents in the intended area. There are several blocks of this system, namely the NodeMCU controller block, ESP32CAM, Android applications, and web applications that are built using the PHP and MySQL programming languages. NodeMCU is used as the main controller to manage servo motors, send and receive data to and from the server, receive input related to open and close portals from the android application. The web application is used to register users, view the portal usage log, and verify the login process of the application. This system has been running well based on the results of tests that have been carried out, where the registration process, login, opening and closing portals, log usage is in accordance with the objectives to be achieved. Index Terms—Portal; NodeMCU; ESP32CAM; Android; Web Application
{"title":"IoT BASED HOUSING AREA PORTAL WITH NODEMCU, WEB AND ANDROID APPLICATIONS","authors":"M. F. Wicaksono, M. D. Rahmatya","doi":"10.31937/ijnmt.v8i1.1731","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.1731","url":null,"abstract":"The access time of using the portal in certain blocks in a residential area can be a problem for some residents. Another problem that arises is if the officer holding the portal key is not in place. The purpose of this study is to create a system to regulate access rights to a particular block within a residential area so that the opening and closing of the portal can be done at any time by residents in the intended area. There are several blocks of this system, namely the NodeMCU controller block, ESP32CAM, Android applications, and web applications that are built using the PHP and MySQL programming languages. NodeMCU is used as the main controller to manage servo motors, send and receive data to and from the server, receive input related to open and close portals from the android application. The web application is used to register users, view the portal usage log, and verify the login process of the application. This system has been running well based on the results of tests that have been carried out, where the registration process, login, opening and closing portals, log usage is in accordance with the objectives to be achieved. \u0000Index Terms—Portal; NodeMCU; ESP32CAM; Android; Web Application","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133363690","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-06-27DOI: 10.31937/ijnmt.v8i1.1730
Harya Bima Dirgantara, Henri Septanto
This study aims to design an action-arcade web-based picture card matching video game for memory improvement. Picture cards to be matched are animals that usually exist in zoos and farms, like monkey, cow, dog, pig, chicken, zebra, elephant, owl, and mouse. This research uses the prototyping process model with the communication stage, quick planning, modeling, construction, and launching. The results of this study are web-based video games for memory improvement training. From the results of the user experience testing, 68% of respondents informed that they felt it was easier to remember. Index Terms—video game; action-arcade; picture cards matching; prototyping; memory improvement training
{"title":"A Prototype of Web-based Picture Cards Matching Video Game for Memory Improvement Training","authors":"Harya Bima Dirgantara, Henri Septanto","doi":"10.31937/ijnmt.v8i1.1730","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.1730","url":null,"abstract":"This study aims to design an action-arcade web-based picture card matching video game for memory improvement. Picture cards to be matched are animals that usually exist in zoos and farms, like monkey, cow, dog, pig, chicken, zebra, elephant, owl, and mouse. This research uses the prototyping process model with the communication stage, quick planning, modeling, construction, and launching. The results of this study are web-based video games for memory improvement training. From the results of the user experience testing, 68% of respondents informed that they felt it was easier to remember. \u0000Index Terms—video game; action-arcade; picture cards matching; prototyping; memory improvement training","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123609248","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-06-27DOI: 10.31937/ijnmt.v8i1.1837
F. A. Fajri, M. Fakhrurrifqi, Dian Budi Santoso, Radhian Krisnaputra
The Covid-19 pandemic condition that has hit the world has had a significant impact on various sectors. Health facilities need information system support in their services. Breaking the distribution chain can be done by maintaining a physical distance. However, in reality, people are still indifferent. There is a possibility that the patient is infected but shows no symptoms or is lying to the point of endangering medical personnel. In addition, there is a stigma in the community so that they are afraid to go to health facilities. Even though it cannot be denied that in certain conditions patients should still have their conditions checked by a doctor. The development of this online registration system aims to reduce the risk of contact between patients and medical personnel. The real-time queue monitoring feature helps patients to wait in line anywhere, so they are not in the patient's waiting room. This system is able to provide real-time queues for examinations in all polyclinics. This can reduce public anxiety about coming to health facilities. Index Terms— Covid-19; Health Facilities; Online Reservation; Pandemic; Realtime Queues
{"title":"Stay at Home Reservation: The Mitigation Step in Covid-19 Pandemic","authors":"F. A. Fajri, M. Fakhrurrifqi, Dian Budi Santoso, Radhian Krisnaputra","doi":"10.31937/ijnmt.v8i1.1837","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.1837","url":null,"abstract":"The Covid-19 pandemic condition that has hit the world has had a significant impact on various sectors. Health facilities need information system support in their services. Breaking the distribution chain can be done by maintaining a physical distance. However, in reality, people are still indifferent. There is a possibility that the patient is infected but shows no symptoms or is lying to the point of endangering medical personnel. In addition, there is a stigma in the community so that they are afraid to go to health facilities. Even though it cannot be denied that in certain conditions patients should still have their conditions checked by a doctor. The development of this online registration system aims to reduce the risk of contact between patients and medical personnel. The real-time queue monitoring feature helps patients to wait in line anywhere, so they are not in the patient's waiting room. This system is able to provide real-time queues for examinations in all polyclinics. This can reduce public anxiety about coming to health facilities. Index Terms— Covid-19; Health Facilities; Online Reservation; Pandemic; Realtime Queues","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"99 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134642269","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-06-27DOI: 10.31937/ijnmt.v8i1.1741
Gisela Kurniawati, Oscar Karnalim, Setia Budi
A number of studies regarding the correlation between student seating position and their academic performance have been conducted. However, only a few of them focusing on computer science major, which is argued to be unique in terms of teaching style and classroom layout; as the discipline puts more emphasise on hands on activity like programming, system and network configuration. Further, among those works focusing on that major, none of them specifically address undergraduate students. This paper presents an observational study involving 426 computer science undergraduate students. The study covers student activity over one academic semester. A questionnaire survey measuring student awareness about that correlation in their seating preference was also performed, with 126 students as the respondents. In general, the correlation only exists on some circumstances like student major and lecture time. Further, the seating preference can be driven by the awareness of that correlation with some motivating factors like friends, whiteboard position, and personal habit. Per occasion, it is suggested to analyse the class circumstances and the student motivating factors prior performing further actions. Index Terms— seating position; academic performance; observational study; survey instrument; computing education
{"title":"Student Seating Position and Their Academic Performance in Computer Science Major","authors":"Gisela Kurniawati, Oscar Karnalim, Setia Budi","doi":"10.31937/ijnmt.v8i1.1741","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.1741","url":null,"abstract":"A number of studies regarding the correlation between student seating position and their academic performance have been conducted. However, only a few of them focusing on computer science major, which is argued to be unique in terms of teaching style and classroom layout; as the discipline puts more emphasise on hands on activity like programming, system and network configuration. Further, among those works focusing on that major, none of them specifically address undergraduate students. This paper presents an observational study involving 426 computer science undergraduate students. The study covers student activity over one academic semester. A questionnaire survey measuring student awareness about that correlation in their seating preference was also performed, with 126 students as the respondents. In general, the correlation only exists on some circumstances like student major and lecture time. Further, the seating preference can be driven by the awareness of that correlation with some motivating factors like friends, whiteboard position, and personal habit. Per occasion, it is suggested to analyse the class circumstances and the student motivating factors prior performing further actions. \u0000Index Terms— seating position; academic performance; observational study; survey instrument; computing education","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"124 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132479827","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-06-27DOI: 10.31937/ijnmt.v8i1.1793
Mirza Oktanizar, D. E. Kurniawan
Education related to problems in the shipping industry to the general public who have no background in the shipping industry and activities when ships dock at the port becomes a challenge to conduct research. This research develops multimedia motion graphics to combine graphic design, animation, text, and sound in visualizing materials and activities in the shipping industry. Stages of making multimedia start from ideas, narration, storyboard, tracing, editing, rendering, and testing. The research uses the EPIC Model testing by paying attention to aspects of empathy, persuasion, impact, and communication. The results of testing the effectiveness of the EPIC model obtained an EPIC rate of 4.15, which means that the resulting motion graph falls within the effective range criteria. Index terms— multimedia; motion graphic; EPIC model; effectiveness
{"title":"Development of Motion Graphic as Education Material for Promoting Shipping Industry Using EPIC Model Testing","authors":"Mirza Oktanizar, D. E. Kurniawan","doi":"10.31937/ijnmt.v8i1.1793","DOIUrl":"https://doi.org/10.31937/ijnmt.v8i1.1793","url":null,"abstract":"Education related to problems in the shipping industry to the general public who have no background in the shipping industry and activities when ships dock at the port becomes a challenge to conduct research. This research develops multimedia motion graphics to combine graphic design, animation, text, and sound in visualizing materials and activities in the shipping industry. Stages of making multimedia start from ideas, narration, storyboard, tracing, editing, rendering, and testing. The research uses the EPIC Model testing by paying attention to aspects of empathy, persuasion, impact, and communication. The results of testing the effectiveness of the EPIC model obtained an EPIC rate of 4.15, which means that the resulting motion graph falls within the effective range criteria. \u0000 \u0000Index terms— multimedia; motion graphic; EPIC model; effectiveness","PeriodicalId":110831,"journal":{"name":"IJNMT (International Journal of New Media Technology)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126445266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}